Ok, as I had several difficulties to be able to use and create mods I will summarise here all difficulties that an user could encounter while trying to mod or use mods avalaibles.
I understand, that several of you will think by reading several parts of this post something like: "what does he say?? it never happenned to me!!!". and yes I am sure several of you had not several of the difficulties I will describe. I suspect that the localised versions are not working all by the same way.
I. Preparing the modding
A. Unpacking
There's methods that describe how to unpack. Basically you need to launch the file Medieval Total war\tools\unpacker\unpack_all.bat. Be warned that it takes a lot of time AND a lot of space on your HD.
1./ How to normally succeed to work with the unpacked files
Normally, you just run the unpack_all.bat file and after the program has unpacked everything you have to go in your data directory and delete descr_geography_new.db and descr_geography_new.txt. Forgiving this step will result in a crash of your game.
2./ What if it doesn't work at all?
Sometimes (like me), unpacking the files will result in a crash of your game just after the splash screen. So don't be affraid if it happens to you...
If it happens, and IF you need the files, I would advice you to edit the unpack_all.bat file and to make this correction:
This code line will permit you to unpack the files in a folder called "backup" that will be in your main directory. It will permit you to be able to find the files you need to mod the game.;FIND
;-----------------------------------
unpacker.exe --source=..\..\packs\*.pack --destination=..\..\ --verbosity=1
;REPLACE WITH
;-----------------------------------
unpacker.exe --source=..\..\packs\*.pack --destination=..\..\backup --verbosity=1
If this happen, Don't put all the files in the main data directory or your mod folder... there's 1 file that create a crash (I have never determinated wich one). I suspect it is linked to the localised versions (I have a french version). It should not happen with english versions.
B. Mod folder vs. io.file_first
1/ Pro and contra the 2 methods
Several of you, have seen on this forum or an another one, that there's pro and contra for the mod folder method and the io.file_first method.
To use the mod folder method:Mod folders:
pro:
- You can use multiple mods
- If you use an another mod, you don't need to replace / change files in your installation
- Each mods can have its own preferences, saved games etc...
contra:
- Not all files are supported, this includes textures.
io.file_first:
pro:
- Supports all editable files
contra:
- When you want to use an another mod, you have to replace all files. This can lead you to reinstall the game.
- Savegames, preferences, etc. have to be switched out, too
- You will surely overwrite your unpacked files (if you could use the unpacked method)
To use the file_first method1/ Create a folder "my_mod" in your medieval total war 2 directory
2/ Copy the file "medieval2.preference.cfg" and rename it "my_mod.cfg"
3/ Open "my_mod.cfg" and add at the beginning
[features]
mod = mymod
4/ Copy in the "my_mod" folder all these files/folders
- To enable sounds, data/sounds/events.dat and data/sounds/events.idx
- To enable loading screens, data/loading_screen
- To enable event videos, data/fmv
- These folders are absolutely needed: data/world/maps/base and data/world/maps/campaign/imperial_campaign, as well as text/imperial_campaign_regions_and_settlement_names.txt file
5/ Create a new text file, open it and add this line:
medieval2.exe @my_mod.cfg
6/ rename the text file created to my_mod.bat. To launch your mod you will use this file.
2/ Combined method1/ Copy medieval2.preference.cfg and rename it my_mod.cfg
2/ Open my_mod.cfg and add at the beginning:
[io]
file_first = 1
3/ Create a new text file, open it and add this line:
medieval2.exe @my_mod.cfg
4/ rename the text file created to my_mod.bat. To launch your mod you will use this file. The files modified will be put directly in your main data folder.
If you have the same difficulties I had (so unpacking not working), the file_first method will surely result in a crash. The solution is to combine the 2 methods...
Combined method:
Create a folder "my_mod" and put here all files you can use with the mod folder method. Put in your main data folder all mods that use texture changes.1/ Create a folder "my_mod" in your medieval total war 2 directory
2/ Copy the file medieval2.preference.cfg and rename it my_mod.cfg
3/ Open my_mod.cfg and add at the beginning
[features]
mod = my_mod
[io]
file_first = 1
4/ Copy in the "my_mod" folder all these files/folders
- To enable sounds, data/sounds/events.dat and data/sounds/events.idx
- To enable loading screens, data/loading_screen
- To enable event videos, data/fmv
- These folders are absolutely needed: data/world/maps/base and data/world/maps/campaign/imperial_campaign, as well as text/imperial_campaign_regions_and_settlement_names.txt file
5/ Create a new text file, open it and add this line:
medieval2.exe @my_mod.cfg
6/ rename the text file created to my_mod.bat. To launch your mod you will use this file.
If you don't want to turn crazy (like I was about to do) you can also copy all files of your mod in the main data directory.
EDIT: if you use a mod folder, you must copy in your mod folder the directories "world" and the files data\sounds\events.idx and data\sounds\events.dat (for these files don't forget to create the folders for them in your mod folder).
You can avoid that, however you won't be able to play a campaign and you won't have any sounds in your game :p.
II. Common errors
A. The .strings.bin files
The game use now several files at the format .strings.bin
You just need the txt files, and the game will convert for you the files into strings.bin files the first time you will launch your game.
If you need to change something in these files, just put again the file you need with the changes and delete the strings.bin file that you want to regenerate.
You can find on the net the files you need (like the text folder files, here in english), you can also use a convertor or a tool to directly write in the strings.bin files.
B. Mods that are modifying the map
If you add a region, modify the ressources of one existing region, or simply use one mod avalaible on the net that add/modify the map, and if you had played a campaign, you will need to delete this file: Medieval Total war\my_mod\data\world\maps\base\map.rwm or if you use the file_first method it will be Medieval Total war\data\world\maps\base\map.rwm. Don't worry the game will regenerate this file the first time you will launch a campaign. Don't worry also if you get an unknown error when it generates it, simply start again the game and the second time the campaign will be launched normally.
Credits (the article that helped me a lot):
HowTo: Set up MTW2 for modding - alpaca
Nota: I know I have surely forgotten many difficulties that could generate errors, I have simply summarised here my problems and how I solved them... just to avoid someone else to reinstall the game 30 times, like I did, and to permit people that would face the same problems I had to have here maybe a solution (I really tend to think that the localised versions are not working all the same way).