Results 1 to 3 of 3

Thread: Modding Kingdoms campaigns

  1. #1

    Default Modding Kingdoms campaigns

    I'm attempting to make a few changes to one of the campaigns that came with Kingdoms (americas specifically). Do I have to follow any special steps to enable modding? or should I just be able to extract, edit the files, and have them work right away without having to do the file_first switch anywhere?

    I've tried without the switch and my modifications did not appear to go through, although when I tried adding the file_first switch in the cfg file I got a CTD. I didn't try anything that appeared overly complex to me, was just trying to give musketeers a scattershot style projectile instead of just straight slugs.

    Help!
    Give a man fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life.

  2. #2

    Default Re: Modding Kingdoms campaigns

    I fail at search function. Found my answer I believe.

    https://forums.totalwar.org/vb/showt...light=americas

    If anyone else is wondering.
    Give a man fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life.

  3. #3

    Default Re: Modding Kingdoms campaigns

    thnx man good thing I was looking for the same thing
    How to unpack specific files to they respective folders:
    make a new .cmd in Medieval II Total War\tools\unpacker and put this inside after you right-click edit.
    Code:
    unpacker --source="..\..\packs\*.pack" --destination=..\..\--filter=[name of file goes here w/o brackets]

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO