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

  1. #1
    Meneth's Avatar I mod, therefore I am
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    Default [Missing] Meneth's Sub-mod Compilation (MSC) 6.0


    Will break all saves not made in MSC 6.0 or above
    Download
    5.0 and 5.0.3 (for those who don't like the changes made in 6.0)


    Meneth's Compilation shared by phylosopher stoned
    (original files unavailable, report post & reply with a link if you have reuploads!)

    Features


    • Several separate, toggle-able sub-mods
    • All MSC sub-mods can be enabled together
    • Dynamic Siege Upkeep integrated into the campaign script
    • SSNOP fully integrated
    • Historically Accurate Settlement ownerships (early campaign only)
    • One Settlement Type fully integrated
    • Two turns per year fully integrated
    • Expanded building tree
    • Teutonic Crusades fully integrated
    • Custom Sub-mod Manger background
    • 20 unit slots freed
    • Optimized scripting
    • Major text overhauls
    • Several small changes to the base game

    What to do when encountering a bug
    First, do these steps:

    1. Turn off UAC
    2. Move SS out of your Program Files folder
    3. Make sure nothing in the SS folder is read-only
    4. Make your shortcuts (both SS and SMM) always run as administrator

    If the problem persists, post it in this thread
    What to do if the installer won't run/work/the installation isn't applying


    1. Select the installer file
    2. Hit F2
    3. Add .exe at the end of the file-name
    4. Try running the file

    If this doesn't work, disable UAC.
    If that doesn't work, enable write permissions for all users on your SS6.3 folder (apply to all sub-folders)
    If that doesn't work, move SS6.3 to somewhere other than Program Files.
    And if that doesn't work, you're pretty much screwed.
    How to - 6.0 without OST

    Steps for installing MSMC 6.0 without OST. Skip to step 3 if you already have SS installed.

    1)Install SS 6.3
    2)Patch to SS 6.4
    3)Install MSC 6.0
    4)Install MSC 5.0 to a separate folder
    5)Patch this folder to MSC 5.0.3
    6)Replace MSC 6.0 files with these files from 5.0.3:

    Campaign_script.txt (\SS6.3\data\campaign\early\world\maps\campaign\imperial_campaign)
    This file will be moved twice. Either from Early and Late, or TwoEarly and TwoLate, depending on if you want 1TPY or 2TPY. Note that the "early" folder in this directory varies depending on what options you want.

    Descr_strat.txt (\SS6.3\data\campaign\early\world\maps\campaign\imperial_campaign)
    This directory is exactly the same as above. Same deal, it will be moved twice, depending on which TPY mode you want.

    Export_descr_buildings.txt (\SS6.3\data\campaign\early)
    Again, move this twice based on your selection. The "early" part of the location once again varies.

    Export_descr_ancillaries.txt (\SS6.3\data)
    You're only gonna move this one once.

    Export_descr_character_traits.txt (\SS6.3\data)
    You're only gonna move this one once.

    If you've followed these instructions properly, you should now be rid of OST.
    Toggle-able sub-mods in the Compilation
    Meneth's Live Long and Prosper (LLP) sub-mod
    The goal of this sub-mod is to make the life of characters last a bit longer, without sacrificing too much realism, to make it so you don't have to sacrifice big parts of your characters' lifespan to get them educated, and to add childhood traits
    Alpha Zeke's Istanople
    This mini mod makes it so that based on whether the Turks or the Byzantine empire own Constantinople, the name of the city will change accordingly.
    Amaranth's Next Heir Ancillary
    Lets you choose who'll be the next heir (second in line) by giving him the Heir Crown.
    Disclaimer: it selects the next heir correctly only if Faction Leader dies before the current heir.
    Shoryn's Teutonic Crusades (TC) sub-mod
    Improves the graphics (both battle and UI) of Lithuania and the Teutonic Order. Separate part of the installer, due to it's large size (the sub-mod manager couldn't handle it)
    Meneth's Character Development
    Expands the character development by making characters get used to governing, or military command.
    Meneth's Son of X
    Makes all characters adopted or married into the family start off with a "Son of a X" trait, which has some effects based on what line of work his father had.
    Known incompatibilities


    • The Compilation is incompatible with DisableRR


    Installation


    1. Download base install
    2. Point the installer to your SS6.3 folder
    3. Download patch (if any)
    4. Point the installer to your SS6.3 folder
    5. Turn on mods wanted (run SS_Setup.exe, it's in your SS folder)

    Uninstalling


    1. Just don't turn on the sub-mod(s) you don't want when you run the sub-mod manager

    Change-log
    1.0 - Release


    • Compilation created
    • Alpha Zeke's Faster Turn Times (FTT) sub-mod (un-toggleable) added
    • Meneth's Live Long and Prosper (LLP) sub-mod added
    • Meneth's Dynamic Siege Upkeep (DSU) script added

    1.0.1


    • LLP fixed

    1.1 - Thread and FTT updates


    • FTT now toggle-able thanks to Alpha Zeke!
    • Links & Credits added

    1.2 - DSU update


    • New version of DSU, now hopefully not draining much more than it should

    1.3 - FTT update


    • New version of FTT which now works in the late campaign

    1.4 - BGR fixes


    • BGR4 fix now included

    1.5 - LLP added


    • LLP updated to 2.0

    1.5.1


    • LLP updated to 2.1

    1.5.2


    • LLP updated to 2.5

    1.6 - LLP and Fixes updates


    • LLP updated to 3.0

    1.6.1


    • LLP updated to 3.0.1 (turn 2 crash fix)

    1.6.2


    • LLP updated to 3.1

    1.6.3


    • LLP updated to 3.2

    1.6.4


    • LLP updated to 3.2.5

    1.6.5


    • Fixes updated to 1.1 (banner fix now permanent)

    1.6.6


    • LLP updated to 3.3

    1.6.7


    • Fixes updated 1.2 (reduction of battle CTDs)

    1.7 - Istanople added


    • Istanople added

    1.8 - MH added


    • Mongol Horde added

    1.8.1


    • MH updated to 1.1

    1.8.2


    • MH+LLP for late campaign added

    1.8.3


    • MH updated to 1.2

    1.8.4


    • MH updated to 1.2.1
    • LLP updated to 3.4
    • MH+LLP late campaign crash fixed

    1.8.5


    • MH updated to 1.3

    1.8.6


    • MH updated to 1.3.1

    1.9 - NHA added


    • Next Heir Ancillary added

    2.0 - General improvements


    • LLP updated to 3.5
    • Description of NHA and Istanople updated
    • One non-functioning section removed from DSU
    • Incompatibilities added to the thread

    2.1 - MH and LLP updates


    • MH updated to 2.0
    • Improved compression

    2.1.1


    • LLP updated to 3.5.1

    2.1.2


    • MH updated to 2.0.1

    2.2 - LLP and Fixes updates


    • Fixes updated to 2.0
    • A few small changes to LLP and DSU

    2.2.1


    • Fixes updated to 2.0.1

    2.2.2


    • LLP traits not showing fixed

    2.2.3


    • Fixes updated to 2.1

    2.3 - LLP and Fixes updates


    • Fixes updated to 2.2
    • LLP updated to 3.6
      • Trait text changes from Fixes 2.2 applied to LLP. Not included in the separate download in LLP's thread


    2.4 - 2TP added


    • A few princesses in LLP never coming of age fixed
    • 2TP added

    2.4.1


    • 2TP updated to 1.2

    2.4.2


    • 2TP updated to 1.3

    2.4.3


    • 2TP updated to 1.4

    2.4.4


    • 2TP updated to 1.5

    2.5 - General improvements


    • Fixes updated to 2.3
    • Baia garrison in 2TP fixed (not live in the stand-alone version)

    2.5.1


    • 2TP sub-mods showing up in regular campaigns fixed (note, you can delete the early2TPY and late2TPY folders in the campaign folder, they're now redundant)
    • BGR for 2TP fixed
    • Fixes updated to 2.4

    2.5.2


    • Game crashing on campaign start with Savage AI fixed

    2.5.3


    • MH for Late 2TP fixed (CTD on campaign start)
    • LLP causing CTD on campaign start fixed
    • Fixes updated to 2.4.1

    2.6 - Base improvements and compatibility


    • SSNOP implemented
    • Historical Accurate Settlement ownerships added to Early campaign
    • Early LLP no longer changes descr_strat (improves compatibility)
    • Permanent Watchtowers integrated into the campaigns (improves compatibility)

    3.0 - Installer and TC added, general improvements


    • Now has an installer instead of a zip-file
      • Due to the growing size of MSC, minor versions will from now on be patches instead of complete downloads

    • Late LLP and MH no longer cause CTDs on campaign launch
    • Teutonic Crusades (TC) added

    3.0.1


    • MH now really (hopefully)works for the Late campaigns
    • Ensured the deletion of permanent watchtowers (redundant), and early MH (broken)

    3.0.2


    • Early standard campaign being 2TPY fixed
    • MH CTD in year 1221 fixed

    3.0.3


    • MH name files removed (redundant)
    • Sorkin_shara CTD (MH) fixed
    • MH year 1221 CTD fixed
    • BGR CTD on campaign start fixed
    • Removed the BGR descr_strat files (redundant)
    • Merged the 4 BGR folders (one per campaign is no longer needed)
    • Turn 51 CTD fixed

    3.1 - General improvements


    • Fixes updated to 2.6
    • Some archers in TC looking like Lith archers fixed
    • (LATE) HRE not having a family tree fixed
    • Optimized DSU, should help reduce turn time
    • Applied latest SSNOP to 2TP (missing by accident)
    • Added permanent watchtowers to TwoLate (missing by accident)
    • Made Palanga/Konigsberg and Corinth/Mystras internally consistent
    • (LATE) Fixed BGR breaking the campaign script
    • Completely removed DSU's files (redundant)
    • Removed LLP early 2TPY (redundant)

    Hotfix


    • Moved accidentally misplaced file
    • Fixed "Too few or missing campaigns" bug
    • Fixed TwoLate crashing on campaign launch

    3.1.1


    • Fixed TwoLate crashing on campaign launch
    • Refixed the turn 51 CTD
    • Fixes updated to 3.0

    3.2 - General Improvements and OST


    • Removed FTT (redundant)
    • Removed MH (broken)
    • Updated Fixes to 3.1
    • Characters in TwoLate aging 1YPT fixed
    • [EARLY]Fixed a few characters' family trees not working properly
    • Bulgarian Uprising removed (often caused CTDs)
    • Fixed some inconsistencies between the 1TPY and 2TPY name files

    3.2.1


    • Fixes updated to 3.2
    • Made sure MH is completely gone
    • [LLP]Tuned down the Oedipus Complex
    • [2TP]Fixed a couple small EDB errors

    3.2.2


    • Fixes updated to 3.3
    • [LLP]Chance of getting most LLP traits reduced by ~1/3
    • [LLP]Triggers for LLP-specific traits optimized

    3.2.3


    • OST added
    • [BGR]There being two PoorLogistics traits fixed

    3.3 - OST


    • OST updated to 1.1
    • The 2TP OST files being in the wrong place fixed

    4.0 - New SMM, CD, BGR II, and SoX added


    • New Sub-mod Manager included
    • Increased compatibility
    • Permanent Watchtowers now toggle-able again
    • [LLP]The old "character never coming of age if between 5 and 13 in the late campaigns" bug is back, sorry (eliminating it would make late LLP incompatible with OST)
    • CD 1.0 added
    • SoX 1.0 added
    • Everything in the Compilation is now compatible with almost all other sub-mods
    • 20 unit slots freed

    4.0.1


    • The new SMM should now work
    • Longer Assimilation re-added (missing by accident)

    4.0.2


    • Some bugged trait triggers fixed
    • Descr_rebel_factions being wrong (helped cause crash on turn end) fixed
    • The EDU getting overwritten (helped cause crash on turn end) fixed

    4.0.3


    • The late campaigns being unable to start, fixed

    4.0.4


    • The Early 2TPY campaign (possibly OST only) being unable to start, fixed

    4.0.5


    • Venetian Crossbow Militia missing their unit card fixed
    • BGR IV breaking the campaign script fixed
    • OST not showing up for TwoLate fixed
    • BRG II added

    4.1 - E2DI


    • One character at the start of the early campaigns not getting the Academic Advisor ancillary he's supposed to get, fixed
    • Cedric's E2DI added
    • Sub-mod list at campaign-start removed (the SMM no longer has this feature)

    4.2 - General Improvements


    • [E2DI]Eastern European UI updated
    • ME ballistas not having any name or description fixed
    • Fixes updated to 4.0

    4.3 - General Improvements


    • From now on the Compilation automagically remember where you installed them last, that is, the install path will default to your actual SS6.3 folder
    • German Feudal Knights are now named so instead of just "Feudal Knights"
    • Characters coming of age at age 5 (and a few other issues) even without LLP enabled - fixed
    • Fixes updated to 4.2

    4.3.1


    • Characters coming of age at age 5 (and a few other issues) even without LLP enabled - fixed (didn't get completely fixed last version due to some left-over files)
    • Genoese Crossbow Militia having no unit card fixed

    4.3.2


    • Timurids having the TO banner in late, TwoLate, and TwoEarly fixed
    • BRIC added

    4.3.3


    • Updated BRIC to 1.1 (fixing an issue that caused the game to CTD on launch for some)

    4.3.4


    • Updated BRIC to 1.2 (fixing another issue that caused the game to CTD on launch for some)

    5.0 - SS6.4


    • Now works with SS6.4

    5.0.1


    • Forgot to merge a few files, fixed now

    5.0.2


    • Istanople and NHA not working for some campaigns fixed
    • Building discounts not showing up properly on info screens fixed
    • A few missing segments merged
    • BGR4 not working fixed
    • Return of the infamous banner bug in the 2TPY campaigns fixed
    • BGR4, Longer Assimilation, and Permanent Watchtowers not showing up in the SMM for the 2TPY campaigns fixed

    5.0.3


    • Several sub-mods not working with the late campaigns fixed

    6.0 - Improved moddability


    • Installer size decreased 25%
    • BRIC fully integrated
    • OST fully integrated
    • Teutonic Crusades fully integrated
    • Removed 1TPY campaigns
    • All archers now benefit from the archer guild
    • [Early]Fixed Baia having two armies
    • Sicilian Crossbow Militia now have an icon
    • BGRII not working fixed
    • New SMM background
    • SSNOP updated to newest version
    • The Timurid invasion should no longer cause CTDs

    Links & Credits
    Discuss individual sub-mods in the threads below.
    How they work together can be discussed in this thread.


    Previously Included Sub-mods



    Copyright/Freedom of Use
    Any aspect I've made of any work can be used freely on an attribution basis (though I'd like getting a PM too with a link to what you're using it for, as I like to see how my work fares in other places). This includes, but is not excluded to:

    • The Fixes
    • My sub-mods
    • The Compilation

    Note: if you use anything from the Compilation containing character names, Fair Prince will also have to be credited. The Fixes were not solely done by me, so if you use anything that contains aspects of the Fixes (which is almost everything), you have to include "The people who's work are included in Meneth and Bane's Community Fixes"
    Any sub-mods in the Compilation not made by me cannot be freely used. You'll have to ask permission from the original author.
    Any usage of my work without attribution will be reported.
    Last edited by Dismounted Feudal Knight; September 14, 2024 at 08:55 AM. Reason: included a link from someone who got a bit closer

  2. #2
    Alpha Zeke's Avatar Vicarius
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    Default Re: The 6.3 Sub-mod Compilation 1.0

    For non-Dynamic Siege Upkeep head here....

    Spoiler Alert, click show to read: 
    Faster Turn times
    3.0
    Beta


    Brand Spankin' New 3.0 Edition out now! This new addition makes FTT toggle-able with the ss setup.exe, and no longer brakes the campaign script! (Took me over 12 hours to do that, not mentioning the 6 this morning where I brainstormed!)

    Features:
    • Faster Turn Times as the game goes on!
    • Removes Camp Sacking Script
    • Removes Siege Upkeep Script
    • Removes Princess Coming Of Age Notifications
    • Removes Foreign Faction Leader and Heir Notifications


    Installation:
    1. Install in your mods directory (Or wherever your ss6.3 folder is)
    2. Run ss setup.exe and select faster turn times
    3. Play!


    Uninstallation:
    Run SS Setup.exe and don't select FTT!


    Mod Compatibility
    Currently, until tested, do not assume that this mod is compatible with everything. This mod edits your campaign script, but as long as the other mod simply uses the launcher and no campaign script file, then they should be compatible!

    Known Bugs: None! But do let me know if you find some!
    Last edited by Alpha Zeke; August 11, 2010 at 09:12 AM.

  3. #3

  4. #4

    Default Re: The 6.3 Sub-mod Compilation 1.0

    This is extremely handy. Will be very useful when I get back
    +rep to all sub-mod makers and the sort.

  5. #5
    For England Men's Avatar Miles
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    Default Re: The 6.3 Sub-mod Compilation 1.0

    Quick question before I apply this, I had alot of problems getting 6.3 to work with CTD's initially and have had it working for a bit now. I installed M2 and Kingdoms fresh, then SS 6.3 early campaign, RR on, perm watchtowers, savage AI, applied the banners fix and then I then applied the FTT back when it was config specific and have had minimal crashes since. I never applied the 51 CTD fix as the link was broken in main post.

    My question is can I just apply this over the top without issue ? Also is it it save gane compatible? I understand I will have to re run the setup.exe to apply the new sub mods and I am guessing I can't do that until I am ready to start new campaign.

    Thank you in advance.

  6. #6
    Alpha Zeke's Avatar Vicarius
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    Default Re: The 6.3 Sub-mod Compilation 1.0

    It is not save game compatible, and I believe every fix is included in it so that even if you did not apply them you will have them all applied now. So it should work without issue. Meneth's script is messier then mine though >.< So I have to try to optimize that and then make FTT a selection, not a given.

  7. #7
    Meneth's Avatar I mod, therefore I am
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    Default Re: The 6.3 Sub-mod Compilation 1.0

    Quote Originally Posted by Historydude View Post
    It is not save game compatible, and I believe every fix is included in it so that even if you did not apply them you will have them all applied now. So it should work without issue. Meneth's script is messier then mine though >.< So I have to try to optimize that and then make FTT a selection, not a given.
    Hey, my script works, at least.
    Your last public version broke the campaign_script

  8. #8
    For England Men's Avatar Miles
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    Default Re: The 6.3 Sub-mod Compilation 1.0

    little bit of friendly competition there i hope lol. thank you for response and you have both been very helpful with both answering questions and mods and info you have posted on here. Will plus rep you both when I have been here a week and can do it. Must say this forum is very good haven't encountered anyone abusive or unhelpful yet.

  9. #9
    Meneth's Avatar I mod, therefore I am
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    Default Re: The 6.3 Sub-mod Compilation 1.0

    Quote Originally Posted by For England Men View Post
    little bit of friendly competition there i hope lol. thank you for response and you have both been very helpful with both answering questions and mods and info you have posted on here. Will plus rep you both when I have been here a week and can do it. Must say this forum is very good haven't encountered anyone abusive or unhelpful yet.
    Yeah, just a bit of competition. Tonight we were racing each other to make the first working version of FTT, it was great fun
    There's a few trolls and such on the forum, but not many. And if anyone gets abusive, we do have bane who can deal with them.

  10. #10
    For England Men's Avatar Miles
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.0

    is bane like a moderator then? whats a troll is that someone who just moans about everything? I have figured out I am what is called a newby lol.

    So i should finish my current campaign and then by then the compilation will be 100 percent ready to just put everything right for my new campaign ye ? In other words while I am enjoying the game you guys will be working hard to make it better for us all.

  11. #11
    Meneth's Avatar I mod, therefore I am
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.0

    Quote Originally Posted by For England Men View Post
    is bane like a moderator then? whats a troll is that someone who just moans about everything? I have figured out I am what is called a newby lol.

    So i should finish my current campaign and then by then the compilation will be 100 percent ready to just put everything right for my new campaign ye ? In other words while I am enjoying the game you guys will be working hard to make it better for us all.
    Bane is a moderator, yes.
    Definition of troll:
    "Someone who posts controversial and usually irrelevant or off-topic messages in an online community, such as an online discussion forum or chat room, with the intention of baiting other users into an emotional response or to generally disrupt normal on-topic discussion."
    It's newbie, not newby. Everyone is a newbie once.
    The compilation should work fine, and adding it shouldn't break your campaign. Also, Live Long and Prosper seems to apply to on-going campaigns (I once enabled it when one of my characters were 12, he then came of age the very next turn at 13)
    The Compilation won't be finished until people stop modding 6.3, which hopefully isn't any time soon

  12. #12
    For England Men's Avatar Miles
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.0

    ok better get back on subject then lol and will apply this tonight then. cheers mate.

  13. #13
    Meneth's Avatar I mod, therefore I am
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.0.1

    1.0.1

    • LLP fixed

    I think I've killed that back-slash once and for all, now.

  14. #14
    Libertus
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.0.1

    So, to install i just un-zip all contents in the SS6.3 folder? Wouldn't that replace all of the core files the mod needs to run properly? For example, if i place it in my SS6.3 directory, would the entire data folder be replaced by these files? And if i place it in SS6.3/data would it replace the entire campaign folder and it's contents? Sorry if this is common knowledge everyone should know, it just looks like it would replace/erase a lot of files. Thanks, and great job on the compilation(and all who made the sub mods in the compilation) as well!

  15. #15
    Meneth's Avatar I mod, therefore I am
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.0.1

    Quote Originally Posted by Mornai View Post
    So, to install i just un-zip all contents in the SS6.3 folder? Wouldn't that replace all of the core files the mod needs to run properly? For example, if i place it in my SS6.3 directory, would the entire data folder be replaced by these files? And if i place it in SS6.3/data would it replace the entire campaign folder and it's contents? Sorry if this is common knowledge everyone should know, it just looks like it would replace/erase a lot of files. Thanks, and great job on the compilation(and all who made the sub mods in the compilation) as well!
    No, it doesn't overwrite everything in the data folder.
    Anyway, new version coming out VERY soon, so wait for that.

  16. #16
    Meneth's Avatar I mod, therefore I am
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.1

    1.1

    • FTT now toggle-able thanks to Historydude!
    • Links & Credits added

  17. #17

    Default Re: The 6.3 Sub-mod Compilation (SC) 1.1

    Forgive my "newbieness", but I have encountered some problems.

    1. Download = Done
    2. Unzip in mod folder = Fail, how do I do that?
    3. Turn on mods wanted = Fail, as step two isn't working.

    Thank you.

  18. #18
    Meneth's Avatar I mod, therefore I am
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.1

    Quote Originally Posted by Barry Lyndon View Post
    Forgive my "newbieness", but I have encountered some problems.

    1. Download = Done
    2. Unzip in mod folder = Fail, how do I do that?
    3. Turn on mods wanted = Fail, as step two isn't working.

    Thank you.
    You need an un-zipper, for example 7-zip.
    Then you just un-zip it (in XP and Vista by right-clicking and going into the 7-zip menu, then pressing extract here, in Windows 7 by double-clicking the file, then clicking extract) into the mod folder.

  19. #19
    Alpha Zeke's Avatar Vicarius
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.1

    Or you can get WinRAR Which is what I use. I would get the DL link but the page wont load for me

  20. #20
    Meneth's Avatar I mod, therefore I am
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.1

    Quote Originally Posted by Historydude View Post
    Or you can get WinRAR Which is what I use. I would get the DL link but the page wont load for me
    Why use WinRAR when one can use 7-zip? For one, 7-zip has a free version that DOESN'T nag you about buying it. And then there's the fact that 7-zip can make .7z archives, which have much better compression rates than .rar, .zip, and .tar.

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