I wanted to have a clean mod menu in kingdoms in which I could choose between multiple mmods or even multiple versions of Third Age, so I played a little bit with the regedit and finally I found the way to add a mod to the kingdoms mods list without removing any official mod or renaming any exe.
First of all, you have to move a little bit the mods files. The subfolder named
Third_Age must be directly accessible from the
Medieval Total War II/Mods directory. By default, it is not, but it is burried into a TATW directory by the installer. I guess you can change this, but see at the end, in the
Path attribute.
First you need to open the register editor with the "regedit" command (type it either in the search field of your startup menu or in a command window).
Then go to
HKEY_LOCAL_MACHINE\SOFTWARE\SEGA\Medieval II Total War\Mods
Once you are here, create a new "key" (right click and choose New>Key), name it "Unofficial".
Then create under this key a new key named "Third Age" or whatever name you want, it is not important, this name is only used by the game as a way to sort the list.
Then add the following keys under the directory:
Be carefull to create all the values as character strings.
The available custom attributes are (the case is not important):
Author: Author of the mod, I don't know where it is used by the game
ConfigFile: Configuration file (.cfg) that comes along with the game, if no configuration file is used, this should be left blank(as in the official mods)
DisplayName: The name displayed in the mods menu.
DistributionSource: ? probably a useless artifact
FullName: The full name of the mod, but I don't know where by the game uses it
GameExe: The base exe for the mod, this is interesting as you can add wichever exe you want, probably even scripts or else ... This is kingdoms.exe for TATW, but if you have a mod that uses. The path is relative to your
Medieval Total War II directory and the game may not be able to reach an executable out of this directory (it can even change between versions of windows or of you .NET framework so try it "at your own risk" - in the worst case the game will just not be able to start).
Language: Useless artifact, doesn't change anything for me; even for the official mods.
Path: The base directory for the mod, if you don't know which one it is, it contains a "data" and a "custom" subfolder. As I wrote earlier, you can probably put any path you want, but it seems like the game doesn't like spaces into the path and crashes when it sees one. That's why I chosen to move the
Third_Age folder directly into the
Mods folder.
Version: I guess this is pretty useless for unofficial mods
I hope this helped you, any comment will be appreciated.