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Thread: RG and mod Intermixturing!

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  1. #1

    Default RG and mod Intermixturing!

    from scheuch13 on 06-23-2006 at 06:56 AM:
    edit: ok as requested. i tried this earlier. rtw , then add 1.3, then 1.5 then throw in RG mod, copy everything you will want access to later to over-write any mod your over installing RG.

    but basically you'll want to copy several folders. go into ui/ unit_info and unit folders. basically you only need the 4 roman factions out of these. so copy these to desktop or something so you can drop into rtw folder later. then you will want to copy your export_desc_unit, export_desc_building, desc_model_battle, probably export desc_unit_enums, also youll probably want to copy your model_unit folder and just paste that (over new mod, but dont overwrite anything, if it asks just click no, this will give you best chance of not having CTD issues). you might also want to grab the export_units file in your text folder. these should be all you'll possibly need. however it would take quite along time to explain the whole process, but after you overwrite RG with whatever mod you doing( i would suggest barebones) you keep your modding simple to just fixing the skins. i noticed alot of the unit cards after overwriting with barebones were still there even though the skills got changed, which would be simple to solve if you just take the UI folders and replace them with the roman RG ones. i havent tested this yet, as its late here, but my gut says this is all youll need to do to get most of the skins working.

    ah and overwriting RG works well, because with all the features they added, it would be much to hard to add these in yourself, so overwriting with barebones, from what i saw, left alot of these RG features in.

    if you havent done any modding yourself ( on a minor scale) i wouldnt suggest you try, its just a headache, but if you have ever added in a skinpack or unitpack( manually) , then this shouldnt be to hard.

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  2. #2

    Default Re: RG and mod Intermixturing!

    @scheuch13
    So what is the result of this mod melting ?
    - Barebones with RG roman skins ?
    - RG with Barebones Features/Parameters ?
    - Barebones with RG Features/Parameters ?
    - a headache ?
    - the mod graal ?

    Serious the skins from RG are very nice, would like to include them in my integration mod if I would get permission. But at the moment gameplay issues are more important for me (not much time either), maybe for patch 6.2....But if somebody else is doing it....

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  3. #3

    Default Re: RG and mod Intermixturing!

    ok i just got up today ill start powering out my testing and modding a bit more to see how far i can go, but as i said last night it was promising when i installed RG then overwrote it with barbones, i was able to keep alot of RG features ( of which i have no idea how to mod in otherwise). that barebones doesnt overright. if i can successfully get the skins to work, ill update you on exactly what features i notice made the transfer successfully. i would imagine it should only be a few hours at the most.

  4. #4

    Default Re: RG and mod Intermixturing!

    oka, well wait a bit though
    im just doing a new patch!

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  5. #5

    Default Re: RG and mod Intermixturing!

    bleh, ok this is going to take a while. to get you started though , you will need xpak, that will unload packed files. if you load up barebones it comes with it, but youll need it to unpack the roman UI folders containing all the skin files.

    then once you have all the files as i specified above from RG copied somewhere. youll need to take the unpacked unit_info and unit textures, and copy and paste them into the appropriate barebones folder, make sure not to overwrite any barebones textures as that can complicate things. then youll need to go into decr_model battle and export_desc_unit ( of the RG files you copied) and copy and paste the roman soldier info youll need, so that your files will recognize the RG textures your pasted. again, make sure your only overwriting things things you have textures for any nothing else, or youll get a CTD. be away of spacing issues, and be sure to save a copy of the barebones files your editing just in case you make a mistake, its much easy to start over by dropping in that save file, the having to reinstall the mod and start all over. if all goes well this should work, but it takes a while and im still not finish doing it.

    edit, you should test this one unit at a time, every time you copy and paste a new soldiers info into your files, you should try starting up the game, going into custom battle and try playing the unit, if you actually make it to the battlemap and can see the unit, then it'll work when you add it to your building list. if you do to many units before trying it out, youll most likely have a CTD that you cant pinpoint

  6. #6

    Default Re: RG and mod Intermixturing!

    way to much work for me :/

  7. #7

    Default Re: RG and mod Intermixturing!

    Quote Originally Posted by mandrian
    way to much work for me :/
    yea, the more complicated a mod gets, the harder it is to mod it into another mod.

    im having very limited success modding this ,most likely due to the fact that RG has features in their text that arent compatabile with barebones.
    honestly there is to much work to do, especially if any of the new RG packs are going to be released soon.

  8. #8
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    Default Re: RG and mod Intermixturing!

    ok is it possible to use the R G skins with spqr..1.5? i dont want to play RG untill it is commplete, and so as i am not fighting vinnila units.LOL great work Pro.What files would i need to copy from RG to use the skins.

    Yeah i agree with Doctor,, the skins are great but what i have followed in other threads theis seems to be lots of little bugs, and yes it does feel like a skin pack . i was under the impression that they (the Modders) had been working on this mod for over a year?.. it must be then a few hours here a few there. lol anyway i hope to play this RG when it is all done. For the moment SPQR is much better.
    Last edited by gary; June 26, 2006 at 04:28 AM.

  9. #9

    Default Re: RG and mod Intermixturing!

    Res Gestae Mod + Extended Greek Mod = A Really Awesome Game

    Is It Possible To Put All The New Res Gestae Roman Stuff In The Extended Greek Mod. I Have The Greek Mod And After I Downloaded Res Gestae, The Ships, Banners, Cities, Etc Changeg Except That The Some Of The Unit Icons For The Roman Units Carry The Res Gestae Mod Icon But The Models Didnt Changhe And Some Of The New Units Arent In It. Anyone Want To Give It A Shot?

  10. #10

    Default Re: RG and mod Intermixturing!

    Quote Originally Posted by misfitsfiend138
    Res Gestae Mod + Extended Greek Mod = A Really Awesome Game

    Is It Possible To Put All The New Res Gestae Roman Stuff In The Extended Greek Mod. I Have The Greek Mod And After I Downloaded Res Gestae, The Ships, Banners, Cities, Etc Changeg Except That The Some Of The Unit Icons For The Roman Units Carry The Res Gestae Mod Icon But The Models Didnt Changhe And Some Of The New Units Arent In It. Anyone Want To Give It A Shot?
    this is because its not just installing roman stuff, its reinstalling all the old vanilla junk over top of any mod you have already. that RG stuff that you see is because its it doesnt interfer with any files, they are added in and mod mods dont have those features so they dont get copied over. if RG would release these packs as stand alone mods, instead of including all the vanilla unchanged junk, then we could probably add it to other mods while we wait. unfortunetely we have to wait who knows how long until all the packs are released until we have a decent game. its very unenjoyable to play RG in its current form. i have also found it near impossible to manually add in these models to several different mods, i cant even get one unit in. never had this problem before, and for the love of me, i cant figure out whats going on. so i give up. im just going to wait for troy total war, no disrespect, but RG atm seems just like a skinpack and not a mod.

  11. #11

    Default Re: RG and mod Intermixturing!

    Could I put the SPQR 6.1+ ResGestea mod = REALLY, REALLLLLYYY AWSOME GAME???

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