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Thread: [Missing] Meneth's Sub-mod Compilation (MSC) 6.0

  1. #61
    Meneth's Avatar I mod, therefore I am
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    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.6.1

    Quote Originally Posted by For England Men View Post
    Thanks again meneth just out of interest if I overwrite the campaign script in early and late by unzipping it from new version and then run set up exe which overwrites current one then how do my current campaigns use the one that was before it was overwritten do save games have their own stored somewhere??

    Not disputing what you are saying infact I know you are correct as when I installed 1.3 it applied some things but not others until I started new campaign am just curious how that works.
    I think the campaign script is stored in the save-game itself.

  2. #62
    For England Men's Avatar Miles
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    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.6.1

    cheers mate am interested in modding so trying to gain some knowledge as I go.

  3. #63
    Meneth's Avatar I mod, therefore I am
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    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.6.1

    Quote Originally Posted by For England Men View Post
    cheers mate am interested in modding so trying to gain some knowledge as I go.
    Have you read my guide on the sub-mod manager? It's in the Compendium under sub-modding.

  4. #64
    Berbo's Avatar Laetus
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    Default Re: The 6.3 Sub-mod Compilation 1.0

    Quote Originally Posted by Meneth View Post
    Your save-games will still work, but it won't apply to already ongoing campaigns.
    thanks

  5. #65

  6. #66
    Meneth's Avatar I mod, therefore I am
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    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.6.2

    Poll on what sub-mods in the Compilation people use added.

  7. #67

  8. #68

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.6.3

    I've got a question about LLP.
    2tpy - so, Mongols arrive somewhere around turn 220 right ?

  9. #69
    Meneth's Avatar I mod, therefore I am
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    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.6.3

    Quote Originally Posted by vtec.dominion View Post
    I've got a question about LLP.
    2tpy - so, Mongols arrive somewhere around turn 220 right ?
    LLP is 1 TPY.

  10. #70

  11. #71

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.6.4

    Hey i have winRAR... and I''ve 1 - downloaded, 2 - tried unzipping to mod folder, but it says files cant be overwritten?!? am I unzipping to the right folder. Im going straight into prog files, Sega, Medi 2, Mods.?? PLease help. much appreciated. Thanks, total newbie.

  12. #72

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.6.4

    Deactivate your UAC. Your own system is protecting those files.

  13. #73

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.6.4

    UAC? user account control? how do i do this? i have no clue... thanks.

  14. #74

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.6.4

    Quote Originally Posted by andrewgroves1990 View Post
    UAC? user account control? how do i do this? i have no clue... thanks.
    Configuration->securitycenter-> there somewere...i don't exactly remember

  15. #75

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.6.4

    youtube offers video tutorials... just googling for that should work out fine as well.

  16. #76
    Meneth's Avatar I mod, therefore I am
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    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.6.5

    1.6.5

    • Fixes updated to 1.1 (banner fix now permanent)

  17. #77

  18. #78

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.6.1

    Quote Originally Posted by Meneth View Post
    I think the campaign script is stored in the save-game itself.
    Thats correct.

  19. #79
    Meneth's Avatar I mod, therefore I am
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    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.6.7

    1.6.7

    • Fixes updated 1.2 (reduction of battle CTDs)

  20. #80

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