Awesome!
I got the imperium globale mod to work on top of ottoman realism ... would your mod work with imperium globale?
No idea. Imperium Globale has a different startpos. I have a list above of the mods I am running PUP mod with.nonight
32_factions_in_custom_battles
american_mod
aum_mod_dm
b10kz
b11kz
b12kz
b1kz
b2kz
b3kz
b4kz
b5kz
b6kz
b7kz
b9kz
British_General_Staff
british_mod
brit_mod_drth
darthmod
Das_Oesterreichische_Heer
ermod
Espańa_units_dm
ETF
French_General_Staff
french_mod
gaz_prussian_mod
GDsRealismsoundpack
german_states_drth_mod
Hessian_General_Staff
Hessian_mod
Indian_h_mod
Indian_mod
isil_mod_dm
KOSJ_Grenadiers_Bearskin_MOD
KoSJ_Replacement_Light_Infantry_Mod
kz00
kz01
kz02
kz03
kz04
kz05
kz06
kz07
kz08
legoshipsKZ
mod_espańa_fix
mod_ornamentum_french
mod_ornamentum_poltava
MOD__polish_line_LATE
Period Portraits
Piedmont Savoy Retexture
Pshaders3
savoyunitspack
SirDCC_austrian_hungarian_grenadiers_mod
SirDCC_RED_austrian_hungarian_grenadiers_mod
spain_mod
Spanish_General_Staff
SvenskaArmen1_5
TGOTRElight15
tuca_music
Xbox360KZ
Xbox360KZ2
Last edited by Geronimo2006; April 27, 2010 at 11:30 AM.
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
Love the mod. Just curious in the screen shots there are swords on the side of the infantry units. How did you do that?
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
Hey, just downloaded this mod but i can't figure out how to use it. Could anyone please help?? Sorry i'm new to this kind of stuff.
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
OH! its that damned mod manager! Well i dont use it ... that explains everything
V 1.6 unit wip.Colonial Line Infantry:Portugal Bearskin Grenadier wip:Spoiler Alert, click show to read:1.6 will also incorporate the Portugal Marines mod, thereby replacing the existing Portuguese Naval Crews with the early Green/White uniformed marines. The Marines will also be available for recruitment as land-units.Spoiler Alert, click show to read:
Last edited by Geronimo2006; May 05, 2010 at 10:13 AM.
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
Hey, I haven't used .pack mods before and was wondering if anybody could help me to install this mod. Sorry i'm a bit new to this.
Download and then extract to the Empire Total War Data Folder. Download Modmanager and start it. You will see a list of mods (in the Data folder) including this one. Tick the box beside it to select it. Then press the Modmanger "Launch" button and the game will start with the mod.
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
Looks like your'e doing pretty good +Rep for those nice units. Btw, what version of Toons "american_mod" are you using? I tried to install the version for ETW 1,4 but i get a CDT at startup. Do you have another version? I really don't whant to install the entire TAR-mod. Cheers!
Thanks TheGeat. After CA patch I reinstalled ETW from scratch and the startup CTD's stopped 90% of the time. Another way of reducing startup crashes is to delete your user script files in AppData/scripts folder and/or the files in the fx-cache folder in Appdata/The Creative Assemblyfx_cache folder. I'm using the pre-TAR separate American mods by Toontotal war i.e. american, british mod, french mod, hessian mod etc. Toontotalwar said he now only supports the TAR mod, so the pre-TAR mods haven't been changed for several months. However, I think the relevant thread containing the downloads is in the TAR section and that it warns you need to run all the old pre-TAR american/french/hessian/spanish/generals etc.-unit packs together or it may crash, if you are using the 24-bit versions. Hope that helps.
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
Yeah, i think toontotalwar mentioned something about using all those mods together to avoid ctd. I'm currently using all parts exept the one for indian factions, don't know if that file is nessesary. I haven't tried to delete the Creative Assemblyfx_cache though but i did delete the old scriptfile. Annyways, thanks for the help!
Last edited by TheGeat; May 02, 2010 at 03:02 PM.
Coming in 1.6. Porto Grenadiers:Marines (early):Spoiler Alert, click show to read:Marines Officer:Spoiler Alert, click show to read:Colonial Line Infantry:Spoiler Alert, click show to read:Reskinned/modeled drummers:Spoiler Alert, click show to read:Credits to Toontotalwar for his Marine Grenadier skin which were so helpful in creating the Porto Grenadier unit.Spoiler Alert, click show to read:
Last edited by Geronimo2006; May 02, 2010 at 05:56 PM.
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog
D
The colonial Line Infantry unit will be based on the 2 units on the left. The man with the blue-cuffs and the red-sash will be the officer (Portuguese officers wore red-sashes from the 18th century to the 1930s), while the man to the left of him will be one of the men under his command. The reason is that the two men in the white-red uniforms look like my Cabo-Frio unit so for diversity I will make the white-blue soldiers into a unit instead.Spoiler Alert, click show to read:
Colonialism 1600AD - 2016 Modding Awards for "Compilations and Overhauls".
Core i7 2600 @ 3.4ghz - NVIDIA GTX950 2GB
Colonialism 1600 AD blog