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September 25, 2008, 08:51 PM
#1
Semisalis
Porblem with my unpacker
I am currently working on a mod for text editing. Anyway I have only been able to work on to original med2 files because none of the unpacked ones will work when i mod them, the game won't crash its just the modding to it won't do anything. If I change the name of hre to germany in expanded txt, it takes no effect. And I have asked many people and they say I have done the file right but they don't know why it won't work. So does anyone know why the unpacked files can't be modified for me?
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September 25, 2008, 09:55 PM
#2
Re: Porblem with my unpacker
You probably haven't set up your .cfg and .bat files properly. You need to copy the medieval2.preferences.cfg file and rename it to:
YourMod.cfg
Then edit the file and at the top put:
[log]
to=logs/YourMod.system.log.txt
level=*script* trace
[features]
mod = YourMod
[io]
file_first = true
The name of the CFG is whatever abbreviation you are using for your mod name. Same goes in the logs area. The 'mod =' area is whatever folder directory, from the base, that your modded files are installed in. So if you go to the Medieval II Total War folder, and then your files are in a sub-folder called "YourMod", you insert YourMod. If they are in the mods folder in a sub-folder for your mod, you insert mods/YourMod. Pretty much the directory from the basic folder location.
Then open up notepad and write:
medieval2.exe @YourMod.cfg
and save the file as YourMod.bat, it should prompt you about the file extension, say yes to save it as a .bat file. The line 'medieval2.exe' points to the executable file being used to run the game. If your mod is engineered to run with Kingdoms, then you'd put 'kingdoms.exe' instead. The @ tells it which config file to use, the 'YourMod.cfg' needs to be the name of the .cfg file you just made.
Now you run the game by clicking on 'YourMod.bat' and it will apply the changes, assuming they don't cause a crash.
Cheers,
Augustus
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