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Thread: MedManager - M2TW Mod Manager

  1. #1

    Icon7 MedManager - M2TW Mod Manager

    Medieval II Total War Manager
    =============================



    Download
    ---------

    Download the MedManager.zip from this post.


    By ShellShock
    -------------

    Medieval II Total War Manager (or MedManager for short) makes it easy to
    manage some of the features of Medieval II Total War.

    Editing saves. The following can be viewed and edited for an existing game:

    o Campaign difficulty.
    o Battle difficulty.
    o Unit scale.
    o The current season and year.
    o The season and year the campaign starts and ends.
    o The number of years per turn.
    o Whether dates or turns are displayed.

    Managing mods:

    o Create a new mod in its own directory, without changing any of the original
    M2TW files, or without creating a complete copy of the M2TW installation.

    o Automatically create desktop icons (shortcuts) for your mods.Switch
    between any mod or the original game just by clicking the associated icon.

    o Define which files in the original M2TW installation to include in any new
    mod.

    o All presented in a easy to use Explorer-like interface.


    Installation
    ------------

    1. If you have installed a previous version of MedManager, uninstall it
    first, using Control Panel, Add or Remove Programs.

    2. Unzip all files in the downloaded MedManager.zip to a temporary directory.

    3. Run the setup.exe. This will prompt you with the installation directory,
    which defaults to

    C:\Program Files\ShellShock Enterprises\Medieval II Total War Manager.

    A shortcut to MedManager is created on your Desktop, and also in Start,
    All Programs, ShellShock Enterprises.


    Downloaded Mods
    ---------------

    The following describes how to use MedManager with a downloaded mod.

    1. In Windows Explorer, create a new directory for the mod, below the
    "Medieval II Total War" directory. Give the new directory a suitable name,
    i.e., the same as the mod. For example, for an "Realism" mod,
    create a "Realism" directory below the "Medieval II Total War" directory.

    2. Instead of unzipping/copying the mod files into the "Medieval II Total War"
    directory, unzip/copy them into the mod directory, e.g.,
    "Medieval II Total War\Realism".

    Important: The relative location of the mod files and directories MUST match
    the location of the same files and directories below the "Medieval II Total
    War" directory. For example, suppose the Realism mod we have downloaded has
    a map_features.tga file. In the original "Medieval II Total War"
    installation this file is in the

    Medieval II Total War\data\world\maps\base

    directory. Thus, for the Realism mod this file must be in the

    Medieval II Total War\Realism\data\world\maps\base

    directory.

    3. When you run MedManager it will automatically detect the new mod and create
    a mod icon and Desktop shortcut for it.

    4. Play the new mod either by using the icon in MedManager, or the Desktop
    shortcut MedManager creates for you.


    Creating a New Mod
    ------------------

    The following describes how to create an "All Factions" mod that unlocks all
    the factions in M2TW.

    1. Run MedManager.

    2. In the tree view on the left, select "Mod Template". The pane on the
    right displays all the files that can be included as part of a new mod.

    3. In the right pane, expand "data", and then "sounds". Make sure the files
    events.dat and events.idx are ticked. These two files are required for all
    mods. Now under data expand the world folder, and then maps. Make sure the
    base folder is ticked - all files in this folder are required for new mods.
    Also under the maps folder, expand the campaign and make sure the
    imperial_campaign folder is ticked - for this mod we will need all the
    files in this folder.

    Finally, the preferences folder is ticked by default, so any new mods
    will copy your existing preferences (e.g., key bindings).

    Note: if you change which files are ticked, MedManager will remember your
    selections when you run it again. For example, you may want to tick the
    saves folder to copy saved games to new mods (but they may not work with
    the new mod depending on how different it is to the original game).

    4. In the tree view on the left, select "Mods". The right pane should be
    empty. Press the Insert key, or choose New from the Mod menu. This will
    create a new icon in the right pane called "New mod". Change the name to
    "All Factions".

    5. Right click the new "All Factions" icon and choose Explore from the pop-up
    menu. This will run Windows Explorer to display the new "All Factions" mod
    folder. In Explorer, expand the data, world, maps, campaign and finally
    imperial_campaign folders.

    6. In the imperial_campaign folder double click the descr_strat.txt file
    which should open it in Notepad (note there should be no other files in
    this folder). Change the text:

    Code:
        playable
            england
            france
            hre
            spain
            venice
        end
        unlockable
            sicily
            milan
            scotland
            byzantium
            russia
            moors
            turks
            egypt
            denmark
            portugal
            poland
            hungary
        end
    so it is instead:

    Code:
        playable
            england
            france
            hre
            spain
            venice
            sicily
            milan
            scotland
            byzantium
            russia
            moors
            turks
            egypt
            denmark
            portugal
            poland
            hungary
        end
        unlockable
        end
    7. Save the descr_strat.txt file. You are now ready to play the
    "All Factions" mod. Either double click the "All Factions" icon in
    MedManager, or use the "Medieval II Total War - All Factions" icon
    that MedManager created for you on your Desktop. You can use this desktop
    icon to play the mod without having to run MedManager first.


    Editing a Save
    --------------

    The following describes how to edit an existing save file.

    1. Run MedManager.

    2. In the tree view on the left, select "Saves". The pane on the right
    displays all the save game files for the main Medieval II Total War
    installation. If you have any mod directories, then the save games for
    each mod will displayed under separate nodes in the tree view.

    3. Right click on a save file and choose Edit from the pop-up menu.

    4. The "Edit Save File" dialog shows the current settings in the save file.

    5. To change the campaign difficulty, tick the "Set campaign difficulty"
    box, and then select the new difficulty.

    6. It is recommended that you leave "Save changes to a new file" ticked.
    When you click OK, your changes will be saved to the file name
    displayed below the box.

    7. If you untick "Save changes to a new file", then your changes will be
    saved to the original save file. THIS IS NOT RECOMMENDED IN CASE YOUR
    SAVE FILE IS CORRUPTED BY MEDMANAGER.

    8. When you play Medieval II Total War, load the new save file.


    The Mod Template
    ----------------

    The "Mod Template" view allows you to select which files from the original
    M2TW installation to use in your mods. Tick the individual files or whole
    directories to include in mods.

    When you create a new mod, the ticked files and directories will be copied
    from your original M2TW installation.

    You can also apply the Mod Template to your existing mods. Right click an
    existing mod icon, and choose "Apply Mod Template" from the pop-up menu. This
    will apply the ticked files and directories in the Mod Template to the selected
    mod. If a file or directory is ticked in the Mod Template and it is not present
    in the mod, then it will be copied from the original M2TW file/directory to the
    mod.

    If a file in the mod is not ticked in the Mod Template, and the file is a
    copy of an original M2TW file (with the same date), then the file will be
    deleted from the mod. This will not delete any files you have edited or added
    to the mod.


    Future Enhancements
    -------------------

    None planned.


    Credits
    -------

    Thanks to:

    o Epistolary Richard for documenting the mod switch used by M2TW.
    o Sinuhet for analysing campaign dates.
    o CA for providing such a great game.
    o Microsoft for giving us .Net.


    Condition of Use
    ----------------

    Incorporation - This material in this modification may be included in other public
    modifications in a complete and unaltered state. Adaptation may only be made to the
    extent necessary for the material to be used as intended by the creator. These
    conditions can be waived with the creator's express permission. It also may not be
    used for any commercial purpose. The creator of the modification must be identified
    within the credits included in any release.

    Permission for sub mods - The material in this modification can be used for public
    sub-modifications (derivative modifications which will not function without the original
    modification installed). The sub mod should not be bundled with the original modification
    in a single download without the express permission of the creator.


    Version History
    ---------------

    1.0.0.8
    9th June 2009
    Rebuild of 1.0.0.7 using Microsoft .Net 3.5. If 1.0.0.7 does not install or run
    for you, then try this version instead. Requires .Net 3.5 to be installed.
    Use MedManager.zip for 1.0.0.7 built using .Net 2.0.
    Use MedManager.Net35.zip for 1.0.0.8 built using .Net 3.5.

    1.0.0.7
    18th September 2007.
    Added support for 1.2, 1.3 patches, and Kingdoms.
    Now uses the version information in the medieval2.exe file to determine the
    version of the save file (I have been unable to locate any version information
    in the save files themselves). However using medieval2.exe this does not work
    for 1.2, which CA incorrectly versioned as 1.1.0.0. To override the version
    in MedManager, use the File, Find M2TW menu command. This will be necessary
    if you are trying to edit a 1.2 save file, but should not be necessary for
    other versions.

    1.0.0.6
    15th December 2006.
    Fixed editing saves created by a mod that uses the mod switch (has its own directory).
    Tested with CA update 1.01.

    1.0.0.5
    5th December 2006.
    Save files: added editing of start, end and current date, time scale and
    showing dates. Many thanks to Sinuhet for his valuable input on this.

    1.0.0.4
    3rd December 2006.
    Renamed "New Mod Template" node to "Mod Template".
    Added "Apply Mod Template" menu option. This will apply the ticked files and
    directories in the Mod Template to the selected mod. If a file or directory is
    ticked in the Mod Template and it is not present in the mod, then it will be copied
    from the original M2TW file/directory to the mod. If a file in the mod is not ticked in
    the Mod Template, and the file is a copy of an original M2TW file (with the same date),
    then the file will be deleted from the mod.
    Fixed main form loading with 0 width and height after an abort.
    Changed the main icon so it is easier to tell it apart from M2TW.

    1.0.0.3
    25th November 2006. Some minor bug fixes. Improved Saves view.

    1.0.0.2
    19th November 2006. Added support for editing save files.

    1.0.0.1
    15th November 2006. Changed the default New Mod Template to include the whole
    imperial_campaign folder.

    1.0.0.0
    13th November 2006. First Version.


    Download (TWC Downloads)
    Last edited by Dismounted Feudal Knight; March 31, 2024 at 04:13 AM.

  2. #2

    Default Re: MedManager - M2TW Mod Manager

    @shellshock
    Great Stuff as always !

    repman

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

  3. #3

    Default Re: MedManager - M2TW Mod Manager

    Amazing, cool, awesome!

    Do I have permission to mirror it?
    Clients: Caius Britannicus, Waitcu, Spurius, BrandonM, and Tsar Stephan.
    http://www.totalwardai.com

  4. #4

    Default Re: MedManager - M2TW Mod Manager

    Quote Originally Posted by General_Sun
    Amazing, cool, awesome!

    Do I have permission to mirror it?
    Yes please do.

  5. #5
    Trajan's Avatar Capodecina
    Join Date
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    Location
    USA
    Posts
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    Default Re: MedManager - M2TW Mod Manager

    Looks interesting. It kind of reminds me of the Oblivion Mod Manager.

  6. #6

    Default Re: MedManager - M2TW Mod Manager

    Clients: Caius Britannicus, Waitcu, Spurius, BrandonM, and Tsar Stephan.
    http://www.totalwardai.com

  7. #7
    Sinuhet's Avatar Preparing for death
    Join Date
    Mar 2005
    Location
    the Czech republic, EU
    Posts
    1,090

    Default Re: MedManager - M2TW Mod Manager

    Ave Shellshock!

    Very nice. I would like to suggest to you still something more important although. It is only question of time when the CA will release the .pack extractor or whenit will be clear that they dont do it and that it will be worth to invest time and effort to create our own, in every case, there will be necessity in relatively short time to incorporate a large number of alternative files into the mods and for better performance it will be preferable to use our trick from MTW2 demo with disabling the respective packs in .pack files.

    It is possible to do it by means of your TWgrep file with appropriate definition of the bat file, of course. However I would prefer such nice interface like in MedBattleSelector with feature of logging the actions (backing up of .pack files, disabling the respective files) and intead of .bat file to define the changed files and their packs in .config file.

    What I am talking about is to rid of the battle selection feature from MedBattleSelector and merging this torso with the MedManager. This would be all-in-one solution for each mod which would like to change something else then the things via MedManager now.

    Theoretically it is possible to use the switch in MTW2 config file for preferencing the "cached files" as they are called by CA (i.e. the extracted and modified files in Data folder) however this is solution which will force the engine to search for each file in data folder and beter is in my opinion my idea of let the pack the prefered palce and only define the files which will be "searched in cache".

    Maybbe a bit unclear, with my English I am not able to explain it better. But beleive me it is worth to do it in my suggested way - it will be better than the idea of CA how to use the files. (maybe the mod switch is doing the similar things, but better is to have own already tested solution and don rely on the good will of programmers, there is no documentation as for detailed behaviour of mod switch so I am a bit unsure what it is doing during searching the respective files in .pack and new mod folder).

    I assume that you have the things already done, and that it will be relatively easy to combine them in some new and more universal product. I woludb e very grateful to you if I will be able to release my first AI formations for MTW2 in this way (I have already beta version of them, in Demo unstable, it will be a lot of tweaking the file and maybe some other battle AI related files, so you ahve relatively huge amount of time - 1-2 weeks .....)

    Bye Sinuhet
    My TW games "Battle Formations" projects:
    Sinuhet's ETW Formations v2.0 – for ETW
    Sinuhet's Battle Mechanics v5.0 – for MTW2
    Sinuhet's Battle Mechanics v3.0 – for MTW2
    Sinuhet's AI Battle Formations v7.0 – for RTW 1.5


    In Patrocinivm Svb HorseArcher

  8. #8

    Default Re: MedManager - M2TW Mod Manager

    Quote Originally Posted by Sinuhet View Post
    Ave Shellshock!

    Very nice. I would like to suggest to you still something more important although. It is only question of time when the CA will release the .pack extractor or whenit will be clear that they dont do it and that it will be worth to invest time and effort to create our own, in every case, there will be necessity in relatively short time to incorporate a large number of alternative files into the mods and for better performance it will be preferable to use our trick from MTW2 demo with disabling the respective packs in .pack files.
    An interesting suggestion. I will see what I can do.

    I have updated the first post with a new version that allows you to edit save files, to change campaign and battle difficulties, and unit scale.

    Merged double post. - Trajan
    Last edited by Trajan; November 19, 2006 at 05:24 PM. Reason: Merged non-duplicate double post.

  9. #9

    Default Re: MedManager - M2TW Mod Manager

    dude you rock.

  10. #10

    Default Re: MedManager - M2TW Mod Manager

    Can this be used to install other people's mods into MTWII? Say, for example, Alcibiades' Realistic Africa Coastline?
    Last edited by Soldato; November 24, 2006 at 02:40 PM.

  11. #11

    Default Re: MedManager - M2TW Mod Manager

    Quote Originally Posted by Soldato View Post
    Can this be used to install other people's mods into MTWII? Say, for example, Alcibiades' Realistic Africa Coastline?
    Most definitely - that is what it is for! The big advantage is you can install and play the Realistic Africa mod (or any other mod) without changing/overwriting your original M2TW files. This means you can easily switch between different mods and the original game, just by clicking the associated icon.

    For example, to install Alcibiades' Realistic Africa Coastline using MedManager:

    Run MedManager

    In the tree view select Mods, and then on the Mod menu select New (or just hit the Insert button).

    Rename the "New mod" icon to e.g., "Realistic Africa".

    Right click this new icon ("Realistic Africa") and select Explore from the pop-up menu. This will open Windows Explorer on your "\Medieval II Total War\Realistic Africa" folder.

    Drill down to Medieval II Total War\Realistic Africa\data\world\maps\base and copy Alcibiades maps_regions.tga into there (overwrite the existing file - don't worry you are not overwriting the original file in the main M2TW install, just a copy of it in the mod directory).

    Now back in MedManager, double click the "Realistic Africa" icon to play the new mod (or use the desktop icon that has been created for you).

    I have just tested this and it works a treat.

  12. #12

    Default Re: MedManager - M2TW Mod Manager

    Have you made one of these for RTW too? (I know, I haven't kept up!)

    That looks very nice...I was just wondering about how many installations of M2TW I was going to have to have to handle all the mods...now I only need one. Thank you for all your work on this.

  13. #13

    Default Re: MedManager - M2TW Mod Manager

    Guys, this is the smartest mod I've ever seen! If I had this for Rome:TW I would have saved myself few hours reinstalling the game.

    How about makeing a mod, like the All-Faction one, to make the mongols playable?

  14. #14

    Default Re: MedManager - M2TW Mod Manager

    Quote Originally Posted by Cadmium77 View Post
    Have you made one of these for RTW too? (I know, I haven't kept up!)
    I did RomeSage for RTW, which allowed you to edit some of the options in save files (such as difficulty), but did not have mod switching (although latest versions of RTW apparently support mod switching).

  15. #15

    Default Re: MedManager - M2TW Mod Manager

    I can't get one of the Mods I am using to work. The other two worked fine, but I install this one the exact same way and nothing happens. Any thoughts?

  16. #16

    Default Re: MedManager - M2TW Mod Manager

    Quote Originally Posted by Rothgar View Post
    I can't get one of the Mods I am using to work. The other two worked fine, but I install this one the exact same way and nothing happens. Any thoughts?
    What is the mod?

  17. #17

    Default Re: MedManager - M2TW Mod Manager

    Sorry, but I can't figure out from the readme text file how to use this mod manager. I've downloaded a mod, createa a separate folder for it in M2TW, but the readme isn't clear. It tells how to edit savegames, and tells how to create an all factions mod, but it doesn't seem to tell me how to implement a mod that I have downloaded. Could you include an example of this in your readme file, or explain it here. Thanks. Great mod, just needs some additional documentation.
    Last edited by Grifman; November 30, 2006 at 09:57 PM.

  18. #18

    Default Re: MedManager - M2TW Mod Manager

    Quote Originally Posted by Grifman View Post
    Sorry, but I can't figure out from the readme text file how to use this mod manager. I've downloaded a mod, createa a separate folder for it in M2TW, but the readme isn't clear. It tells how to edit savegames, and tells how to create an all factions mod, but it doesn't seem to tell me how to implement a mod that I have downloaded. Could you include an example of this in your readme file, or explain it here. Thanks. Great mod, just needs some additional documentation.
    Good point.

    In MedManager, create a new mod: select the Mods node in the tree, and hit the Insert key, or use the Mod, New menu option.

    Leave the name of the new mod as "New mod" for now.

    Right click the "New mod" icon and select Explore from the pop up menu.

    You should be looking at the "Medieval II Total War\New mod" directory in Windows Explorer.

    Into this directory you need to place the downloaded mod files, in the correct sub-directory. The mod documentation should tell you where.

    Close Windows Explorer (or the following rename step will not work).

    Back in MedManager, rename "New mod" icon to something suitable (hit F2, or use Rename from the pop up menu). The new name must not be an existing mod directory.

    Does that help?

  19. #19

    Default Re: MedManager - M2TW Mod Manager

    The one that is not working is the Royal arms Mod, the other ones Deus Le Volt and Regnum Dei work fine. Sorry for the late reply.

  20. #20

    Default Re: MedManager - M2TW Mod Manager

    Thanks for this program. It is a nice utility to keep several mods running

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