I managed to launch the game with the mod, but when I tryed a custom battle it automatically reverts back to main menu.Originally Posted by alpaca
I managed to launch the game with the mod, but when I tryed a custom battle it automatically reverts back to main menu.Originally Posted by alpaca
Last edited by KSEG; 12-15-2005 at 15:04.
This thing isn't working.
I tried 2 mods and I can't do custom battle or campaign in both of them.
I even tried copying the entire original data folder and then putting the mod in.
Am I doing something wrong here?
What I did is,
1.make a new folder in the Rome:Total War folder
2.copy the data folder of the mod into the new folder.
3.add -mod:foldername line in the shortcut.
Is this the right way?
I keep on hearing people say that the mod switcher has limitations - implicity at least - and thus my avoidance of the thing.
Can anyone confirm that they have got a full-conversion mod working using the mod switcher? New animations, new map, new sounds, new music, new historicals & custom battles, new culture, new everything!?
After seeing the problems with that command line, I'm working with JoneSoft Generic Mod Enabler (JSGME).
http://members.iinet.net.au/~jscones.../products.html
I haven't still modded BI, but I can say that it works perfectly with RTW 1.2 with animations, patch.pak, map (provincial campaign), custom and historical battles. In fact I want to release my mod with this system, that allows to keep a clean installation of RTW.
Another advantage is that you can split the mod in several sub-mods. For example, I have one full mod without texts, and two text folders with the Spanish and English text versions. Each player can enable the version he/she wants.
I've tested in RTW 1.3 and (until now) it works with patch.pak, custom and historical battles. Provincial campaign loads but it CTD after first turn, although I think this is not a problem of the JSGME.
In BI I've tested only this kind of installation with the all-factions mod + rebel commander by ER, and it works perfectly.
Moreover, in the conversion to RTW 1.3 (and now to 1.5) I have several parts of the mod, battles and campaign. In this way I can disable only the part I want to modify (campaign) and the functional part (battles) remains installed, just to speed up the enabling-disabling process.
If there are people interested in this system, I could write a short guide/tutorial.![]()
Yep, the latest private beta of chivalry uses it, and it works perfectly with changes made to everything you listed.Can anyone confirm that they have got a full-conversion mod working using the mod switcher? New animations, new map, new sounds, new music, new historicals & custom battles, new culture, new everything!?
Done.Originally Posted by Dol Guldur
![]()
https://forums.totalwar.org/vb/showt...84#post1009484
Thanks!Originally Posted by Monkwarrior
This tool is great, now finally I don't have to copy the entire data folder for backup.
Thank you kindly, Monkwarrior. A worthy successor in my heart (and my sig) to the Mod Switcher.![]()
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
I use the commandline switch for XGM and it works fine. In some ways it works better than over-writing files in the main data folder (the game exe will look for unit cards in the mod folder before the packs, for example). But there are a few quirks that you need to take into account. First you need to include a copy of pretty much everything in data\world in the mod folder. Second, and this is the bit that can be a pain, the game exe won't automatically look in the mod folder for .CAS files. That means you have to go through the text files and specify the location of every new or modified .CAS file. *edit* Same goes for sprite files IIRC.Originally Posted by KSEG
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