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Thread: Making Mod work for 1.5

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  1. #1

    Default Making Mod work for 1.5

    First of all, THIS SHOULD ALSO make game work for 1.5 with out CTDs at starting loading screen!
    in your username app data /roaming/ CA folder.
    VISTA C:\Users\USER NAME\AppData\Roaming\The Creative Assembly\Empire\scripts


    XP C:\Documents and Settings\(Your User Name Here)\Application Data\The Creative Assembly\Empire\scripts, possible variation between OS's, but from the appdata onwards it will all be the same.

    in scripts delet all Empire totalwar script with mod in it, i mean everything. but the preference script file.

    next use the latest mod manager, and run which ever mod that was campatiable with 1.4.

    But Dont download any files such as files which Run as Movie.pak - only Mod.pak files will work for 1.5, so for example if you had Aditional unit Mod installed, and you wanted the localisation text file for all the units, you must use File pack manager to unpack the localisation text folder with the text file,
    . this should work! IF by any chance it dosent, Then you should just wait an while some one will bring back the unit descriptions ! HAHAHAHA. i believe they already have!.Quick updates
    any thing that your unclear off... ask me on this thread.. or any others who also know this can join in and help others

    Mod iam runing now using mod manager is
    Darth mod 3.1
    AUM Mod
    Warcry for republic Dm version that i modified my self.
    Last edited by peng_li; October 06, 2009 at 12:14 PM.

  2. #2
    Johan217's Avatar Campidoctor
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    Default Re: Making Mod work for 1.5

    Quote Originally Posted by peng_li View Post
    only Mod.pak files will work for 1.5, so for example if you had Aditional unit Mod installed, and you wanted the localisation text file for all the units, you must use File pack manager to unpack the localisation text folder with the text file, and pack it in with the moD that uses the localisation file.
    Are you sure about that? Because I'm not seeing any problems while using a localisation file in movie format
    Rock 'n' roll is the only religion that will never let you down

  3. #3

    Default Re: Making Mod work for 1.5

    Actually the only crash that has been reported so far is the localization, so you just need to merge the orignal localization with the new patches localization and the game should work.

    The pack type has no bearing on this.
    http://www.twcenter.net/forums/showthread.php?t=260572

    Game Scripter @ Reverie World Studios

  4. #4

    Default Re: Making Mod work for 1.5

    Quote Originally Posted by harshman_chris View Post
    Actually the only crash that has been reported so far is the localization, so you just need to merge the orignal localization with the new patches localization and the game should work.

    The pack type has no bearing on this.
    yep
    but merging might course problems

    so put new mod localisations files which is in movie.pak into the actual mod.pak. this will fix the problem and also unit text should show up normally.
    there will no longer be crashes.

  5. #5
    alpaca's Avatar Harbinger of saliva
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    Default Re: Making Mod work for 1.5

    Quote Originally Posted by peng_li View Post
    yep
    but merging might course problems

    so put new mod localisations files which is in movie.pak into the actual mod.pak. this will fix the problem and also unit text should show up normally.
    there will no longer be crashes.
    There's a small caveat: Localisation doesn't work in mod packs (or at least didn't up until 1.3 when I last checked). So did you test this?

    No thing is everything. Every thing is nothing.

  6. #6

    Default Re: Making Mod work for 1.5

    Quote Originally Posted by alpaca View Post
    There's a small caveat: Localisation doesn't work in mod packs (or at least didn't up until 1.3 when I last checked). So did you test this?
    No, it still works only as movie pack.




  7. #7

    Default Re: Making Mod work for 1.5

    Quote Originally Posted by peng_li View Post
    yep
    but merging might course problems

    so put new mod localisations files which is in movie.pak into the actual mod.pak. this will fix the problem and also unit text should show up normally.
    there will no longer be crashes.
    Merging is not a problem with the localization manager.
    http://www.twcenter.net/forums/showthread.php?t=260572

    Game Scripter @ Reverie World Studios

  8. #8

    Default Re: Making Mod work for 1.5

    Quote Originally Posted by Johan217 View Post
    Are you sure about that? Because I'm not seeing any problems while using a localisation file in movie format
    i believe this problem occurs if you use mods such as AUM mod. which has a crap load of units in them, and worth having it because it makes the game so much fun, not only that i've try runing it with the original localisation files that came with it, its an movie.pak file which crashes the game every time trying to load it. when deleted, its fine. but you wont get the unit text, i extracted with pack tool, then add it into the mod.pak Aum. this fixed the problem and made it work perfectly, no CTDs because of mods so far.

  9. #9

    Default Re: Making Mod work for 1.5

    But Dont download any files such as files which Run as Movie.pak - only Mod.pak files will work for 1.5, so for example if you had Aditional unit Mod installed, and you wanted the localisation text file for all the units, you must use File pack manager to unpack the localisation text folder with the text file, and pack it in with the moD that uses the localisation file. this way it wont have any movie.pak files runing and only the mod.pak file. this should work!
    I'm having trouble with this bit. I understand his English just not the file types. What is the difference between a mod.pack and a movie.pack and how do I tell the difference?

  10. #10

    Default Re: Making Mod work for 1.5

    basically they really messed it up this time, taking the option of us having our own unit descriptions, i think its another way that CA could get people to download paid DLC, either lots of units with no description or.. small unit paid for 2 dollars with description via CA steam :S ..

  11. #11

    Default Re: Making Mod work for 1.5

    what i found out, pack2 override some tables - for example in ER we have different research tree, but now, it is mixed together with vanilla research tree - tech we removed is back, and some tech is even out ( for example we moved fire by rank to be the last fire drill, but now it is replaced by platoon fire,even if we already assigned platoon fire to other research which is available much sooner... what can i tell... real mess)

  12. #12

    Default Re: Making Mod work for 1.5

    Quote Originally Posted by JaM View Post
    what i found out, pack2 override some tables - for example in ER we have different research tree, but now, it is mixed together with vanilla research tree - tech we removed is back, and some tech is even out ( for example we moved fire by rank to be the last fire drill, but now it is replaced by platoon fire,even if we already assigned platoon fire to other research which is available much sooner... what can i tell... real mess)
    well .. arghh UNIT descriptions!.. WE NEEED that sorted out reall soon!..

    and yea. everythings an mess now.. for the modding community,, they kinda didnt stop mods work, but just choped off our legs. and made us disable in some way... i believe, i hope some one can figure out some way to change it first...

  13. #13
    ♔KillZoneGB♔'s Avatar Ducenarius
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    Icon4 Re: Making Mod work for 1.5

    Quote Originally Posted by JaM View Post
    what i found out, pack2 override some tables - for example in ER we have different research tree, but now, it is mixed together with vanilla research tree - tech we removed is back, and some tech is even out ( for example we moved fire by rank to be the last fire drill, but now it is replaced by platoon fire,even if we already assigned platoon fire to other research which is available much sooner... what can i tell... real mess)
    I seem to have problems loading template textures in patch2.pack.

    Have CA locked the unit diffuse,glos and normal textures, and whats this H.pack (1.5gig) doing in the patch, (i`m just worried about the glos and normal textures.that's stopping me from buying warpath)

    Happening to anyone else trying to skin?
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  14. #14

    Default Re: Making Mod work for 1.5

    Quote Originally Posted by KillZoneGB View Post
    I seem to have problems loading template textures in patch2.pack.

    Have CA locked the unit diffuse,glos and normal textures, and whats this H.pack (1.5gig) doing in the patch, (i`m just worried about the glos and normal textures.that's stopping me from buying warpath)

    Happening to anyone else trying to skin?
    nop.. not happening .. lol

  15. #15

    Default Re: Making Mod work for 1.5

    Hi!

    I have just made the first version of the Rebel Fleet to start a grand campaign succesfuly. I changed the unit tables to add the native units of Warpath and the units_to_exclusive_faction_permissions_tables, and tried to start the game. I worked well, then I added the other tables starting the game every time I added one. What I realised is that Mod Manager 1-5 is unstable meaning that every time I added a table and started the game I did not worked, then I started the game with 1.5 and then closed it and started the game selecting the mod version and then IT WORKED EVERY TIME I DID THIS. So :

    1.Add the native units to unit tables.

    2.Add the changes made by 1.5 to units_to_exclusive_faction_permissions_tables.

    3. Start the game with 1.5 using Modmanager 1-5 and then exit.

    4. Exit Modmanager.

    5. Start Modmanager again and the game with the mod.

    TO PLAY THE GAME it seems that you have to repeat steps 3 to 5 every time you want to play the mod. Do not know if it works for other mod schemes and I have to test a campaign.

  16. #16

    Default Re: Making Mod work for 1.5

    actually, i was able to merge old and new localisation.loc and everything works even for newly created units... no description issue at all... more disturbing is, why Sloop with 6pdrs only, has Firepower 87, and Frigate with 12pdrs has firepower just 41...

  17. #17

    Default Re: Making Mod work for 1.5

    Quote Originally Posted by JaM View Post
    actually, i was able to merge old and new localisation.loc and everything works even for newly created units... no description issue at all... more disturbing is, why Sloop with 6pdrs only, has Firepower 87, and Frigate with 12pdrs has firepower just 41...
    I think an posiblity for that is frigates with 12pdrs.. might fire slowler.. in reality, and 6 pounders are smaller and if there is more 6 pounders they might fire faster tiwice as fast as 12 pdrs. hence 87 fire power.. But if it dosent fire tiwice as fast as an 12 pdrs cannon>~... in real life., Then CA must of just made an big freaking TYpo! lol

  18. #18

    Default Re: Making Mod work for 1.5

    well done ~!Swiss Halberdier AUM mod, he made it happen! unit stats are back.. also unit descriptions back on line..

    http://www.twcenter.net/forums/showthread.php?t=250655
    updated to 1.5
    Last edited by peng_li; October 06, 2009 at 12:11 PM.

  19. #19

    Default Re: Making Mod work for 1.5

    hmm, yeah, 6pdr is lighter than 12 pdr, but also it has smaller gun crew so that should mormalize it a little... 9men crew operating 18pdr should probably count vs 4 people operating 9pdr... i would say it would be the same with 6 vs 12pdr... there might be a difference, but not too big..

  20. #20

    Default Re: Making Mod work for 1.5

    If you unit descriptions are not showing, then your references for the unit descriptions in the localization file or in the unit file is wrong.

    If you take the new localization file from 1.5 and then merge it with all changed localization records it will work fine, unless there is an issue as stated above.

    There are also tables that if you have a 1.4 version or older table it will crash the game.
    http://www.twcenter.net/forums/showthread.php?t=260572

    Game Scripter @ Reverie World Studios

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