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Thread: Mod-Type Packs Not Working Anymore?

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  1. #1

    Default Mod-Type Packs Not Working Anymore?

    Exactly as the title says.

    Are mod-type packs not working in N:TW?

    I've created a user.script file in my scripts folder, exactly the same as in E:TW, and the changes don't show up in-game.

    So then I changed it to user.script.txt, and had the same result.

    And then I tried user.napoleon_script.txt. No difference.

    Of course, patch-type packs seem to work fine, but as we all realized in E:TW, having a lot of patch-type packed mods running around is a bad idea.

    I'm probably missing something incredibly simple. Anybody help?
    Every day takes figuring out all over again how to live.

  2. #2

    Default Re: Mod-Type Packs Not Working Anymore?

    Have you tried add the "mod modname.pack;" line to the preferences file? IIRC, that worked in ETW.

  3. #3

    Default Re: Mod-Type Packs Not Working Anymore?

    had the same problem vicar but i got it to work


    il attach a sample script that i use that works syntax is user.script (save as unicode) Same place as 4 ETW

    It had me stumpted for days hehe i tried every syntax....

    EDIT: New it doesnt seem to crash when you have syntax errors anymore it just doent load the mod.

    BTW thnx again fellas for the amazing PFM work

  4. #4

    Default Re: Mod-Type Packs Not Working Anymore?

    Hm. It appears to work.

    So the problem is in the user.script file, then. Any ideas on what the proper name/format of that file is, or if they removed it completely?

    EDIT: This post is in response to Erasmus' post.

    I have yet to check out Dog's post. I'll get to it now.
    Every day takes figuring out all over again how to live.

  5. #5

    Default Re: Mod-Type Packs Not Working Anymore?

    DOUBLE POST

    Alright, so Dogmeat was right.

    The script file is titled "user.script.txt".

    The contents are just like ETW: mod "MOD_NAME.pack";

    The catch is that the file must be formatted in unicode, which when you create a new text file it does not default to.

    +rep to the Dog.
    Every day takes figuring out all over again how to live.

  6. #6

    Default Re: Mod-Type Packs Not Working Anymore?

    where wd modding be without all its little pungi traps for us, nps m8 and u r most welcome...

  7. #7

    Default Re: Mod-Type Packs Not Working Anymore?

    I just wanted to say, that apparently there is a difference in naming convention according to what Operating System you are using.

    IF you are using Windows XP, the script file needs to be called: user.script.txt

    IF you are using Windows 7, the script file needs to be: user.script

    At least that's the way it appears right now, after some initial testing.
    Every day takes figuring out all over again how to live.

  8. #8

    Default Re: Mod-Type Packs Not Working Anymore?

    Quote Originally Posted by The Vicar View Post
    I just wanted to say, that apparently there is a difference in naming convention according to what Operating System you are using.

    IF you are using Windows XP, the script file needs to be called: user.script.txt

    IF you are using Windows 7, the script file needs to be: user.script

    At least that's the way it appears right now, after some initial testing.
    Windows Punji Trap !

    Good find Vicar my OS in Vista 64 bit ( i know throw the tomatoes) So it seems Win 7 And Vista is user.script.

  9. #9

    Default Re: Mod-Type Packs Not Working Anymore?

    To add a technology wasn't a problem as for me, and "Fire by Rank" works great. But if I add a other new technology NTW doesn't display the text (from the .loc) and the effect. I don't know why -.- its mysterrious...

  10. #10

    Default Re: Mod-Type Packs Not Working Anymore?

    I have not any problems until now but I have not use many tables in my testing mods. I've used factions and building (1 turn building) tables and modfoldering in mod mode (not patch or movie) and everything is fine. Notepad makes txt files by default in Unicode and I have win 7. My script file is user.script but I think that it's a matter of adjustment if the OS will show the file .txt extension and has nothing to do how OS will understand the file format, txt is always a txt. If OS does not show the file extension (by default) and you try to name a file file.txt then you actualy make the file file.txt.txt (I don't remember if winXp allowed dot (.) in file names but win 7 they do).




  11. #11

    Default Re: Mod-Type Packs Not Working Anymore?

    Quote Originally Posted by husserlTW View Post
    I don't remember if winXp allowed dot (.) in file names but win 7 they do.
    WinXP does allow dots (.) in the file names. It is as you wrote and that's probably causing the most confusion for users if the explorer doesn't show the .txt extension.

  12. #12

    Default Re: Mod-Type Packs Not Working Anymore?

    You might be right, HusserlTW. All I know is there was some confusion when I started calling it user.script.txt (which is what the file properly is, at least on my old XP system).
    Every day takes figuring out all over again how to live.

  13. #13

    Default Re: Mod-Type Packs Not Working Anymore?

    Yeah, it's just an extensions thing. I have all file extensions displayed in Win7, so I name it .txt. And the functionality is exactly the same as ETW, and I've been using mod packs since NTW came out--I just copy pasted my old text file from ETW (already in unicode) and renamed it appropriately.

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