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Thread: How to make dif. mods with same file to work.

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  1. #1

    Default How to make dif. mods with same file to work.

    As the title says im trying to use 4 submods ive chosen for myself to work together.
    Unfortunately they consist same files so one will overwrite the other.
    So is there any way to make them all work together besides going through all the lines manually and edit them , i dont think all the files can be opend with Notepad anyway.

    Mods im trying to use.

    Good vs Evil Campaign
    12 turns per year
    Total Movement
    Expanded Family Tree

    Thanks,

  2. #2
    Baron Samedi's Avatar Citizen
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    Default Re: How to make dif. mods with same file to work.

    Quote Originally Posted by IHV View Post
    As the title says im trying to use 4 submods ive chosen for myself to work together.
    Unfortunately they consist same files so one will overwrite the other.
    So is there any way to make them all work together besides going through all the lines manually and edit them , i dont think all the files can be opend with Notepad anyway.

    Mods im trying to use.

    Good vs Evil Campaign
    12 turns per year
    Total Movement
    Expanded Family Tree

    Thanks,
    No unless someone does it for you.
    Under the patronage of MasterBigAb

  3. #3

    Default Re: How to make dif. mods with same file to work.

    check what files they change and if u have time, check whats added, and simply add that to another mod

    for example use as base mod

    Good Vs Evil

    imagine they change campaing_script, and you want to add 12 years/turn wich also changes campaing script

    if 12 years/turn ADDS new scripts simply copy the new one, to the end of the good vs evil campaing_script one
    if it changes any value... well good luck finding out what it changes...

    this is hard and requires time...

    it did it once for 2 sub mods, but i only had to ADD from one to another, and change 2 minor values...

  4. #4
    Nirnaeth Arnoediad's Avatar Vive l'Empereur !
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    Default Re: How to make dif. mods with same file to work.

    Humhum... I've the method, but I won't give you, because you don't use my submod... .


    You have to download "beyond compare 2" that allows you to compare the files of the mods ; so you will easily find the differences.

  5. #5

    Default Re: How to make dif. mods with same file to work.

    Thank you , its a very nice program, altho it can be bit confusing when using for the first time but hopefully in the end i get it all right.



    EDIT: Damn this thing is so confusing, some submods have so weird file and folder layouts, most overwrite each other. Made a little database for myself but doesnt work, when i start campaign it will take me to the menu where you choose Third Age Campaign. Shame really, might be more than i can handle this little thingy here.
    Last edited by IHV; February 02, 2010 at 02:43 AM.

  6. #6
    Nirnaeth Arnoediad's Avatar Vive l'Empereur !
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    Default Re: How to make dif. mods with same file to work.

    You have to deleted the map.rwn file in the folder : med2/mod/tatw/data/world/maps/base.
    This file is automatically created when you launch a game. And many changes in a campaign give your actual pb because you need a new map.rwn. Delete it when you change something in the files.

    In theTATW/data/text folder, deleted all the .string.bin. Their are too automaticcally done when the game launch, by using the corresponding .txt files. Any change in a .txt file need to delete the corresponding .string.bin before laucnhing the game.

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