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  1. #1
    Biggus Splenus's Avatar Primicerius
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    Default Using the "User.Script.txt" File

    Using the "User.Script.txt" File

    I made this simple tutorial so everyone can quickly learn how to do this simple task. It's not hard. All mod developers are welcome to reference users to this tutorial for learning how to do this, as I will be doing this too, in case they happen to have strange problems with the Mod Manager (which I recommend using if you can, instead of this).

    Let's get straight to it!

    1) Go straight to your Windows button (or Start Menu for Win8 users), and type %appdata% to be taken to the hidden directory, OR, paste this directory straight into a window directory bar; C:\Users\[USER]\AppData\Roaming\The Creative Assembly\Rome2\scripts (replacing [USER] with your own user name).

    2) Downlod the file from the downloads section, and paste it into the directory from step 1, OR, you can make it yourself by creating a new .txt file in this directory named user.script, opening it up, go to Save As, save over it with the exact same name but change the encoding to Unicode.

    3) Now we just need to add the instruction in there for the mod you want to activate. Type:
    mod "[MOD_PACK_NAME].pack";
    Replacing [MOD_PACK_NAME] with... well... the mod's pack name Yes the "" marks are suppose to be there, but if it doesn't work, you can try removing them.

    4) Save and Enjoy

    If you want to add another mod to be activated, simply start a new line below one that was already created, and redo step 3.

    Please note; this is only necessary for mod packs in the "Mod" format, packs in the "Movie" format do not require activation. Mod authors should specifiy which format their mod is in on the OP of their thread. If not, ask them

    Downloads

    > user.script.txt <
    Last edited by Biggus Splenus; March 06, 2014 at 08:12 PM.
    | R5 3600, RTX 2060, MSI B450I, 32GB 3200MHz CL16 DDR4, AX760i, NH-U12S |

  2. #2

    Default Re: Using the "User.Script.txt" File

    Quote Originally Posted by Biggus Splenus View Post
    Using the "User.Script.txt" File

    I made this simple tutorial so everyone can quickly learn how to do this simple task. It's not hard. All mod developers are welcome to reference users to this tutorial for learning how to do this, as I will be doing this too, in case they happen to have strange problems with the Mod Manager (which I recommend using if you can, instead of this).


    Let's get straight to it!

    1) Go straight to your Windows button (or Start Menu for Win8 users), and type %appdata% to be taken to the hidden directory, OR, paste this directory straight into a window directory bar; C:\Users\[USER]\AppData\Roaming\The Creative Assembly\Rome2\scripts (replacing [USER] with your own user name).

    2) Downlod the file from the downloads section, and paste it into the directory from step 1, OR, you can make it yourself by creating a new .txt file in this directory named user.script, opening it up, go to Save As, save over it with the exact same name but change the encoding to Unicode.

    3) Now we just need to add the instruction in there for the mod you want to activate. Type:
    mod "[MOD_PACK_NAME].pack";
    Replacing [MOD_PACK_NAME] with... well... the mod's pack name Yes the "" marks are suppose to be there, but if it doesn't work, you can try removing them.

    4) Save and Enjoy

    If you want to add another mod to be activated, simply start a new line below one that was already created, and redo step 3.

    Please note; this is only necessary for mod packs in the "Mod" format, packs in the "Movie" format do not require activation. Mod authors should specifiy which format their mod is in on the OP of their thread. If not, ask them

    Downloads

    > user.script.txt <
    hi i've tried your method and it works, but not for all the mods. I've tried to install Seven Kingdoms on total war attila and it doesn't work, the game craches as i launch it. Do you know which could be the problem?

  3. #3

    Default Re: Using the "User.Script.txt" File

    How should this work for a mac?

    I've located the user script file, and unpacked my .pack mod files into the Data folder, but the game just launches as normal

    Im trying to play DEI, my two files are named

    _divide_et_impera_release_12_Part1.pack
    _divide_et_impera_release_12_Part2.pack

    So in the user.script.txt file, do I type

    mod
    _divide_et_impera_release_12_Part2.pack
    mod _divide_et_impera_release_12_Part2.pack

    And then save?

    Or do I just type

    mod _divide_et_imperia.pack

    ? Does the name in the user script have to match the .pack mod files?

    Im working from this link https://forums.totalwar.com/discussi...mperor-edition That addresses enabling the mods on a mac - it does not say to use brackets or speech marks..

    Very grateful for any help, this is getting uber frustrating!

  4. #4

    Default Re: Using the "User.Script.txt" File

    I have the same problem with the mod DeI...
    when i write :
    mod "_divide_et_impera_release_12_.pack";
    --> Nothing change

    When i write :
    mod "_divide_et_impera_release_12_part1.pack";
    mod "_divide_et_impera_release_12_part2.pack";
    --> I cannot launch the game, he crash

  5. #5

    Default Re: Using the "User.Script.txt" File

    Have you left an empty line at the end of the file? Like this (do not type the # symbols - they are just representing lines in the .txt file. Press return after the last line of text before saving to create the blank line):

    #mod "_divide_et_impera_release_12_part1.pack";
    #mod "_divide_et_impera_release_12_part2.pack";
    #
    Many script files like having an empty line at the end. Try it and let us know if it works?
    Also be sure to untick the mods in your launcher, as this file "takes over" for the launcher when it comes to loading mods.

  6. #6

    Default Re: Using the "User.Script.txt" File

    OH!! and I see now you have them backward. user.script.txt loads from the BOTTOM UP, so the last first item on the list is the last file loaded.

  7. #7

    Default Re: Using the "User.Script.txt" File

    Quote Originally Posted by lodebeard View Post
    ...so the last first item on the list is the last file loaded.


    The first item on the list is the last file loaded. So DIE part 2 should be above DIE part 1, etc.

  8. #8

    Default Re: Using the "User.Script.txt" File

    everytime I do and launch my mod selecting it in the official launcher it deletes whats written inside the script I created .

    Also my mod always appear with the triangle , why?

    ------CONAN TRAILER--------
    RomeII Realistic Heights mod
    Arcani
    I S S G A R D
    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    2005-2006 Best modder , skinner , modeler awards winner.
    actually modding skyrim [/SIZE]

  9. #9
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: Using the "User.Script.txt" File

    I don't think you need to do this anymore unless you have a Mac or something.
    All mods have the triangle error symbol in the official launcher if
    a) They haven't been uploaded to the Steam Workshop (eg downloaded via TWCenter, or your personal mod) OR
    b) They are on the Steam Workshop, but haven't been updated to the latest patch (they may still work though)

    Just tick "Enable out-of-date mods" in the official mod launcher to be able to use mods with the triangle error symbol.



  10. #10

    Default Re: Using the "User.Script.txt" File

    Quote Originally Posted by Caligula View Post
    I don't think you need to do this anymore unless you have a Mac or something.
    All mods have the triangle error symbol in the official launcher if
    a) They haven't been uploaded to the Steam Workshop (eg downloaded via TWCenter, or your personal mod) OR
    b) They are on the Steam Workshop, but haven't been updated to the latest patch (they may still work though)

    Just tick "Enable out-of-date mods" in the official mod launcher to be able to use mods with the triangle error symbol.
    Ok thanks indeed I noticed that my mod works ingame, if I upload it online the triangle will go away ? Also How I know how to patch for latest DLC?
    I made the mod after installing the latest dlc anyway and Indeed I modified units just in the latest campaign .

    ------CONAN TRAILER--------
    RomeII Realistic Heights mod
    Arcani
    I S S G A R D
    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    2005-2006 Best modder , skinner , modeler awards winner.
    actually modding skyrim [/SIZE]

  11. #11

    Default Re: Using the "User.Script.txt" File

    Hey All, I think this method won't work anymore with the latest patch, the game won't accept the user.script.txt set to read only which it use to do not too long ago.
    If the user.script is set to not read only then the game will launch but no mods will be loaded, the game launches with a blank user.script.txt.

  12. #12

    Default Re: Using the "User.Script.txt" File

    So yeah, looks like we only have the total war launcher left to use for mod management unfortunately unless someone can find a work around.
    If anyone has a workaround, please let us know. (Sorry for double post)

  13. #13

    Default Re: Using the "User.Script.txt" File

    Sooooo, basically we are left with using no mods, unless we use Steam workshop, which won't allow us to order them so they work?
    IBRR Fanatic

  14. #14

    Default Re: Using the "User.Script.txt" File

    Well apparently you are still able to sort the mods by renaming them in alphabetical or numeric order according to those that need to be loaded first, but you also have to unsubscribe them from the workshop.
    I say apparently because I did this already and I still had to uncheck 5 mods that crashed but would load with the mod manager.

  15. #15

    Default Re: Using the "User.Script.txt" File

    Not sure when it was added, but you can go in-game to Options->Mods and then check "Run user script mods" and then after restarting the game, it will now recognize the user script.

  16. #16
    Daruwind's Avatar Citizen
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    Default Re: Using the "User.Script.txt" File

    Think they added it with Empire Divided/Desert Kingdoms...
    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

  17. #17

    Default Re: Using the "User.Script.txt" File

    download don't work

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