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Thread: How to start modding

  1. #1

    Question How to start modding



    I am new to the modding game and would like to just start by changing a few buildings around.

    I have downloaded the export_descr_buildings.txt file and want to apply that to my game. How?

    Do I need to build an entire Mod or can it be applied to the game one file at a time? I do not see any of these files in the game directory for MTW2.

  2. #2

    Default Re: How to start modding

    I have found the unpacker in the MTW2 folder and moved it to the correct directory acording to the readme file. After running the unpacker and deleting the files
    data\descr_geography_new.txt
    data\descr_geography_new.db


    running the bat file

    medieval2.exe --io.file_first

    The game crashes on bootup.

    Any ideas?

  3. #3
    Member Member mor dan's Avatar
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    Default Re: How to start modding

    from the Wiki:

    https://forums.totalwar.org/vb/showthread.php?t=70892


    i think this a much easier way to go about starting a mod. if you are dead set on using your current system without a mod folder, check the last few lines of your system.log.txt file in the main directory, or post it here so we can review it if you don't understand what you see.
    "Signatures tell the forum who you are. If you make jokes, you are a clown. If you leave serious quotes, you take things seriously. If you challenge the owner of the forums, you are a malcontent.

    The Owners are like a government. If you make jokes, they laugh. If you make serious quotes, they keep an eye on you, while probing public opinion on your remarks. If you challenge them, you are a threat." - me on the SWG forums before they censored my sig

  4. #4

    Default Re: How to start modding

    I also followed the instructions in the readme and unpacked everything in the world into my data folder like a sucker.

    After deleting the two files recommended (and making no other changes) I get a crash on startup when using --io.file_first

    Log reads:
    10:02:40.375 [system.rpt] [always] CPU: SSE2
    10:02:40.375 [system.rpt] [always] ==== system log start, build date: Oct 5 2006 version bld-medieval2-final-52 (29455) ===
    10:02:40.390 [system.io] [always] mounted pack packs/data_0.pack
    10:02:40.390 [system.io] [always] mounted pack packs/data_1.pack
    10:02:40.390 [system.io] [always] mounted pack packs/data_2.pack
    10:02:40.390 [system.io] [always] mounted pack packs/data_3.pack
    10:02:40.390 [system.io] [always] mounted pack packs/data_4.pack
    10:02:40.390 [system.io] [always] mounted pack packs/localized.pack
    10:02:45.593 [data.invalid] [error] Expected localised string 'generic_repair'

    That last line would seem to be the problem. "generic_repair" also happens to be the first line in export_desc_buildings_enums.txt, which makes me think I might not have any localised strings. Any idea how to fix this?

    Also, is there an easier way than reinstalling to undo this mess of files and start over with a mod directory?

  5. #5
    Member Member mor dan's Avatar
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    Default Re: How to start modding

    i don't know. i had to uninstall and reinstall. i just made sure to take out all the files i knew i needed before doing so. will it launch WITHOUT the io.file_first batch file?
    "Signatures tell the forum who you are. If you make jokes, you are a clown. If you leave serious quotes, you take things seriously. If you challenge the owner of the forums, you are a malcontent.

    The Owners are like a government. If you make jokes, they laugh. If you make serious quotes, they keep an eye on you, while probing public opinion on your remarks. If you challenge them, you are a threat." - me on the SWG forums before they censored my sig

  6. #6

    Default Re: How to start modding

    Yeah, worked fine by default. I ended up uninstalling and reinstalling as well, after which I was able to add a couple files in data and run with the batch file okay. I'm not sure what it didn't like about the "unpack all into data" deal, but it seems like a bad scene all around.

  7. #7

    Angry Re: How to start modding

    Quote Originally Posted by dulsin


    I am new to the modding game and would like to just start by changing a few buildings around.

    I have downloaded the export_descr_buildings.txt file and want to apply that to my game. How?

    Do I need to build an entire Mod or can it be applied to the game one file at a time? I do not see any of these files in the game directory for MTW2.
    I would like to know this as well. What the hell do I do with the file? Where the hell do I put it? Why is it so hard to get this basic information?

  8. #8

    Default Re: How to start modding

    The patch was not done right. After going back and patching proberly it now works.

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