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  1. #1
    RaptorJesus Priest Member Sir Dinadan's Avatar
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    Question Re: Using -mod:my_mod

    Has anyone found some files from BI that don't need to be copied? Thanks in advance.

  2. #2
    TW Modder Since 2005 Member DaVinci's Avatar
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    Default Re: Using -mod:my_mod

    Is anywhere a list of mods, that use CA's -mod function?

    I know only about Chiv and TFT.

    I would like to install other mods, but just only with -mod functionality.

    The times, that i used to copying several vanilla directories is gone for me, as i have not longer lust and time to manage this and/or to buy bigger/new hd's due to new mods.

    However, i would like to "encourage" all big mod projects to produce actual mod folders, and not overwriting any kind of vanilla TW data. It is so much userfriendly
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  3. #3
    Member Member swell's Avatar
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    Default Re: Using -mod:my_mod

    DaVinci,
    XGM (Extended Greek Mod) uses also the -mod switch.
    Playing EB and XGM

  4. #4
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Using -mod:my_mod

    Fourth Age is a BI mod folder.

    They are useful and not just for players. However, some elements will be overwritten in your vanilla if the mod is quite "deep" in what it has modded - but these are usually quite small and harmless changes.
    "One of the most sophisticated Total War mods ever developed..."

  5. #5

    Default Re: Using -mod:my_mod

    Napoleonic 2 for example uses a mod folder - but puts the new skies in the main data folder - presumably because they wouldn't appear otherwise.
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  6. #6
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Using -mod:my_mod

    Umm, bump...
    As its been a while I was wondering did anyone work out how to get an intro video ('bi_Intro_640x480.wmv' equivalent) to play if placed in -mod folder.

    Also any ideas on these bits I can't seem to shift out of RTW, let alone get into -mod;
    RTW\data\UI\culture\cities\ .tga's
    so far putting them even in BI has corrupted the whole UI with portraits appearing instead of the city logo's etc.

    and RTW\Data\terrain\aerial_map\sea\ .tga's (ground types I can find paths for but not these)

    Lastly did anyone find any difference between copying BI folder leaving it at the same level and renaming copy for -mod so you get -mod:my_mod or copying BI into itself and naming internal one so you get the -mod:bi/my_mod set up. So far I'm struggling to see difference (except to what you re-path textures etc to).
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  7. #7
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Using -mod:my_mod

    I believe RNJ has the structure like that and had some issues - can't remember. I'll ask next time I see kagemusha online.

    I cannot get the music (in a packed state) or a game intro movie to work from within the modfolder - but we do not have an intro vid :(

    I will get back to you about the other things.
    Last edited by Dol Guldur; 01-09-2007 at 18:47.
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  8. #8

    Default Re: Using -mod:my_mod

    Quote Originally Posted by Sir Dinadan View Post
    Has anyone found some files from BI that don't need to be copied? Thanks in advance.
    And i would ask the same question.
    Trying to make a BI mod into -mod option. Apparently playing BI is already doing -mod:bi, so just creating a mod folder and a shortcut pointing to it doesn't work. So you still have to duplicate the entire BI folder, just minus some files. Anyone found out what files can be omitted?
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  9. #9

    Default Re: Using -mod:my_mod

    A further question.

    Modding just units (some new unit and unit_info cards, changes to EDB/EDU as appropriate) I put everything into a "mymod" folder to keep the plain vanilla files "safe." However, running the mod, every time I zoom to battle map (either to view one of my own settlements, or for combat) I get a CTD when the game tries to generate the settlement:

    "Error. Filename doesn't exist" data/models_building/..."
    then a laundry list including "militia_barracks_eastern_high.cas" and so forth. I have not modified any Cas file, nor planned to. All remain in the original data/ folder.

    When running RTW without the -mod switch, everything runs fine. I've tried copying data/models_building/ into the mod folder, tried removing it from the mod folder, no change.

    My understanding is that if RTW didn't find it in the mod folder, it looked in the original data/ folder. Is that assumption off, or is something else going on?

  10. #10

    Default Re: Using -mod:my_mod

    Is your mod BI-based? BI-based mods need the majority of vanilla BI folders to be brought inside the modfolder.

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  11. #11

    Default Re: Using -mod:my_mod

    Quote Originally Posted by Aradan View Post
    Is your mod BI-based? BI-based mods need the majority of vanilla BI folders to be brought inside the modfolder.
    Nope, regular RTW (when I run using the installed RTW icon, it gives version 1.5) I figured I'd start with something "easy",

  12. #12

    Default Re: Using -mod:my_mod

    Can you list which files exactly you have modded?

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  13. #13

    Default Re: Using -mod:my_mod

    Quote Originally Posted by Aradan View Post
    Can you list which files exactly you have modded?
    EDU - added units
    EDU_enum - for above
    text\export_units - for above
    EDB - for new units only
    DMB - for new units only
    UI folder for UNITS and UNIT_INFO only

    names files

    Descr_strat (set back to plain vanilla for CTD on end turn and/or AI turn)

    No buildings were added or buildings files were altered other than EDB for unit recruitment.

    At first, MYMOD folder held complete copy of DATA folder, but went back and removed duplicates (of DATA) that were unmodified. This change had no effect.

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