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Thread: Climate Change Mod

  1. #61
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    Default Re: Climate Change Mod

    Quote Originally Posted by Fürst von Grendelberg View Post
    Hi Magnar,

    I started playing TW on Mac a while ago and am trying to figure out how to activate mods w/o the help of the steam workshop. This mod in my mind addresses probably the biggest problem in an otherwise great TW game, but I am wondering if it is compatible with Mac? If so, have I made any obvious errors that can be resolved?

    I have followed these instructions on mod activation, placing your .pack file in my "data" folder and creating a new 'scripts' file entitled "user.script.txt" with your mod written into it "less_climate_change_4tpy.pack"

    Link to instructions:
    http://forums.totalwar.com/showthrea...=1#post1241207

    Cheers and thanks for the great work!
    You should write like this
    mod "less_climate_change_4tpy.pack";

    And Mitch's mod manager not working too?
    Last edited by SharpEyed; May 12, 2015 at 07:23 AM.

  2. #62

    Default Re: Climate Change Mod

    idk why but this DOES NOT work for me. i download it like any other mod and when i play i see the difference in the chart but base ferility in scandza stays at 2 and nowhere does any levels increase. it just changes the color sceme from a yellow to ginger kid crotch red.. idk what to do

  3. #63
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    Default Re: Climate Change Mod

    Quote Originally Posted by dagnar View Post
    idk why but this DOES NOT work for me. i download it like any other mod and when i play i see the difference in the chart but base ferility in scandza stays at 2 and nowhere does any levels increase. it just changes the color sceme from a yellow to ginger kid crotch red.. idk what to do
    because you have to start a new game to see it working.

  4. #64

    Default Re: Climate Change Mod

    i tried that and its the same. scandza base fertility is 2 at start of new game. i reallly dont know what it is. i tried 4 ypt 12 ypt (which dsnt let me play at all) and then the submodded radious version.. i just dont know .. haha. i mean if any tips at all man it would be awesome cuz i really dislike this ice age ..

  5. #65
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    Default Re: Climate Change Mod

    Quote Originally Posted by dagnar View Post
    i tried that and its the same. scandza base fertility is 2 at start of new game. i reallly dont know what it is. i tried 4 ypt 12 ypt (which dsnt let me play at all) and then the submodded radious version.. i just dont know .. haha. i mean if any tips at all man it would be awesome cuz i really dislike this ice age ..
    hmmm

    do you load this mod above others? and do you have another mod that changes startpos?
    like playable Armenia/Suebians something?

  6. #66

    Default Re: Climate Change Mod

    excuse my ignorance. im quite new to modding. startpos? and how would i load this mod above others? i mean play thru steam and it has its own order in the mod manager. i have really played around with it but i cant seem to figure it out. on a side note i tried a new game with the radious compatable sub mod and it worked but only if my 12tpy mod was deactivated.(which i love) i know there is a 12tpy version but idk if its compatible with radious.

  7. #67

    Default Re: Climate Change Mod

    nvm i finally got it. but for curiosity. how do i load a mod above others

  8. #68
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    Default Re: Climate Change Mod

    Quote Originally Posted by dagnar View Post
    nvm i finally got it. but for curiosity. how do i load a mod above others
    either use mitch's mod manager to load it where you can set the order, or rename it so that it alphabetically comes before the mods you are using eg if the mod you are using starts with b add and 'a' infront of this mod

  9. #69
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    Default Re: Climate Change Mod

    Quote Originally Posted by dagnar
    excuse my ignorance. im quite new to modding. startpos? and how would i load this mod above others? i mean play thru steam and it has its own order in the mod manager. i have really played around with it but i cant seem to figure it out. on a side note i tried a new game with the radious compatable sub mod and it worked but only if my 12tpy mod was deactivated.(which i love) i know there is a 12tpy version but idk if its compatible with radious.

    nvm i finally got it. but for curiosity. how do i load a mod above others
    steam's mod manager is not useful, so as Magnar said use Mitch's: http://www.twcenter.net/forums/showt...66-Mod-Manager

    Or there is another way: manual way, user.script.text
    which is here C:\Users\User name\AppData\Roaming\The Creative Assembly\Attila\scripts

    startpos (start position) is a file that assigns all Game starting values, starting money, starting positions, starting relationships between factions etc etc etc

    but save games create their own startpos, so that's why if any mod changes startpos, it won't be compatible with save games

    Quote Originally Posted by Magnar View Post
    either use mitch's mod manager to load it where you can set the order, or rename it so that it alphabetically comes before the mods you are using eg if the mod you are using starts with b add and 'a' infront of this mod
    yea, or put "_" before it, but I still would suggest Mitch's or manual way
    Last edited by SharpEyed; May 22, 2015 at 02:40 AM.

  10. #70

    Default Re: Climate Change Mod

    damn you guys are sooooo flippin helpful man. thanks and great mods magnar!!! you are the tits

  11. #71
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    Default Re: Climate Change Mod

    Quote Originally Posted by dagnar View Post
    damn you guys are sooooo flippin helpful man. thanks and great mods magnar!!! you are the tits
    man tits?

  12. #72
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    Default Re: Climate Change Mod

    Quote Originally Posted by dagnar View Post
    damn you guys are sooooo flippin helpful man.
    have fun mate, my pleasure

    Quote Originally Posted by dagnar
    thanks and great mods magnar!!!
    yes it is

    Quote Originally Posted by Magnar View Post
    man tits?
    he means nipple heheh

  13. #73
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    Default Re: Climate Change Mod

    I know they made 10 fertility levels for DLC (videos) but did they changed the Grand campaign fertility levels too?

  14. #74
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    Default Re: Climate Change Mod

    Quote Originally Posted by SharpEyed View Post
    I know they made 10 fertility levels for DLC (videos) but did they changed the Grand campaign fertility levels too?
    no they are still 5 so you need this mod to have 10.

    Don't ask when it will be updated though , eventually will be the answer.

  15. #75
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    Default Re: Climate Change Mod

    Quote Originally Posted by Magnar View Post
    no they are still 5 so you need this mod to have 10.

    Don't ask when it will be updated though , eventually will be the answer.
    Ah right, startpos has changed, I thought you might not need to update it..

    I'll wait for your update to update the Radious compatible one in this case

  16. #76

    Default Re: Climate Change Mod

    Would love for an update to this, it's definitely one of those must have mods if you're playing Attila.

  17. #77
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    Default Re: Climate Change Mod

    Quote Originally Posted by the herald View Post
    Would love for an update to this, it's definitely one of those must have mods if you're playing Attila.
    its updated already

  18. #78
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    Default Re: Climate Change Mod

    Quote Originally Posted by Magnar View Post
    its updated already
    oh really? for both Steam and Mediafire links?

  19. #79
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    Default Re: Climate Change Mod

    Quote Originally Posted by SharpEyed View Post
    oh really? for both Steam and Mediafire links?
    it should be. i dont have the dlc so not sure if the dlc factions will be playable with the ver of the startpos i use though

  20. #80
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    Default Re: Climate Change Mod

    Quote Originally Posted by Magnar View Post
    it should be. i dont have the dlc so not sure if the dlc factions will be playable with the ver of the startpos i use though
    hmm, problem was playable Suebi stuff, and well Last Roman dlc ain't need this mod so it can be deactivated when not playing a Grand campaign

    Anyway I should be making Radious version in a while, cya

    Edit:
    Your mod ain't got Celtic buildings
    Last edited by SharpEyed; July 10, 2015 at 03:50 AM.

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