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Thread: How is modding going to work? Steam keeps screwing things up

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  1. #1

    Default How is modding going to work? Steam keeps screwing things up

    Okay, so I made some modifications to the TW files for my pleasure.

    Every time I start ETW, Steam keeps updating (patching or whatever) to the newest patch and thus overriding my modifications.

    How are things supposed to work once we get large-scale mods? It seems to me if the game keeps overriding the modifications, we're going to have hell trying to mod the game. I don't want to have to run the game in offline mode every day to keep malicious updates away, but I suppose I have to now. Seems we should be able to say "no" to any potential update.

  2. #2

    Default Re: How is modding going to work? Steam keeps screwing things up

    It will work, just not now. Too many bugs need to be crushed, and they are releasing patches at a rapid rate to do this, which they should IMO.

  3. #3
    Bocah_Bali's Avatar Civis
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    Default Re: How is modding going to work? Steam keeps screwing things up

    Did you overwrite the original file in making your mod? Or you made a different filename?
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  4. #4

    Default Re: How is modding going to work? Steam keeps screwing things up

    Quote Originally Posted by Bocah_Bali View Post
    Did you overwrite the original file in making your mod? Or you made a different filename?
    I simply modified the components of the "main" file. When it patches, Steam inserts the "main" file, thus overriding my mod components.

  5. #5

    Default Re: How is modding going to work? Steam keeps screwing things up

    Quote Originally Posted by sillyfrenchman View Post
    I simply modified the components of the "main" file. When it patches, Steam inserts the "main" file, thus overriding my mod components.
    Not the way to do it. You should be creating your own pack file and user script file to ensure ETW loads it. I suggest you head over to the modding section for further details (not a modder myself but I read that section occasionally in the vain hopes I'll one day become one ).

  6. #6
    Bocah_Bali's Avatar Civis
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    Default Re: How is modding going to work? Steam keeps screwing things up

    Ah theres a simple solution for that. DON'T save your modifications as the original filename. Just simply make a named pack file for your mod. Save it as either a named patch.pack ("silly_patch.pack") for example or mod.pack ("Silly.pack"). The latter only need a ModManager to load or just go to

    "Documents and Settings\[Profile]\Application Data\The Creative Assembly\Empire\scripts"

    create "user.empire_script.txt"

    Then write the name of your mod file inside the .txt.
    mod "silly.pack";

    This method always ensure compatibility with every official updates (so far anyway...)

    Ps. Just include only your modified data inside your modified pack file. This is easier for you too track your own changes and will only affect the things you modified.
    Last edited by Bocah_Bali; March 27, 2009 at 02:00 AM.
    Bored/Frustrated/Angry at inaccurate in game uniform?
    Want to see another historical variation instead?
    Or are you a someone who wish to show your work on how "it should
    have look like"?
    Go and visit
    TWC community ETW re-texture compilation!!


  7. #7

    Default Re: How is modding going to work? Steam keeps screwing things up

    Quote Originally Posted by sillyfrenchman View Post
    I simply modified the components of the "main" file. When it patches, Steam inserts the "main" file, thus overriding my mod components.
    use the mod.pack system then - then it wont change any of your files at all.

  8. #8
    up_and_adam's Avatar Civis
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    Default Re: How is modding going to work? Steam keeps screwing things up

    you can run the game in offline mode. no patches will install, when it does you can back the files up and re-reun in online mods to start patching.

    try this.

    http://www.twcenter.net/forums/showthread.php?t=242901

    There are better ways, but right now id rather stick with this

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  9. #9

    Default Re: How is modding going to work? Steam keeps screwing things up

    I suggest using JSGME

    The way it works is rather simple, put it in your ETW directory, start it up, click on Tasks and then Verify Integrity of Game Files then Close when it's done.

    It will create a folder called MODS, and in there, you make a folder with the name of the mod (it can be anything, just for your use) and in that folder create a data folder and then extract your stuff into that data folder (checking that from the MODNAME folder onwards, the folder structure is the same as what it should be if you were installing it normally

    Then, it's simply a case of launching it up and clicking a button, and your mod will install and uninstall at a whim, no mess, no fuss.

    Simply Deactivate the mods installed that way whenever you launch steam (as you might not know whether its going to updateor not) and then activate them afterwards.

  10. #10
    Musthavename's Avatar Bunneh Ressurection
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    Default Re: How is modding going to work? Steam keeps screwing things up

    Go to My Games > Empire Total War > Properties > Updates. There's an option there to stop autoupdating.

    Alternatively just make copies of changed files.

    When proper mods eventually surface, they'll use mod pack files which won't be patched.
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  11. #11
    gord96's Avatar Domesticus
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    Default Re: How is modding going to work? Steam keeps screwing things up

    there is plenty of mods that work now. I have played with a modded game for over a week. Both Darthmod and Quixote COmbat and AI mods are updated constantly. Couldnt imagine playing Empire without their mods now.

    I also modded for all factions and 4tpy. No patches have touched the startpos file yet.

  12. #12

    Default Re: How is modding going to work? Steam keeps screwing things up

    can't you start steam in offline mode so that it cant auto-update?
    Cheese is a kind of meat...

  13. #13
    Otherside's Avatar Ordinarius
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    Default Re: How is modding going to work? Steam keeps screwing things up

    use your brain?

  14. #14
    Miles
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    Default Re: How is modding going to work? Steam keeps screwing things up

    Use propers mods (not half backed patch.pack modification) and you shouldn't have any problems, if you don't know how to make them go to the mod workshop section, there's plenty of tutorials.
    Not keeping the game updated to play mods is just stupid.
    The game modding structure is just really good, it's just that people don't use it the way it was designed (even the biggest mod like darth mod aren't yet well done in file structure, but improving fast).

  15. #15

    Default Re: How is modding going to work? Steam keeps screwing things up

    Quote Originally Posted by MrThib View Post
    Use propers mods (not half backed patch.pack modification) and you shouldn't have any problems, if you don't know how to make them go to the mod workshop section, there's plenty of tutorials.
    Not keeping the game updated to play mods is just stupid.
    Really? The point about structuring mods properly is valid but the one about keeping the game updated seems odd to me.

    Isn't it possible that patches change some aspects of the game so that the mods no longer work, or no longer work as intended, or even cause instability in the game? If I am playing a mod that is well tested, that I enjoy and am satisfied with, why on earth should I take the chance that a subsequent patch will wreck all that?

    Or perhaps this is some meaning of the word 'stupid' with which I am not familiar.

  16. #16
    Miles
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    Default Re: How is modding going to work? Steam keeps screwing things up

    Not keeping the game updated to play mods is just stupid. Really? The point about structuring mods properly is valid but the one about keeping the game updated seems odd to me.

    Isn't it possible that patches change some aspects of the game so that the mods no longer work, or no longer work as intended, or even cause instability in the game? If I am playing a mod that is well tested, that I enjoy and am satisfied with, why on earth should I take the chance that a subsequent patch will wreck all that?

    Or perhaps this is some meaning of the word 'stupid' with which I am not familiar.
    The answer is no.
    A mod (with db files renamed) just overwrite exactly what it's affecting, so the rest just load without troubles.
    If you have the whole files each time (like the full unit_stat_land) with the default name and that CA remove or add an entrie in for whatever reason so yes, the game will crash.
    That's what I call mod that are in fact not so mod since they screw half of the possibilities for the game or other mods to evolve.
    And there's no reason someone will make a mod like this.

    Sorry for the 'stupid', it wasn't mean to insult you, it was more in the sense of a superstitious reasonment but my english and his language subtilities arn't that accurate.
    That will just take time for people to learn how the game is suppose to work since we're going half blind here, but once that's done things will get smoothly for all.

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