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Thread: Creating a World - Mod Install for Steam

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  1. #1
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Mod Install for Steam

    I don't have the steam version of Med2 - so I won't be able to experiment.

    Even then it doesn't make a difference as Squid's tool was creating a registry entry for the mod concerned so that it showed up in the launcher as far as I know.
    Seeing that even this application doesn't work (it replaces the original launcher) I doubt you will have any luck.

    You can try both methods that you suggest but I think ultimately it will be back to the dark ages and renaming original campaigns and then using that name for your custom mod. I am going to use a batch file with my installations to make it easier for steam user to do just that.










  2. #2

    Default Re: Creating a World - Mod Install for Steam

    I don't have Steam M2TW either, so can't test it, but have asked few people to test the suggested method and report back. Lets see how it goes.

    BTW, renaming kingdoms folders apparently doesn't work anymore, if a steam user has auto update turned on. I have to rewrite my installation instructions for Third Age TW and its submods, thanks to Steam and CA..
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    If you are a citizen of one of these countries, then DO NOT ask any help from me on these forums, since, in protest against this aggression by your governments, I do not provide assistance/help anymore.
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  3. #3
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Mod Install for Steam

    If you can't even rename the folders then how on earth do you play custom M2 mods with steam? Only with auto update switched off?

    How DO you start original kingdoms campaigns now? Is there a desktop short? Once the actual access method\way can be reproduced then it should be fine.

    If that can't be solved then I am going on a long moderator holiday because I don't want to be here when the brown stuff hits the fan.
    Last edited by Gigantus; July 24, 2014 at 03:51 AM.










  4. #4

    Default Re: Creating a World - Mod Install for Steam

    This is how one TWC Member made a workaround ( post # 161) : http://www.twcenter.net/forums/showt...date-for/page9

    How a single steam update screws up everything , and modders.. ****
    American, French, Israeli and British government's ILLEGAL aggression against the Syrian people, without any proof for chemical attacks in Douma, and without waiting for OPCW to conduct their investigation..
    Sons of *******, leave that poor, war torn country in peace.
    If you are a citizen of one of these countries, then DO NOT ask any help from me on these forums, since, in protest against this aggression by your governments, I do not provide assistance/help anymore.
    Let Syria be finally in peace.

    A video of false chemical attack in Douma, Syria, which led to Western illegal attacks.

  5. #5
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Mod Install for Steam

    That looks like the solution - any even remotely understandable reason why this could not have been announced by the company?

    So you will basically need two bat files. One regular kingdoms one linked to by the desktop shortcut, and a medieval2 one for steam users.

    Plus the instructions for the steam change (replace @mods\nameofmodfolder\nameofconfig.cfg with actual data):


    1. Open Steam, click "Games" on top left toolbar.
    2. Select "Add a non-steam game to my library"
    3. Browse and find Medieval2.exe
    4. You will now see "medieval2" on your games list, right click, open "Properties"
    5. You can now rename it to your mod title, eg "Rise of three Kingdoms". on the target line add ""C:\Program Files\Steam\steamapps\common\Medieval II Total War\medieval2.exe" @mods\nameofmodfolder\nameofconfig.cfg"
    6. Make sure in the modfolder the .batch file uses medieval2.exe and not kingdoms.exe. Open the .batch with notepad++ and you will see this line "start kingdoms.exe @mods\nameofmodfolder\nameofconfig.cfg" rename kingdoms.exe to medieval2.exe
    Last edited by Gigantus; July 24, 2014 at 04:16 AM.










  6. #6

    Default Re: Creating a World - Mod Install for Steam

    Squid's tool allowed a new entry on the now defunct Kingdoms launcher. I didn't have success with it after this latest Steam update (334162). The only way to get a mod to work was to "Run a non-Steam game through Steam", then insert the file codes to that Steam menu marker, and then for the sake of speed, send a icon to the desktop to run the mod. Otherwise it's not pinned as a menu shortcut within Steam.

    See this fix, but I'm not too certain that this won't cause problems later.

    Squid's tool facilitated registry editing that was daunting to the uninitiated which is probably 99% of Steam users. The method of running a non-Steam game through Steam doesn't do any registry editing at all, only using that file command to point to the mod's cfg to run it.

    Now here's the kicker: after the Steam patch, even though the original kingdoms.exe is now absent, the kingdoms campaigns (americas, britannia, teutonic, and crusades) are still registry entries and they STILL ARE LOOKING for the kingdoms.exe. Weird, no?

    Looking at the assembly code, it appears that the kingdoms.exe is renamed medieval2.exe (that's what you see in Windows Explorer) but it's actually kingdoms.exe. I think this is why the old kingdoms campaigns are looking for the GameExe attribute of kingdoms.exe in the registry (official mods). It's cryptic what was done, and weird because they didn't fix the old 2 GB limitation even though that would have been the very first thing to fix.

    Note: in prehistoric days (2008) the way around this was to rename folders. You'd pick a kingdoms' campaign you never played (like teutonic for yours truly) and then label that oldteutonic, then install Third Age or similar in that folder.

    This wasn't without caveats. You then had to remember to rename the folder back if you subsequently installed new mods, then back again after, if you wanted to add another like Stainless Steel. Personally renaming folders ends up with corrupt files from users not remembering to do all of that, and it meant having less mods loaded. All of this was easily eliminated by either learning how to regedit or using Squid's tool. I'd say a ton of us learned how to regedit (it's easy) for that reason, but were grateful when Squid's tool was released.

    Since there's no longer a launcher at all, it doesn't end up hanging, but regediting is no longer needed, and Squid's tool doesn't really do anything with the launcher gone. So there's really a hole left and what's to become of a method to easily install mods now? The old launcher was notorious for hanging up and having to be physically stopped by CNTRL-ALT-DEL (running the task manager). So it's sorta better, and multiplayer switched to Steam instead of Gamespy, but there's a host of new problems now with sound effects and music screwed up, plus very weird problems with units.

    See this post for why the sound issues may be happening after the Steam patch. It's over my head because I don't ever mod the sound files. A good tutorial is now needed as I doubt CA/Steam (they're collaborating on this patch) will ever find resolution as it may be some fundamental mod design flaws that caused it. That may affect any units with alternative sound effects or mod music other than the originals in MTW and Kingdoms.
    Last edited by RubiconDecision; July 24, 2014 at 04:32 AM.

  7. #7

    Default Re: Creating a World - Mod Install for Steam

    When i try and run it, it says i need to "Install and run M2TW and Kingdoms to run this program" I run the vanilla version and have to run steam to run anything in kingdoms. But it just says it again. Help please?

  8. #8
    irishron's Avatar Cura Palatii
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    Default Re: Creating a World - Mod Install for Steam

    Quote Originally Posted by MajorEarl12 View Post
    When i try and run it, it says i need to "Install and run M2TW and Kingdoms to run this program" I run the vanilla version and have to run steam to run anything in kingdoms. But it just says it again. Help please?
    Where it all started.
    Threads for all the bugs and patches are in there, too.

  9. #9
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Mod Install for Steam

    At present the tool outdated - use this method to start your mod in steam.










  10. #10

    Default Re: Creating a World - Mod Install for Steam

    Thanks for the info. I was perplexed for a while on The Last Kingdom.

  11. #11

    Default Re: Creating a World - Mod Install for Steam

    It keeps crashing..?

  12. #12
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Mod Install for Steam

    Quote Originally Posted by Gigantus View Post
    At present the tool outdated - use this method to start your mod in steam.










  13. #13

    Default Re: Creating a World - Mod Install for Steam

    The folder Selected is not the M2TW/mods folder... WTF?

  14. #14
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Mod Install for Steam

    Not sure what you are referring to, if it is the directory selection in step 3 then you will need to know where the directory of M2TW is to browse to the correct mod directory (only the first time - after that it is in memory).

    Since CA merged the medieval2 and kingdoms EXE files you should choose 'Medieval II' in step 3 - if that doesn't work then please use this method.
    Last edited by Gigantus; January 30, 2015 at 07:40 PM.










  15. #15

    Default Re: Creating a World - Mod Install for Steam

    the only what happens when i run the installer is that the M2TWk.exe cant foind

  16. #16

    Default Re: Creating a World - Mod Install for Steam

    sorry not the exe cant be found just an Error:Setup was unable to find a valid Medival ll Total War:Kingdoms Installation

    The Retrofit Mod version 1.0 requires Medival ll Total War:Kingdoms

  17. #17
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Mod Install for Steam

    Quote Originally Posted by opening post
    At present (after July 2014 Steam update) the tool is obsolete - use this method instead to start your mod in steam.










  18. #18

    Default Re: Creating a World - Mod Install for Steam

    i have a prolem with part 2 of the mod, well the problem is: Mods/rage_of_dark_gods/data/animations/pack.dat the file contains invalid data (error 21fc)... any ideas?

  19. #19
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Mod Install for Steam

    Not exactly steam related. The download is corrupt, you will need to download that part again.

    Tip: make sure all files are in one folder (check the pic in the linked post) and then use the torrent download to fix the corrupt part. Name that folder Rage of dark Gods and then set it's parent folder as download directory, eg ...\my downloads\Rage of dark Gods










  20. #20

    Default Re: Creating a World - Mod Install for Steam

    I think I followed all the steps correctly but about a second after the game launches it crashes with the error message "Sigma, preserve us, Chaos has taken over! Closing the gates to save our souls!" This is the target path I have "C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War\medieval2.exe" @mods\Rage_of_dark_Gods\Configuration.cfg" and I've modified the .bat file in the mod file to run off of medieval2 instead of kingdoms. Not sure what else I can do. If its of any relevance I've also downloaded the mod today and haven't had the chance to play it yet.

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