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Thread: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

  1. #61
    mhawari's Avatar Miles
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    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    i doubt if he (Mitch) was still active in this website, beside many people are complaining about error netframework from mod manager, and he was never reply to people abou the progress/continuing update. Maybe u can make "Your Version" mod manager. As u make Save Parser i think, then u just put the direct to user.script. (oh sorry, maybe Its sound like an understatement it)

  2. #62
    RoninX2807's Avatar Senator
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    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    Quote Originally Posted by mhawari View Post
    i doubt if he (Mitch) was still active in this website, beside many people are complaining about error netframework from mod manager, and he was never reply to people abou the progress/continuing update. Maybe u can make "Your Version" mod manager. As u make Save Parser i think, then u just put the direct to user.script. (oh sorry, maybe Its sound like an understatement it)
    ok, I will have a look on this topic. As I said, first I have to understand the mod package stuff.

  3. #63
    mhawari's Avatar Miles
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    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    I'll be waiting for the great Mod manager from u . Thanks for listened to my advice.

  4. #64
    RoninX2807's Avatar Senator
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    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    i have no user.script.txt file on any of my harddrives (scanned).
    Regarding the code of Mitch it should be in the user folder "The Creative Assembly\[GAME]\scripts, tho I have mods for Rome2 and Attila installed (via Steam). The Code is not so complex (well the last version of the code is from 2013), maybe the newer release are much more complex...

  5. #65
    mhawari's Avatar Miles
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    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    Please check in Run-%appdata%-And u will find the creative assembly folder. or u can make it one. http://www.twcenter.net/forums/showt...-txt-quot-File
    Last edited by mhawari; November 11, 2016 at 08:36 PM.

  6. #66
    RoninX2807's Avatar Senator
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    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    Yes Yes I know where to look and I read the thread. Thanx for the hint.
    But, if you have mods installed and activated and no user.script file is found anywhere, that means, it is not needed if you start the games over Steam.
    still researching...

  7. #67
    mhawari's Avatar Miles
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    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    Are u talking about Movie.format ?

  8. #68

    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    I'm playing a campaign with the Greek States DLC as Sparta. I'd like more turns per year. I've changed the Startpos calender value to 4 under the campaign\main_emperor and it is still doing 1 year per turn. I also have a main_greek, main_rome, prologue_01, prologue_02, prologue_03 campaign folders, should I be editing the YPT in one of those campaigns since I'm playing off of DLC?

  9. #69
    Laetus
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    Default Re: Rome 2 Basic Mods, Mod Compilations and Save Game Editing

    Hello i want to make 1 turn contruction and research mod. Can someone please help me to make this mod? I just installed PFM i have PFM 4.1.2 . I honestly don't know where to look and what to do what to change.

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