the _core at the end doesn't do anything.
the _core at the end doesn't do anything.
Well there goes that theory.
It's really odd, the building shows up just fine in Geomod when I go to the development tab to add buildings to a city. It save with no problems, no crashes, nothing. Yet Medieval 2 crashes seconds after start up with no error in the log at all. I thought maybe there was something non-building related causing the crash but when I delete the entry from the EDB the game runs just fine.
Can you post the descriptions again?
Anything in the log? Have you tried the EDB validator? Missing descriptions maybe (all cultures should have a line).
Hi, seems I have an issue with creating a guild, here's my following codes
Export_Descr_Building
Spoiler Alert, click show to read:
Export_Descr_Guild
Spoiler Alert, click show to read:
Everything looks ok but for some reasons, when I build the required buildings (Almshouse), nothing happens and the amount of guild points I gave is quite enough (testing purpose). Anyone has a solution?
Regards.
Uncomment the guild part in export_descr_guilds?
Lol, no worries it happens...
about that .bin-.txt converter... when i run it, command propmpt flashes with this :
C:\Program Files\SEGA\Medieval II Total War\data\text>strings_bin_converter.py a
ll
Traceback (most recent call last):
File "C:\Program Files\SEGA\Medieval II Total War\data\text\strings_bin_conver
ter.py", line 42, in <module>
for filepath in os.listdir(''):
WindowsError: [Error 3] The system cannot find the path specified: ''
any ideas on what the issue is? Python (2.7) is installed...
Version 2.7 won't work. Uninstall it and use 2.6.4 or 2.6.
thanks. downloaded, and it is now working. problemo solvodo.
New to modding with Python and "txt.strings.bin" file conversion, went to Python website and latest versions are 3.2.3 here -
http://python.org/
am I in the right place?
http://www.python.org/download/releases/2.5.6/ Try this one.
irishron:
thanks.
From the reading above and on another thread on mistakes to avoid comes questions:
If I'm modding a stand alone mod and just edit the text file, then delete the corresponding txt.strings.bin file as discussed above - in this case buildings then the game rebuilds that on reboot correct from my editted text?
However would that still be save gameable - I'm guessing not?
Mechanism works like delete, rewrite of rwm file when the map is altered?
Irishon:
Thanks for all the help.
Trying to get military academies/officers academies to be buildable and work right in TATW.
AWRA - Arnor Will Rise Again.
I made market buildings for castle, first three levels. I can build them, they have description, but default building icons. I copied vanilla files from southern_european folder and changed them to castle_corn_echange and so on, just like in edb. They are in right folders for sure. Also made entries in export_buildings.text and deleted e_b.bin file. What can be wrong?
I cannot play se faction, because i add this to teutonic campaign. And yes, I put prefixes like in here #southern_european_castle_market. I also tryied to rename this to northern_european and put to that folder, but nothing changes.
Can you copy one of your EDB entries here?
Do you run the mod with the file_first command in it's CFG file?
Running this tutorial from step 3 onward together with deleting the med2 folder in the VirtualStore could help.
You may have to delete the text\export_buildings.STRING.BIN file to force the generating of a new one.