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| Released Mods! MTW2 mods which have a release, Some of which are still Wips. |
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#1 | |
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Corporal
Posts: 252
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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
Code:
playable
england
france
hre
spain
venice
sicily
milan
scotland
byzantium
russia
moors
turks
egypt
denmark
portugal
poland
hungary
end
unlockable
end
"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. Last edited by ShellShock; June 09, 2009 at 11:30 AM. Reason: Release of version 1.0.0.8 for .Net 3.5 |
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#2 | |
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Colonel
Posts: 3,144
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@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 |
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#3 | |
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TWC Best Strategist
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Amazing, cool, awesome!
Do I have permission to mirror it?
Clients: Caius Britannicus, Waitcu, Spurius, BrandonM, and Tsar Stephan.
http://www.totalwardai.com |
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#4 | ||
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Corporal
Posts: 252
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Quote:
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#5 | |
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The Black Mamba
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Looks interesting. It kind of reminds me of the Oblivion Mod Manager.
![]() Be A Goodfella And Report Bad Posts. PM Me If You Have Any Forum Requests/Concerns |
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#6 | |
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TWC Best Strategist
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Clients: Caius Britannicus, Waitcu, Spurius, BrandonM, and Tsar Stephan.
http://www.totalwardai.com |
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#7 | |
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Preparing for death
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Posts: 1,074
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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 AI" projects:
Sinuhet's ETW Battle AI v2.0 Sinuhet's Formations v1.2 – 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 |
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#8 | ||
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Corporal
Posts: 252
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Quote:
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 06:24 PM. Reason: Merged non-duplicate double post. |
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#9 | ||
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Colour Sergeant
Posts: 475
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dude you rock.
Quote:
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#10 | |
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Rifleman
Posts: 31
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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 03:40 PM. |
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#11 | ||
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Corporal
Posts: 252
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Quote:
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. |
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#12 | |
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Lieutenant
Posts: 1,540
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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. ![]()
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#13 | |
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Grenadier
Posts: 88
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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? |
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#14 | |
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Corporal
Posts: 252
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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).
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#15 | |
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Chosen Man
Posts: 195
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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?
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#16 | |
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Corporal
Posts: 252
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#17 | |
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Drummer and Fifer
Posts: 103
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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 10:57 PM. |
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#18 | ||
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Corporal
Posts: 252
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Quote:
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? |
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#19 | |
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Chosen Man
Posts: 195
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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.
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#20 | |
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Drummer and Fifer
Posts: 152
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Thanks for this program. It is a nice utility to keep several mods running
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