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Thread: Additional Units Mod - Empire (AUM-EMP) 3.7 - updated 14.3.18

  1. #41

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.0

    Quote Originally Posted by joreto View Post
    Yeap I found where the problem was Thank you for the help.
    what fixed the problem for you?

  2. #42
    joreto's Avatar Tiro
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    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3a (update to DM 1.3)

    My mod manager wasn't "reading" properly some of the mods, so I downloaded the new version.
    &

  3. #43
    gary's Avatar Domesticus
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    Default Re: ADDITIONAL UNITS MOD (AUM) 1.0

    Quote Originally Posted by Swiss Halberdier View Post
    Did you download the latest versions of "Darthmod 1.3", "AUM 1.3a" and "Pack File Manager 1.5" ?

    Put both at the bottom. First "darthmod.pack", then "aum_mod_1_3a.pack".

    I didn't used excactly every "mod" you're trying to load. I'll have to download and check the "4 turns per year" mod.

    BACKUP your actual script file.

    Delete ALL entries except "darthmod.pack" and "aum_mod_1_3a.pack" in the script file.

    Make sure that my "aum_en_loc_1_0.pack" is also stored in the ETW "data" directory.
    That's important because without the "loc", the names don't appear in the game for my custom units. where is the latest version? i used i.5 but it was very differrent like it had a list and was showing me conflicts only? not able to "check or un-check each mod.

    Don't use the mod manager for this test and start the game with the normal icon. I have experienced a few times, that if TOO many mods are loaded with the "Mod Manager", then the mods aren't loaded right.

    If this works and your getting the right unit sizes. You'll have to add for each test another new "mod" of your list. Then you can figure out which mod doesn't load correctly.
    nah i have tried everything you said and i still have unit size 160 to 200. i am using mod manager ModManager as i find this version the simplest the other was too confusing.so i am not sure what else i can do? i tried only using darths script and mod running it on with mod manager but nothing.

    the one i downloaded was 1.5 but it only showed me the conflicts i had with each pack and so i was unable to check each mod as i sometimes like to do... so the one i am using is 1.0.1.0 chambers.....
    Last edited by gary; April 18, 2009 at 02:23 PM.
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  4. #44

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.0

    Quote Originally Posted by gary View Post
    nah i have tried everything you said and i still have unit size 160 to 200. i am using mod manager ModManager as i find this version the simplest the other was too confusing.so i am not sure what else i can do? i tried only using darths script and mod running it on with mod manager but nothing.
    the one i downloaded was 1.5 but it only showed me the conflicts i had with each pack and so i was unable to check each mod as i sometimes like to do... so the one i am using is 1.0.1.0 chambers.....
    That's really confusing... if you have the latest "DarthMod 1.3" and "aum_mod_1_3a" downloaded and no other entries are in the script file it should work.

    Try to copy this two files again in the ETW "data" directory and "overwrite" the others.

    LtChambers advises to use his newest Mod Manager version 1.5, because the older ones could make problems with too many mods loaded.

  5. #45
    Isostran's Avatar Foederatus
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    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3a (update to DM 1.3)

    Incredible, Love the Marines/beef eaters and the swiss units, great Work!

  6. #46

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.0

    Right this is my first post on this forum. I'm a pretty inexperienced modder. So far I've successfully enabled several mods. However with this mod I can't get the unit card details same as Diamondback. I've tried disabling all the other mods and even typing in the script file manually rather than using mod manager as instructed, but I still can't make it work. I'm sure it must be a problem with the aum_en_loc_1_0.pack. I`'m also using mod manager 1.5 rather than pack file manager 1.5 as I don't understand how to use pack file manager and Lt Chambers doesn't give any instructions as to how to use it. Is it a tool for making mods or is it both a tool for making mods and activating them? Could the problem that Diamondback and I and others found be as a result of using mod manager 1.5 rather than pack file manager? Joreto, you seem so suggest this but Joreto what other mod manager did you switch to? It's really frustrating because I really want these new units! Please help!
    Last edited by nickwilliams; April 18, 2009 at 03:31 PM.

  7. #47

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3a (update to DM 1.3)

    hmm, yea the unit cards have no info despite the aum_en_loc_1_0.pack file...

  8. #48

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3a (update to DM 1.3)

    this is looking really good. How compat is it with other mods?

    Sail your ship as part of a fleet. Devs previously worked on: Darthmod, World of Warplanes, World of Tanks, RaceRoom, IL2-Sturmovik, Metro, STALKER and many other great games..

  9. #49

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3a (update to DM 1.3)

    Quote Originally Posted by Isostran View Post
    Incredible, Love the Marines/beef eaters and the swiss units, great Work!
    Thanks Isostran!
    Quote Originally Posted by nickwilliams View Post
    Right this is my first post on this forum. I'm a pretty inexperienced modder. So far I've successfully enabled several mods. However with this mod I can't get the unit card details same as Diamondback. I've tried disabling all the other mods and even typing in the script file manually rather than using mod manager as instructed, but I still can't make it work. I'm sure it must be a problem with the aum_en_loc_1_0.pack. I`'m also using mod manager 1.5 rather than pack file manager 1.5 as I don't understand how to use pack file manager and Lt Chambers doesn't give any instructions as to how to use it. Is it a tool for making mods or is it both a tool for making mods and activating them? Could the problem that Diamondback and I and others found be as a result of using mod manager 1.5 rather than pack file manager? Joreto, you seem so suggest this but Joreto what other mod manager did you switch to? It's really frustrating because I really want these new units! Please help!
    You don't need the "Pack File Manager". You only need the "Mod Manager" to activate "aum_mod_1_3a.pack" and make sure you put the "aum_en_loc_1_0.pack" in your ETW "data" directory. The "loc" file is automatically loaded and doesn't need to be activated.

    Quote Originally Posted by RyuNoKami View Post
    hmm, yea the unit cards have no info despite the aum_en_loc_1_0.pack file...
    Thats true, make sure you load either the English or the German pack to display the unit names in game.

    Quote Originally Posted by Destraex View Post
    this is looking really good. How compat is it with other mods?
    Please read the first post it's all written there.

  10. #50

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3a (update to DM 1.3)

    Quote Originally Posted by Swiss Halberdier View Post
    Thanks Isostran!


    You don't need the "Pack File Manager". You only need the "Mod Manager" to activate "aum_mod_1_3a.pack" and make sure you put the "aum_en_loc_1_0.pack" in your ETW "data" directory. The "loc" file is automatically loaded and doesn't need to be activated.


    Thats true, make sure you load either the English or the German pack to display the unit names in game.


    Please read the first, it's all written there.
    yea the en_loc_1_0.pack file is in the data directory along with the actual mod. The units do show up but the names don't. They just say like Grenadiers or such but not the actual names.

  11. #51

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3a (update to DM 1.3)

    Quote Originally Posted by RyuNoKami View Post
    yea the en_loc_1_0.pack file is in the data directory along with the actual mod. The units do show up but the names don't. They just say like Grenadiers or such but not the actual names.
    Try for a test to disable all other mods either in the "Mod Manager" or the script file and see if it works.

  12. #52

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3a (update to DM 1.3)

    I have followed the instructions but do not see any of the new unit names, not a biggy but if its fixable that would be cool.
    Perhaps the pack name for the text needs to be added to the user scripts rather than being an auto thing?
    V
    General Valantine of Bossumton
    Lord Lieutenant of the Cinque Ports
    Vestigia Nulla Retrorsum

  13. #53

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3a (update to DM 1.3)

    Quote Originally Posted by Swiss Halberdier View Post
    Try for a test to disable all other mods either in the "Mod Manager" or the script file and see if it works.
    yea i just tried to have only this and Darthmod. still same result...hmmm

  14. #54

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3a (update to DM 1.3)

    Quote Originally Posted by RyuNoKami View Post
    yea i just tried to have only this and Darthmod. still same result...hmmm
    I'm having the same issue as you are.

  15. #55

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3a (update to DM 1.3)

    Quote Originally Posted by RyuNoKami View Post
    yea the en_loc_1_0.pack file is in the data directory along with the actual mod. The units do show up but the names don't. They just say like Grenadiers or such but not the actual names.
    Quote Originally Posted by RyuNoKami View Post
    yea i just tried to have only this and Darthmod. still same result...hmmm
    Quote Originally Posted by TerminatorXPS15 View Post
    I'm having the same issue as you are.
    Quote Originally Posted by Valantine View Post
    I have followed the instructions but do not see any of the new unit names, not a biggy but if its fixable that would be cool.
    Perhaps the pack name for the text needs to be added to the user scripts rather than being an auto thing?
    V
    Hello to all,

    Did you download the latest versions of "Darthmod 1.3", "AUM 1.3a" and "Mod Manager 1.5" ?

    The "localisation" file "aum_en_loc_1_0.pack" doesn't need to be activated or written in the script file because its a patch file which is loaded before all mods.

    1. Download „aum_mod_1_3a.zip“ for the normal version linked below in the post.
    Download „aum_mod_large_1_3a.zip“ for the "DarthMod Commander" version linked below in the post.

    The other two files are containing the “localisation.loc” which is available in two language versions. In this files are the unit names and descriptions included.

    2. Download the “aum_en_loc_1_0.zip” for an English version.
    Download the “aum_ge_loc_1_0.zip” for a German version.

    3. Unzip the the two files using a program such as WinRar or WinZIP

    4. Copy the „aum_mod_1_3a.pack“ and “aum_en_loc_1_0a.pack” or “aum_ge_loc_1_0.pack” to your ETW „data“ directory.

    You could also directly unzip the file into the ETW “data” directory.

    5. add only these two lines to your "user.empire_script.txt"
    mod darthmod.pack;
    mod aum_mod_1_3a.pack; (OR mod aum_mod_large_1_3a.pack

    Don't use the Mod Manager for this test. Only add these two lines above to your script file.

  16. #56

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3a (update to DM 1.3)

    Quote Originally Posted by Swiss Halberdier View Post
    Hello to all,

    Did you download the latest versions of "Darthmod 1.3", "AUM 1.3a" and "Mod Manager 1.5" ?

    The "localisation" file "aum_en_loc_1_0.pack" doesn't need to be activated or written in the script file because its a patch file which is loaded before all mods.

    1. Download „aum_mod_1_3a.zip“ for the normal version linked below in the post.
    Download „aum_mod_large_1_3a.zip“ for the "DarthMod Commander" version linked below in the post.

    The other two files are containing the “localisation.loc” which is available in two language versions. In this files are the unit names and descriptions included.

    2. Download the “aum_en_loc_1_0.zip” for an English version.
    Download the “aum_ge_loc_1_0.zip” for a German version.

    3. Unzip the the two files using a program such as WinRar or WinZIP

    4. Copy the „aum_mod_1_3a.pack“ and “aum_en_loc_1_0a.pack” or “aum_ge_loc_1_0.pack” to your ETW „data“ directory.

    You could also directly unzip the file into the ETW “data” directory.

    5. add only these two lines your "user.empire_script.txt"
    mod darthmod.pack;
    mod aum_mod_1_3a.pack; (OR mod aum_mod_large_1_3a.pack

    Don't use the Mod Manager for this test. Only add these two lines above to your script file.
    yep, just tried that way. Same thing....so weird

  17. #57

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3a (update to DM 1.3)

    Hello there sir first i like to say thank you so much for all the wonderful work so far. the units really look top notch. But i am haveing the same problem as many others, no matter what i

    try i cant the unit text to appear at all. so i even did a full wipe of the game and steam and started fresh. I used only your mod <the one not for darth> as well as the english language f

    file put them both in the data directory <im a computer science major so i know atleast the basic places to put things> still i get nadda. I even tried useing the other one with darths mod

    still i can get the units just no names at all i even tried the german version file still nada. Any help or insight u may have whould be very welcome. Also i noticed in the mod manager a

    conflict with the Language file and another patch pack not shure this means anything but just bringing it up
    Last edited by rastabuds; April 19, 2009 at 01:39 AM.

  18. #58

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3a (update to DM 1.3)

    Hi guys, like to post my experience.

    Like a few people, I edited the script file, put the files in, no descriptions.
    Then I noticed this in the installation info:

    The two language files don't need to be activated with the “Mod Manager” or added to the script. They are in a “patch” format which is loaded automatically.


    Now the file is called "aum_en_loc_1_0.pack" (English anyway) and generally a patch file has the prefix "patch_watever.pack"

    So what I did was rename it to "patch_aum_en_loc_1_0.pack" and it works!

    I didn't want to use Mod Manager, so I did this instead.

    @Swiss - great work man, though the unit descriptions could be specific and not copy pasted from other units :p



    Last edited by GuiltyBoomerang; April 19, 2009 at 10:05 AM.

  19. #59

    Icon14 Re: ADDITIONAL UNITS MOD (AUM) 1.3a (update to DM 1.3)

    Quote Originally Posted by GuiltyBoomerang View Post
    Hi guys, like to post my experience.

    Like a few people, I edited the script file, put the files in, no descriptions.
    Then I noticed this in the installation info:



    Now the file is called "aum_en_loc_1_0.pack" (English anyway) and generally a patch file has the prefix "patch_watever.pack"

    So what I did was rename it to "patch_aum_en_loc_1_0.pack" and it works!

    I didn't want to use Mod Manager, so I did this instead.
    thanks for this tip - this also solved the problem for me

  20. #60

    Default Re: ADDITIONAL UNITS MOD (AUM) 1.3a (update to DM 1.3)

    Yep, adding in "patch" works just fine!
    Nice job GB!
    V
    General Valantine of Bossumton
    Lord Lieutenant of the Cinque Ports
    Vestigia Nulla Retrorsum

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