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Thread: Modding "Kingdoms" files impossible?

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  1. #1

    Icon13 Modding "Kingdoms" files impossible?

    Despite the addition of unpackers specifically for each campaign of "Kingdoms", the game files I edit and save seem to be completely ignored by the game, so I'm stuck having the kingdom of the Seljuqs be called just "TURKS" like it were a ing baseball team.

    How do I make the game obey my modifications? Or is SEGA just always vengeful against modders?

    NOTE: This is not a NOOB question that can be solved with "add --io.file_first to the cfg file" because I tried that and it STILL ignores the edited game files.

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Modding "Kingdoms" files impossible?

    Looks like you worked with the data\text\expanded.txt file. Delete the corresponding string.bin file so the game can create a new, updated one which it will then use.










  3. #3

    Default Re: Modding "Kingdoms" files impossible?

    I did do that. It never generated a new strings.bin. For some reason, it only ever generated a new FactionIntroSubTitles.txt.strings.bin file, despite my not even extracting the original file at all.

  4. #4
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Modding "Kingdoms" files impossible?

    Did you put file_first in your cfg file? Or added it to the exe shortcut? Use the cfg file, and even better build a mod folder. Kingdoms files mod just fine.
    Last edited by GrnEyedDvl; August 13, 2008 at 10:38 PM.

  5. #5

    Default Re: Modding "Kingdoms" files impossible?

    Grggrhrm... thanks for editing your response. The original would've made me explode... since I already addressed it in my first post.

    Yes, I have it in the CFG file. I doubt it would make a difference in the shortcut since I've got it short-cutted to the BAT file that runs with the CFG in question. Maybe I should put it in the shortcut anyway?

    EDIT: Oh wait, no... my shortcut has the "file_first" option also. So it can't be that.

  6. #6
    Hector Barbossa's Avatar Avast Ye Lubbers
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    Default Re: Modding "Kingdoms" files impossible?

    I know this may sound like a dumb questions but you havent by any chance got your files set to read only have you?

  7. #7

    Default Re: Modding "Kingdoms" files impossible?

    No

  8. #8

    Default Re: Modding "Kingdoms" files impossible?

    I think I've solved the problem... or at least found a solution...

    I think the files ARE being read as modified, but the only problem is that the text files aren't converting to strings.bin files. So the modified "expanded" wasn't showing any changes.

    I fixed this by putting it in the main Medieval II directory and put file first, so it generates an expanded.txt.strings.bin file that works on the Kingdoms mods.

    Is this right? Is this supposed to be how it is?

  9. #9
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Modding "Kingdoms" files impossible?

    No, mine works fine in a mod folder. Try deleting the string.bin version of it. Some people say that its ok not to do this, but I always do.

  10. #10

    Default Re: Modding "Kingdoms" files impossible?

    OH my GOD~!

    I'm sorry, I'm not mad at you but... jezus... That is noob crap that I've completely blown past already, the whole deleting the strings.bin files!

    I'm sorry I never mentioned this, but it just feels like that's the absolute least problematic of the situation and one which was even briefly mentioned in this thread.


    The problem now is just that the Expansion Pack won't generate new strings.bin files from text files, but the original game will.

  11. #11
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Modding "Kingdoms" files impossible?

    As you are a new poster (low post count at least), I will point out the most obvious things first. If that offends you should get over it, but you wouldnt believe how many people absolutely do not look things up.

    Other than that I dont know what to tell you other than to reinstall. I have never had an issue with any file regenerating. If it was a path issue in the cfg file I doubt the mod would load in the first place.

  12. #12

    Default Re: Modding "Kingdoms" files impossible?

    I second the motion. I have been able to edit Kingdoms .txt files from all 4 campaigns without having to delete the .strings.bin and have been completely successful every time.

    Coder on Dark Ages: Roman Revival, the alternate history mod for BI.

    Under the Patronage of Augustus Lucifer, member of the House of Ward.

  13. #13

    Default Re: Modding "Kingdoms" files impossible?

    No more re-installing. It was hell to do so with Rome Total War, it's even worse with Medieval II.

    And my low post count is only because I use this forum for when I have problems. I've been playing RTW since it first came out.

    I did some searching, and found that some people were having this exact same issue of text files not generating strings.bin files in the thread for the strings.bin converter, and these issues NEVER got resolved; they often weren't even addressed by anyone else in the thread.

  14. #14
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Modding "Kingdoms" files impossible?

    I never noticed them at all, but if they were in the convertor thread thats why. I have no reason at all to read that thread.

    XP or Vista? I suppose the UAC may be preventing it from recreating, and if you have notifications turned off then you wouldnt know.

    Make sure the mod folder has proper permissions on it.

    Are you using a no cd patch, if so I cant help you but I know that it causes some other issues as well.

    Registry errors? If you had bad registry entries that did not get removed when you uninstalled/reinstalled it could cause problems.

  15. #15

    Default Re: Modding "Kingdoms" files impossible?

    XP, all permissions, no registry errors, using no CD patches, but I own the game. Don't believe me? Say so and I'll send a picture of them in front of my computer monitor.

  16. #16

    Default Re: Modding "Kingdoms" files impossible?

    Using a no-cd "patch" is your problem. And sending a picture of the game in front of your computer monitor is no help, as it could be any random computer monitor.

    Coder on Dark Ages: Roman Revival, the alternate history mod for BI.

    Under the Patronage of Augustus Lucifer, member of the House of Ward.

  17. #17

    Default Re: Modding "Kingdoms" files impossible?

    I could show it with my sign-in information at the top of the page. And I could go and dig up the receipts from where I bought them online.

    Still, do please explain how the no-CD patch is the problem. I will go and try again without it to see if it generates the stringbins.



    EDIT: I tried it without the no-CD patch, and it still did not generate a new "expanded.txt.strings.bin" file. I deleted the old one, I had a txt version of it in the proper folder. It did not generate.
    Last edited by AndariusHaliusScipio; August 17, 2008 at 09:48 AM.

  18. #18

    Default Re: Modding "Kingdoms" files impossible?

    No-CD patches, besides being illegal, rarely contain all the info/features of a genuine game. It's a lot easier to deal with putting the CD in. Heck, my computer crashes every time I open my CD drive, and I still put up with it. If you uninstall the no-CD crack, then you can mod the game.

    Coder on Dark Ages: Roman Revival, the alternate history mod for BI.

    Under the Patronage of Augustus Lucifer, member of the House of Ward.

  19. #19

    Default Re: Modding "Kingdoms" files impossible?

    I tried it without the no-CD patch, and it still did not generate a new "expanded.txt.strings.bin" file. I deleted the old one, I had a txt version of it in the proper folder. It did not generate.

    And I believe that the statement that no-CD patches are illegal is your opinion. Obviously it's used very heavily by people who download the game, but even if they didn't have it, they could still use other ways to get around CD/DVD requirements. GameCopy/BurnWorld.com does not shill illegal warez; only no-CD patches and trainers.

    I use the no-CD patches because I regularly play many different games, including Rome Total War, Medieval II Total War, Age of Empires III, Star Wars Knights of the Old Republic I and II, The Sims 2, Vampire the Masquerade - Bloodlines, Dawn of War, and others. Shifting between CD's and DVDs would make a big effing mess on my desktop, and be highly inefficient. And I always go for efficiency.


    Also, it doesn't even matter because the normal EXE file with the Kingdoms DVD didn't make a difference in generating a new stringsbin file.

  20. #20

    Default Re: Modding "Kingdoms" files impossible?

    No, no-CD cracks are illegal. They I regularly shuffle between many games as well, and I don't use any, simply because they are illegal and bugged. By the way, may I refer you to the forum Terms of Service which clearly state that:
    Quote Originally Posted by Terms of Service
    Promoting Illegal Activities (4 or 8 points)

    Posts that promote violation of the law are not allowed. Violation of the law includes, but is not limited to:

    * Obtaining or providing copies of copyrighted works or modifications to copyrighted works without permission from the copyright holder. This includes pirated games, pirated music, pirated videos, altered game executables, pirated operating systems, etc. In the case of Total War games, it includes any unmodified game files.
    * Obtaining or providing ways to circumvent copy protection. This includes no-CD hacks, key generators, hacked ROMs, etc.
    * Cheating in online games, or otherwise violating license agreements.
    * Possessing, distributing, or using drugs in a way that would be illegal in most jurisdictions (e.g., owning marijuana).

    "Promoting" illegal activity includes, but is not limited to:

    * Asking for someone else to commit an illegal activity (e.g., asking for a cracked game).
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    What exactly qualifies as illegal depends on jurisdiction. When jurisdictions differ on whether something is legal, moderators will decide on a case-by-case basis which jurisdiction to follow.

    Coder on Dark Ages: Roman Revival, the alternate history mod for BI.

    Under the Patronage of Augustus Lucifer, member of the House of Ward.

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