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Thread: Not able to mod the mod?

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  1. #1

    Default Not able to mod the mod?

    As usual when playing a mod, I make some changes myself.

    However, it does not appear to be possible in Extended Realism.

    If I, as an example, try and change the color of Rome to blue from red (example, remember that phrase) it simply reverts back when I launch the game, even though the file remains modified.

    What can I do to prevent this?

  2. #2

    Default Re: Not able to mod the mod?

    Okay, fixed the problem with a restart - was very odd though.

    Now I have another problem. I don't appear to be able to set the resolution higher than 1280x900.

    What is the cause of this?

  3. #3

    Default Re: Not able to mod the mod?

    Quote Originally Posted by Cozur View Post
    Now I have another problem. I don't appear to be able to set the resolution higher than 1280x900.

    What is the cause of this?
    No clue. I'm playing at 1600x1200. I have found that you do need to set the resolution and graphics settings in each separate mod-switch mod.

  4. #4

    Default Re: Not able to mod the mod?

    Okay, managed to fix the other thing, just manually changed the text file to 1600x1200, and it worked.


    Now I have a final request/question/demand/plea (pick the one you find fitting)

    Is it possible to revert the 4 turns per year back to 2 turns pr year?

  5. #5
    Quinn Inuit's Avatar Artifex
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    Default Re: Not able to mod the mod?

    Probably, but you'd lose the Roman leadership system, too, unless you were a master scripter. I don't know how to do it, myself...4tpy has been a part of the ExRM since before I took over.

    What do you dislike about 4tpy?
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  6. #6
    HouseOfHam's Avatar Primicerius
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    Default Re: Not able to mod the mod?

    Getting rid of the 4tpy script would throw the economy out of whack, as everything has been rebalanced for 4tpy. All the buildings/units will still take just as many turns to build/recruit. There are a few other places in the script that have stuff happening on certain turn number, so some things would happen at the wrong time.

    If you still want to try it, make a backup of ExRM\Data\scripts\show_me\script_4tpy_dates.txt, then delete all the code from "console_command date -280" (~line 1500) till the end of file, except the very last line.
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