Has anyone found some files from BI that don't need to be copied?![]()
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Thanks in advance.
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![]()
TWC Wiki: List of TW Modding Contributions 2005-2011
Release 12.2012: Third Age TW Realism+
Release 04.2013: Rise of the Samurai Realism+
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LIVING ...WITH... WAR
What's really more disappointing than dis-information and non-education?
A certain degree of intentional ignorance paired with obvious stupidy /DV
DaVinci,
XGM (Extended Greek Mod) uses also the -mod switch.
Playing EB and XGM
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.
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.
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
If they don't, then Cool mod-users use the Mod Enabler (JSGME)
Cool modders use show_err
Cool modders use the tutorials database
Cool modders check out the Welcome to the Modding Forums! thread
Cool modders keep backups
Cool modders help each other out
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).
Not used mods before? Looking for something small and fun?!Download the:
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.
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?
Finished EB campaigns:
Sweboz 1.0
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?
Is your mod BI-based? BI-based mods need the majority of vanilla BI folders to be brought inside the modfolder.
Norman Invasion - The fate of England lies in your hands...
Viking Invasion II - Unite Britain in the best TW campaign ever!
Gods and Fighting Men: Total War - Enter the Mists of Myth in Ancient Ireland
Can you list which files exactly you have modded?
Norman Invasion - The fate of England lies in your hands...
Viking Invasion II - Unite Britain in the best TW campaign ever!
Gods and Fighting Men: Total War - Enter the Mists of Myth in Ancient Ireland
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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