http://www.twcenter.net/forums/showthread.php?t=292637
Scotland mod made by ludo was went down as soon as you upgraded from 1.3
I have fixed it to make it work with latest patch
Ideas
Anyone think of anything else to make this Mod better.
Just getting to grips with modding and quiet enjoying it.
To do
Going to take out Grand Columbia
They declare war on you at randum then after you finish your turn it crashs, so they need to go.
Will do that soon.
Scotland Mod
Installation
1. Back up your startpos.esf (data\campaigns\main) and regions.esf (data\campaign_maps\global_map)
2. Extract downloaded file
3. Put extracted regions.esf in data\campaign_maps\global_map
4. Put extracted startpos.esf in data\campaigns\main
5. Put scot_loc.pack and scotland_mod.pack into the EWT data folder
6. Activate Scotland Work.pack with Mod Manager, or put the user.empire_script.txt in your Application Data\The Creative Assembly\Empire\scripts folder
Based on HusserlTW's startpos that unlocked emergent factions, I have made a Scottish mod package.
What's in the mod?:
1. Start Position
It begins in 1700 with a hypothetical situation in which the former king of Great Britain, James II has been restored to the Scottish throne. (Historically this is not too far fetched as James was still alive, in exile, in 1700 and was still technically King James VII of Scotland).
Scotland begins in a position of disadvantage as there is a lot of internal dissent, with many people unhappy about James being restored to the throne. England would like to see the union of Great Britain restored and poses a strong threat to an independent Scotland.
Victory conditions include not only survival, but the restoration of some of the overseas colonies such as Nova Scotia and Panama where Scotland had an interest before the separation from England.
2. Units
As the game begins with a hypothetical situation in which the Stuart monarchy has been restored, I have not included any of the historically well known Scottish units such as the Royal Scots or the Black Watch as these units came into being because of the failure of the Jacobite cause and were very much shaped by the union with England. Instead, I have made a range of geographically based Scottish units, with each unit reflecting the type of troops that might reasonably have been recruited in that area (eg infantry from the highlands, light cavalry from the borders).
There are twelve Scotland specific units in the mod. All of them are only recruitable in Scotland and all have limits on the numbers that can be recruited. So, for example, you cannot recruit Highlanders in New York (though you can replenish an existing unit). If you want to send a new Scottish unit to the colonies you have to recruit it at home and ship it out.
Here are some of the units:
Blue Bonnets
Argyll Highlanders
Lochalsh Highlanders
Grey Dragoons
Glasgow Fencibles
Lothian Watch
3. Sounds and Names
Apart from throwing in a bit of bagpipe music when units march into battle, I have changed some of the campaign and battle sound files so that they respond with Scottish rather than English accents. This will show up as a lot of conflicts with vanilla if you're using Mod Manager, but don't worry it's just the Scottish voice files superceding the originals.
And finally, I've tried to put Scottish names in where possible. For example, you should no longer be able to build a ship in Glasgow only to find that the program has named it the London or the Hampshire.
This is my first attempt at a mod, so please excuse if it's a little rough here and there. I have tested it for about twenty turns with no problems. I would test it some more, but I want to get on with playing it just for fun.
Thanks
Ludo himself and everyone that helped him
Thanks to Emperor Batman999 for the use of his Highlander Warband and to Danova for the beautifully textured Independent Highlanders (here reborn as the Dornoch Highlanders).
Thanks to just about everyone who's ever written a tutorial (becuase I've probably read it), and in particular The Phenom, Torque and Mr Thib for the tutorials on unit creation. And, of course, to Lt Chambers for the incredibly useful mod manger and PFM (yes, I will try to get my head around DBEditor).
Most of all, thanks to HusserlTW for the startpos that got the ball rolling.
If you like the mod, rep these guys.
They did most the work,
I only put in a hour or 2