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Thread: Empire Mac Mod Guide

  1. #1
    The_Athenian's Avatar Civis
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    Default Empire Mac Mod Guide

    The Mac Mod Guide
    Everything You Need to Know to Run Windows Mods on Your Mac
    ***UPDATE 09/09/2016 *** (SEE NAPOLEON GUIDE AT BOTTOM OF THIS POST)


    Since the release of Empire: Gold Edition for mac more and more Mac users have been searching the internet for Mods they can use on the Mac version of the game. The purpose of this thread is to have one place where we can collect links to mods that have been tested on Mac.

    Newbie Modding Guide:
    Spoiler Alert, click show to read: 

    Many of the larger Total War Mods will not work on your mac, or are unstable, or missing parts. This is because they contain so many data files that if one is not compatible the entire mod may crash. So keep it simple!

    There are two types of files you may be using when modding. The most common is the .pack file which will add things like AI improvements, new graphics, and new units.

    Then there are startpos.esf mods. These go in the campaign -> main folder. These do things like unlock factions, add new factions, change the number of turns per year, change the start date so you can do late period games and so on.

    files paths for .pack files: Right click on Empire: Total War Icon -> Show Package contents -> Resources -> Data -> data

    startpos.esf & scripting.lua files: Right click on Empire: Total War Icon -> Show Package contents -> Resources -> Data -> data -> campaigns -> main



    Total Conversion Mods:
    These are mods that you should really use on their own, if you run them with other mods you can get conflicts.



    The Rights of Man (TROM)
    http://www.4shared.com/zip/UOkzAMjIba/TROM_17.html?
    TROM Startpos files: http://www.4shared.com/zip/uWSYS0Cgb...tartpos_.html?



    Imperial Destroyer Mod
    http://www.twcenter.net/forums/showt...r-project-v3-9
    You will need UnRarX to use .rar files in this download: http://unrarx.en.softonic.com/mac

    If you have difficulty loading a campaign with this mod (White maps, and all french flags on campaign set-up screen) do not list "Lord_CP.pack" in your advanced options. There is a conflict between that and the startpos files. Full credit to arrogant_frenchy for discovering this conflict.


    Imperial Splendour 2.2.1b
    http://www.twcenter.net/forums/showt...ation-v-2-2-1b
    Battles work
    Currently having issues with getting the campaign to work.


    Empire Realism 4.4
    http://www.twcenter.net/forums/showt...(4-4-version-)



    European Wars 2
    http://www.twcenter.net/forums/downl...o=file&id=3673



    Dylan 1381 Mac Mod
    http://www.twcenter.net/forums/showt...-War-Mac-Mod-1



    The American Revolution (TAR)
    http://www.twcenter.net/forums/showt...-2!-(UPDATED!)

    007Jua007, has got it working on his mac, and posted a great deal of helpful information on page 6 of this thread: http://www.twcenter.net/forums/showt...od-Guide/page6



    Darthmod
    We are currently working on getting this fully functioning for mac.
    It currently works on Napoleon Total War
    Instructions by SWB
    Spoiler Alert, click show to read: 

    It is a good idea to backup your Napoleon: Total War Program or you could break your game


    1.Download DarthMod_Napoleon_v2.65_Epic_Edition.exefrom http://www.moddb.com/mods/darthmod-napoleon/downloads/darthmod-napoleon


    2. Make a new folder on your Desktop, name it Napoleon_Total_War.exe it will ask you if you are sure you want add the extension”.exe” click add (you are going to fool DarthMod that Napoleon_Total_War.exe is the actual program)


    3. Now you you need a Program to run windows files on your Mac useWine Wrapper or other program, I used CrossOver for Mac you can find a Demo here https://www.codeweavers.com/products/crossover-mac/


    4. Next double click DarthMod_Napoleon_v2.65_Epic_Edition.exe this will force CrossOver/Wine to create a wine bottle
    when asked where to extract it to, point it to the Napoleon_Total_War.exe folder you created in step 2


    5. Now you should have all the files in your Napoleon_Total_War.exe folder, open the folder and open the Data folder,
    you should see folders named:
    campaign_maps
    campaigns
    DMN
    Open the DMN folder then open the DMN_Packs folder, you don’t need all of them I used:
    DMN_Alb23Modified_Deployment_Zones.pack
    DMN_aum_nap_mod.pack
    DMN_Brigadiers_Drum_roll_cadence_v5.pack
    DMN_Darth_Effects_Napoleon.pack
    DMN_DarthMod_Napoleon.pack
    DMN_Diamat_Saxon_Units.pack
    DMN_JustDOit_It_Fr_mod.pack
    DMN_maum_nap_lme.pack
    DMN_maum.pack
    DMN_MOD_BATAVIAN.pack
    DMN_MOD_BAVARIAN.pack
    DMN_MOD_DENMARK.pack
    DMN_Mod_NTFlags.pack
    DMN_MOD_OTTOMANS.pack
    DMN_MOD_PORTUGAL.pack
    DMN_MOD_SPAIN.pack
    DMN_PDGuru_All_Units.pack
    DMN_Projectiles_Trails_ON.pack
    DMN_TEST.pack
    DMN_UltimateSoundMod_V3.pack
    DMN_UPC_napoleon_v3_3.pack
    DMNC_Coalition.pack


    A good thing to do is highlight all the above pack files in the Finder then click View from the Finder Menu and open Arrange By then give all the pack files a colour by selecting Tags


    6. Now go to your Applications Folder (where all you apps are) and click your Napoleon: Total War program is, now right click with you mouse button and select and click on Show Package Contents (second item down) now double click Contents/Resources/Data/data:


    7. Now place all the packs in step 5 into the data folder.


    8. Now place the following folders from the campaigns folder in Napoleon_Total_War.exe folder in the Contents/Resources/Data/data/campaigns:
    DMN_Coalition
    DMN_Egypt
    DMN_Italy
    DMN_Spain


    9.Now do the same with campaign_maps folder in Napoleon_Total_War.exe folder in the Contents/Resources/Data/data/campaigns_maps:
    my_egypt
    my_europe
    my_italy
    my_spain


    10.Now open you Napoleon: Total War program in the Launcher window click on the Advanced tab and tick Advanced options then place the following in:


    mod "DMN_Alb23Modified_Deployment_Zones.pack"; mod "DMN_aum_nap_mod.pack"; mod "DMN_Brigadiers_Drum_roll_cadence_v5.pack"; mod "DMN_Darth_Effects_Napoleon.pack"; mod "DMN_DarthMod_Napoleon.pack"; campaign_unit_multiplier 2; mod "DMN_Diamat_Saxon_Units.pack"; mod "DMN_JustDOit_It_Fr_mod.pack"; mod "DMN_maum_nap_lme.pack"; mod "DMN_maum.pack"; mod "DMN_MOD_BATAVIAN.pack"; mod "DMN_MOD_BAVARIAN.pack"; mod "DMN_MOD_DENMARK.pack"; mod "DMN_Mod_NTFlags.pack"; mod "DMN_MOD_OTTOMANS.pack"; mod "DMN_MOD_PORTUGAL.pack"; mod "DMN_MOD_SPAIN.pack"; mod "DMN_PDGuru_All_Units.pack"; mod "DMN_Projectiles_Trails_ON.pack"; mod "DMN_TEST.pack"; mod "DMN_UltimateSoundMod_V3.pack"; mod "DMN_UPC_napoleon_v3_3.pack"; mod "DMNC_Coalition.pack";


    11.created a user.script.txt by opening a new TextEdit file and placed this in:
    mod "DMN_Alb23Modified_Deployment_Zones.pack";
    mod "DMN_aum_nap_mod.pack";
    mod "DMN_Brigadiers_Drum_roll_cadence_v5.pack";
    mod "DMN_Darth_Effects_Napoleon.pack";
    mod "DMN_DarthMod_Napoleon.pack"; campaign_unit_multiplier 2;
    mod "DMN_Diamat_Saxon_Units.pack";
    mod "DMN_JustDOit_It_Fr_mod.pack";
    mod "DMN_maum_nap_lme.pack";
    mod "DMN_maum.pack";
    mod "DMN_MOD_BATAVIAN.pack";
    mod "DMN_MOD_BAVARIAN.pack";
    mod "DMN_MOD_DENMARK.pack";
    mod "DMN_Mod_NTFlags.pack";
    mod "DMN_MOD_OTTOMANS.pack";
    mod "DMN_MOD_PORTUGAL.pack";
    mod "DMN_MOD_SPAIN.pack";
    mod "DMN_PDGuru_All_Units.pack";
    mod "DMN_Projectiles_Trails_ON.pack";
    mod "DMN_TEST.pack";
    mod "DMN_UltimateSoundMod_V3.pack";
    mod "DMN_UPC_napoleon_v3_3.pack";
    mod "DMNC_Coalition.pack";
    and save as user.script.txt


    12. Now still in the Launcher window click the About Tab and select Open Preferences Folder now open AppData/scripts
    and place your user.script.txt into the scripts folder


    Thats it hope it makes sense and works for you.
    I could not have made this work without the help of KeinPferd and Athenian

    **EDIT:
    Sorry you have to add these files to the other Pack files:
    DMNC_Egypt.pack
    DMNC_Italy.pack
    DMNC_Spain.pack
    This will give you Great Britain, France, Ottoman Empire, Mamluks and Bedouin, as well as Italy in the darthmod campaign

    Don't forget to add these
    to the Advanced settings in the Launcher and user.script.txt in the Preferences
    mod "DMNC_Egypt.pack";
    mod "DMNC_Italy.pack";
    mod "DMNC_Spain.pack";

    Click here to see SWB's post on what .packs he used, and the user.script.txt he created to run Darthmod on NTW.

    FierceBadRabbit also created a thread on running Darthmod for NTW on his mac, here
    It might offer some insight on getting this to work on Empire.




    ADDITIONAL CONTENT MODS For Empire
    Spoiler Alert, click show to read: 

    Period Music Mod v1.3 (Credit to Aarogrant_Frenchy for confirming it runs on his mac)
    http://www.twcenter.net/forums/showt...Music-Mod-v1-3
    http://depositfiles.com/files/3tw7lbgpj




    Units/Factions Mods For Vanilla Empire: These are smaller, simpler mods that you can usually use in conjunction with one and other without issue.

    If you are new to modding this is a good place to start.

    Spoiler Alert, click show to read: 


    Additional Units Mod 3.0
    http://www.fileplanet.com/211981/210...Units-Mod-v3.0


    Knights of Malta
    http://www.twcenter.net/forums/showt...ally-released!


    Italian States Mod
    http://www.twcenter.net/forums/showt...3-Final-update


    Startpos.esf mods:

    Unlock all factions & Late 8 Turn per year campaign with new factions
    http://www.twcenter.net/forums/showt...nloadable-Now!

    Unit Pack Compatibility Project. This .pack mod will improve compatibility between the above various .packs.
    https://www.mediafire.com/folder/8f1...nguage%20files
    UPC - Empire -> English or whatever your flavor of choice is.




    Turns Per Year & ESf Editor:

    http://www.4shared.com/zip/CunCltYOc..._Package.html?
    Use the included file wrapper to run the esfeditor.
    There are two editors included.


    1. One is a simple turns per year editor, which is capable of modding your current startpos.esf file. This is very easy to use. (The only time I have issues is when I try to change the starting season, from summer to winter, this causes some issues, mainly winter stops happening completely)

    2. The ESf editor1.4.8 is a little more advanced. But it should allow you to make much deeper modifications:

    So now we can fully modify our own startpos.esf files on mac! Since the wineskin set-up has the same files paths as on windows you can use the same instructions for any startpos tutorial on windows to make changes on your mac. Here is a tutorial on editing start pos files to get you started: http://www.twcenter.net/forums/showt...D-startpos-esf)



    General Mod Installation Directions:

    Spoiler Alert, click show to read: 

    1. Download the mod.

    2. Use the Unarchiver to unpack the files. Place the .packs in your data folder. http://the-unarchiver.en.softonic.com/mac

    3. If the file is a .exe use Paul the Tall's shogun wrapper:
    http://paulthetall.com/shogun-2-total-war-mac/.
    Just right click on the .exe file and click open with => select wrapper.

    4. When you are installing a .exe, don't install it to your Empire App, instead install it to a separate folder. Then just take the .packs and place them in your data folder,

    5. If the mod contains any startpos.esf or scripting.lua files place them in your campaign -> main folder. (remember, don't replace the startpos.esf's that are in there, just rename the old ones, things like "startpos.esf vanilla". Whatever startpos you want to actually use, just name that one simply "startpos.esf"



    Running a Mod:

    1. Double click on Empire.

    6. Return to your Empire launcher, and click on the "Advanced" tab.

    7. In advanced options list your .packs like this: mod "AUMgraphics.pack"; mod "unit graphics.pack";

    8. Play!

    *NTW NOTE: If you are trying to run mods on NTW, don't use the quotes. Other than that the process is pretty much the same…as far as I can tell.



    Additional Notes:

    Sometimes you may experience crashes if you have mod .packs in your data folder that you are not using. At times it appears some continue to run and cause conflicts. What I do is keep a separate folder containing sub folders for each of my mods. When I want to use a particular mod I just put it's .packs into my data folder; and remove the mod .packs I am not using.

    To remove a .pack from the data folder, you must drag it into the trash, then drag it from there into your mod folder. If you do not do this and try to drag it directly from your data folder to your mod folder you will create an alias and the .pack will remain in the data folder.





    Mac Mods for NTW

    The principles of modding Napoleon are very similar to modding Empire.

    ***UPDATE 09/09/2016***

    http://nwars.forumer.com/forums/151#.V9Nb5LwRoXd
    Courtesy of glopsycho. now operating under a new sn...he has been working hard on putting together a one stop shop for all things Napoleon TW mod related! This is some great work. Check out the link above.


    Below is a list of mods tested by glopsycho. Credit to SWB for info on the Great War Mod.
    Spoiler Alert, click show to read: 


    THE GREAT WAR MOD - for Mac - NTW
    http://www.twcenter.net/forums/showt...at-War-for-Mac

    UltimateSoundmodV2
    v4.00 Complete Equipement Retexture
    Whiff of Sulphur WHITE
    NTF_Mov 2.3
    NAPOLEON TOTAL FLAGS 2.3
    ntw_enlarged_flags_square

    best is to use the mov file version just drag and drop into your data folder
    x2 need user script unicode text doc
    Whiff of Sulphur WHITE
    NTF_Mov 2.3

    sorted both the unrestricted camera and extra unit siz within preference scripts as well




    I hope this all helps, I uploaded the Mod Compilation I personally use, just to make the process easier for anyone who wants to just jump right in, without testing what they like and so on. It includes new units, factions, Late Campaign Startpos, empire.preference.script ready to go and so on… A lot of users find this is a good place to start, baby steps you know...

    Wineskin
    Also for those who want to expand their mac gaming universe with mods & windows games (like Medieval II) I strongly recommend checking out Wineskin: http://wineskin.urgesoftware.com/tiki-index.php

    PaultheTall
    Your next stop should be to Paul The Tall's website. He has made a ton of wrappers and posted them on his site, many also include video tutorials on how to install.
    http://paulthetall.com
    Last edited by The_Athenian; September 09, 2016 at 08:07 PM. Reason: Added TROM link & esf editor link; link to Wineskin

  2. #2
    The_Athenian's Avatar Civis
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    Default Re: Mac Mod Guide

    Current Recommendation:
    ___________________________________________________________________
    EMPIRE REALISM
    Spoiler Alert, click show to read: 

    http://www.twcenter.net/forums/forum...Empire-Realism

    Listed above as Empire Realism 4.4, it is now up to 4.7. This mod is very much alive and continuing to see development, and there are great support resources and an active community.

    Unit Guide
    (Scroll to bottom of this Unit Guide thread for detailed information on new Combat system)

    I have not had an opportunity to test the most recent version, however 4.4 worked great, with the exception where some faction flags on the strategy map show up black.

    There is less unit diversity in this mod, than, say a mod like TROM or Imperial Destroyer but that is really the only big set-back. It is great for all those battlefield commanders who like to get into the nitty gritty tactics of maneuvering their armies across the battlefield. Be prepared to have your unit hold their fire as they slowly march across the battlefield. Moving any faster would hurt unit cohesion, causing them to fire inaccurate volleys and easily rout. Order them to halt, wait for them to form a cohesive formation, order them to fire. Units march in realistic close formation as well, (it reminds me of seeing reenactors as a kid). Units which are ordered to run will lose this tight cohesion, causing them to be easily disoriented under enemy fire. So don't order your troops to run about the field of battle "willy-nilly". This mod requires a patient, and thoughtful commander.

    Much more restricted Strategy Map movement points means that moving your armies becomes like a game of chess, try to take full advantage of natural choke points, and take into account opposing armies movement radius to predict their next maneuver.

    This Mod also includes a new tech tree. The new techs pair quite well with the mods improved unit experience system. For example more experienced units will have less misfires. But you can also choose to focus on research and reduce misfire rate by incorporating live fire exercises into unit training, more units will see an improvement, but the cost per unit will rise, because training with live ammo is friggin' expensive. So even in research there is greater strategy and depth.

    The end result is a game that is much slower, yet far more thoughtful than most other total war mods. I highly recommend you play this with a 4tpy mod, because with the slower movement points it sucks when a General takes an entire lifetime to march across Turkey.



    Previous Picks:

    ____________________________
    _______________________________________
    IMPERIAL DESTROYER
    Spoiler Alert, click show to read: 


    http://www.twcenter.net/forums/showt...-project-v3-85

    This amazing mod brings in some elements from Napoleon Total War & Darthmod. It also strengthens the minor factions, and unlocks all of them. It also has improvements to the Battle AI.
    There are many new units for each faction, including minor factions. Though I do wish it had the Area of Recruitment from TROM.

    I am currently playing a campaign as the Pirates which is quite fun, probably the most fun I've had in awhile playing total war. I have had the computer in 1706, on H/H, actually launch a major amphibious invasion in the Bahamas…with Prussia. I actually lost one battle too, early on, which was surprising, as the computer launched an unexpected very intelligent assault against my dug in positions.

    Version 4.2.1 Advanced Options Pack List (Courtesy of Arrogant Frenchy)
    mod "Replenishment.pack";
    mod "Lord_main.pack";
    mod "Lord_BSM.pack";
    mod "Lord_ui.pack";
    mod "Lord_buildings.pack";
    mod "Lord_CORE.pack";
    mod "Lord_Sounds.pack";
    mod "Lord_Music.pack";
    mod "Lord_dbunits.pack";
    mod "Lord_units_ui.pack";
    mod "Lord_Natives.pack";
    mod "Lord_units.pack";


    Version 3.9 - Advanced Options Pack List
    mod "Lord_BSM.pack";
    mod "Lord_Core.pack";
    mod "Lord_CP.pack";
    mod "Lord_dbunits.pack";
    mod "Lord_LCP.pack";
    mod "Lord_loc.pack";
    mod "Lord_main.pack";
    mod "Lord_movie.pack";
    mod "Lord_MUSIC.pack";
    mod "Lord_Natives.pack";
    mod "Lord_Sounds.pack";
    mod "Lord_ui.pack";
    mod "Lord_units_ui.pack";
    mod "Lord_units.pack";
    mod "Replenishment.pack";

    *Update Feb 4, 2015 - Since the release of 4.2 folks have had compatibility issues with their Mac. I will dig up and post the 3.9 version if possible at the end of February. Or I will create a simple .dmg of a mac compatible 4.2. Which ever comes first…. stay tuned*Update Feb 11, 2015 - Aarrogant_Frenchy ran the mod, without listing Lord_CP.pack in Advanced options, and experienced no issues running this mod. So if you have difficulty running campaigns with this mod include the .pack Lord_CP in your data folder, but do not list it in Advanced Options. Thanks again to arrogant_frenchy for discovering this.

    The download comes with a variety of startpos.esf

    This mod will download as 12 .rar files. To run these, first download Unrarx, http://unrarx.en.softonic.com/mac
    Launch it and then drag the 12 .rar files, at once, into the window, it's pretty straightforward.

    *Note: The sub mod: the disease sub mod is not working right now on my macbook. The WALI will not work at all since it uses an executable system which I will need to look into to see if there is a manual workaround. The VDM.pack files all seem to cause an error with diplomacy where the "submit proposal" button will not work.

    ___________________________________________________________________
    T.R.O.M.

    Right now the best the best working & most comprehensive mod for Mac is The Rights Of Man.

    The Rights of Man forum:
    http://www.twcenter.net/forums/forum...-Rights-of-Man

    [If you have a mod working on your mac and it is not listed in the above post here please PM me and I will add it.]




    Darthmod
    Spoiler Alert, click show to read: 
    *Edit: I will be attempting to get Darthmod 8.0 working on my mac this week. Will post results here.

    for those curious about darthmod, it is possible to get it working on your mac. However so far every time I have tried, and anyone else I have heard from, we have found missing unit cards & graphics errors. I'm going to take a look at it again, but the prognosis is not good.

    Update (9/18/2014): Downloaded files for Darthmod 8.0 last night! Forgot how many .packs are in this mod. Will begin testing tonight or tomorrow.

    Update (9/19/2014): Have not yet had a chance to give this a shot. Will post on Darthmod forum to try to get .pack list form windows users

    Update (9/24/2014: Crash I used the minimum list of .packs provided to windows users to try to get this working. Didn't even get an error report. Just clicked the "play" button in the launcher window, and everything just quit, no errors. Just nothing. So that was frustrating. I have had quite a few folks ask me about the progress on this one. I am going to take another stab at it this weekend.

    Update (10/01/2014): Ok so I removed all the darth mod .packs and ran it with only the startpos.esf & .lua files, and it crashed. I suspect the issue is with these files. I am going to redownload and reinstall Darthmod, because in the download i have there is no darthcampaign.pack which was listed in the installation instructions.

    Update (10/02/2014): It looks like my Macbook is a little fried. Won't turn on and a weird burning smell coming from it. Probably not a good sign. This is gonna slow down Darthmod testing a little...

    Update (10/22/2014): Mac is very much fried. Received the D.O.A from the Apple Store. I still have access to computers at work, but nothing to do any more comprehensive testing or gaming at all. Time to start saving for a new mac

    Update (12/10/2014): Attempting to re-download my digital copy of Empire from Amazon!!!! (Yay, hate Amazon, but love the game.)
    -I sent a PM to Darth to see if he would send us a list of the .packs to run to get a manual install of Darthmod to work on Empire. No response yet. -Also on page 10 of this forum SWB got Darthmod working on NTW. I posted a link to that and to another post by FierceBardRabbit where he walks through the process of getting darthmod for NTW to work on his iMac, which could offer insight on how to get it working for Empire.

    Update (2/4/2015): Ok got Empire back up and running on a borrowed iMac. Had some communication with Darth, he doesn't have time to sort out which files are causing issues on mac. With the issues coming from the new version of Imperial Destroyer, I am going to focus my efforts on getting that fully functioning again. Imperial Destroyer has many features from Darthmod, and as Darth seems to have moved on to newer games, and Imperial Destroyer continues to live I think we should focus our efforts on keeping Imperial Destroyer mac compatible.


    (Recently went back to my old copy of Roma Surrectum 2.6, with 4 tpy mod, holy crap, it is very awesome. highly recommend this classic to mac users out there, pm me for download info. Great if you have a computer that struggles to run Empire)
    Last edited by The_Athenian; February 23, 2015 at 10:13 AM. Reason: IMPERIAL DESTROYER DIPLOMACY Fix

  3. #3
    The_Athenian's Avatar Civis
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    Default Re: Mac Mod Guide

    The Athenian Mod Compilation

    This was my first attempt at modding Vanilla total war. This is just a collection of small mods for the vanilla game. It's a good introduction to running mods, as it contains some basic mods most larger mods include, such as blood & smoke, new flags and Grand Campaign Graphics.


    You shouldn't have any issues using them all at the same time.

    There isn't much here that changes the AI. But there are new units & buildings. The included start pos files are great for anyone who enjoys playing as an underdog minor faction.

    It includes:
    Additional Unit Mod 3.0
    Additional units Mod graphics
    Blood & Smoke
    GrandCampaigns Graphics
    New flags
    Knights of Malta Mod
    Italian States Mod

    2 new startpos.esf's:
    one that unlocks all factions and starts in 1700.
    The other unlocks all factions, plus newly emergent factions and starts in 1783, each turn is about 1.5 months.

    DOWNLOAD:
    http://www.4shared.com/file/pxR6pPot...nsMacMod.html?


    If you do play as a minor faction try playing the late campaign startpos.esf. It's just plain fun. You start in 1783, and a lot of the larger nations' power is waning, new powerful smaller nations are popping up too. About half your tech tree is completed, which is great for small factions that don't usually start with a school. The turns progress at 8 turns per year, so you have plenty of time before 1800 rolls around. Enjoy!

    Last edited by The_Athenian; September 17, 2014 at 10:04 AM.

  4. #4
    The_Athenian's Avatar Civis
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    Default Re: Mac Mod Guide

    Total War Gold Edition 1.1.1
    Startpos.esf issues


    When you update your version to the newest patch you may notice that your startpos.esf mod files stop working.

    You may have a new folder in the updated version called override_data,

    Here's the file path: Gold Edition -> Content -> Resources -> override_data -> campaigns -> main

    If you do not have a campaign folder in the override_data folder, then you don't need to do anything.

    If it contains a campaign folder -> main folder any startpos in here will override the startpos in your normal data -> campaign -> main folder.

    Just put your modded startpos.esf's into override_data -> campaign -> main folder and you will be all set!
    Last edited by The_Athenian; March 18, 2014 at 09:12 PM.

  5. #5
    The_Athenian's Avatar Civis
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    Default Re: Mac Mod Guide

    The Rights of Man 1.7 submods

    I tried this ornamentum pack for TROM on my macbook, and it worked!
    http://www.twcenter.net/forums/showt...d-19-July-2012

    AUMGraphics pack is also compatible.
    Last edited by The_Athenian; March 18, 2014 at 09:15 PM.

  6. #6
    The_Athenian's Avatar Civis
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    Default Re: Mac Mod Guide

    Turn Per Year Editor works on Mac!

    http://www.twcenter.net/forums/showt...v1-01-released

    I made a .zip which includes the ETW Total War Turns editor.exe & a file wrapper to open it:

    http://www.4shared.com/zip/1Ipd5Wzjba/esf_editor.html?

    (wrapper courtesy of PaullTheTall)
    Last edited by The_Athenian; March 18, 2014 at 09:17 PM.

  7. #7

    Default Re: Mac Mod Guide

    Thanks for doing all this. I've tried installing a couple of mods - Empire Realism and Additional Units Mod - and there are several things I'm unclear on...

    Annoyingly, I might have to do this in several posts, as it seems I'm limited in what I can put in my first ever post.

  8. #8

    Default Re: Mac Mod Guide

    OK, apparently I'm not allowed to do even that… Extremely frustrating.

    Anyway, I've sent you what I was going to post as a private message. Feel free to copy it into the thread if you think it might help others; otherwise - if you have time and can help - you can reply to me privately. Cheers!

  9. #9
    The_Athenian's Avatar Civis
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    Default Re: Mac Mod Guide

    Ok, so Roberto discovered a few things that are worth mentioning.

    1. In Empire Realism some of the flags for some nations appear as a default black/brown. Something similar happens to the sides of ships in Naval Battles. The Naval Battle fix is easy, Roberto just used the optional AUM graphics .pack with Empire Realism, and it replaced the ships textures with great new graphics, Awesome!

    2. The suggestion to alter the preferences.empire_script.txt may not be necessary. Both Roberto and I have been running our mods without this step. We just list the mods in the Launcher -> Advanced -> Advanced options. Write something like this mod "blhblahlah.pack"; mod "AUMgprahics.pack"; and so on. The game should launch just fine.

    I suggest only pasting the list into your preferences.empire_script.txt if you are getting a lot of crashes, or the game won't even start.

    3. The AUM mod will work with most mods if you use a unit compatibility pack. Also the order you list your mods in the "Advanced Options" in the launcher will determine which mod will supersede the others.

    Thanks to Roberto, his suggestion to bypass the preferences.empire_script.txt should certainly simply things for anyone trying to run mods on a mac.

  10. #10

    Default Re: Mac Mod Guide

    Sorry for the delay in replying, and thanks for your reply to my message! I'm intrigued by your description of The Rights of Man - I'll have to give that a go.

    Re the AUM/Empire Realism combo, I tried using the Unit Pack Compatibility thingy, reordering the mods in the Advanced tab and modifying preferences.empire_script.txt, but nothing worked, sadly. If you do find a way to make them work together, I'd be interested to hear it!

    Also, while the AUM Optional Graphics Pack fixes the black/brown sides on the ships in Empire Realism, it doesn't do it for the Victory or the USS Constitution, which is a bit of a bummer. Again, I tried adjusting the order in the Advanced tab, but to no effect.

  11. #11
    The_Athenian's Avatar Civis
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    Default Re: Mac Mod Guide

    The problem with AUM Units is that they have different stats than the Empire Realism units. So it would unbalance your game if you use them.

    Yes try Rights of Man, I have been playing it for a little while now, and I'm starting to like it a lot.

    This is the .pack list I play with now on my Macbook:

    mod "patch_aum_graphics.pack";
    mod "trom_battlesounds.pack";
    mod "trom_ornamentum.pack";
    mod "trom_core_part_1.pack";
    mod "trom_core_part_2.pack";
    mod "trom_loadingscreens.pack";
    mod "trom_text.pack";
    mod "trom_blood_smoke_medium.pack";
    mod "trom_flags.pack";
    mod "mod_grandcampaigngraphics.pack";
    Last edited by The_Athenian; May 05, 2014 at 08:03 PM.

  12. #12

    Default Re: Mac Mod Guide

    OK, I thought I'd try your set-up, but for the life of me I can't figure out how to extract/convert/launch/whatever the TROM_setup.exe file. I tried downloading that Medieval II wrapper... and ended up with another .exe file (Medieval 2 Total War.dmg.exe). So now there are two files I can't open!

    I've tried everything, including opening the TROM file with The Unarchiver and something called Ez7z, and a fair bit of shouting! Nothing works. I'd appreciate any advice you might have!

  13. #13

    Default Re: Mac Mod Guide

    Aha! I figured it out. I used the first Paul The Tall link you listed in this thread, for the Shogun wrapper. Think you may have meant to list that all along.

    Now to give it a try!

  14. #14
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    Default Re: Mac Mod Guide

    The Rights of Man 1.7 (Mac)

    http://www.4shared.com/zip/UOkzAMjIba/TROM_17.html?

    This is a link to a .zip of TROM. Mac compatible, includes Ornamentum Pack and AUMgraphics pack.

  15. #15
    The_Athenian's Avatar Civis
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    Default Re: Mac Mod Guide

    The Right of Man 1.7 (Mac)

    Startpos files:

    http://www.4shared.com/zip/uWSYS0Cgb...tartpos_.html?


    The above link is to download Startpos.esf & .lua files for TROM

    It includes

    Startpos.esf 2tpy

    Startpos.esf 6tpy

    Startpos.lua

    Just delete the description from the .esf you want to use. i.e. remove the "2tpy"

    Place in your data -> campaigns -> main

    If it doesn't work check to see if there is an override data folder in your resources folder.
    Also, do not overwrite your vanilla .esf. Instead just rename it.

  16. #16
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    Default Re: Mac Mod Guide

    ** The 6 turn per year startpos is waaaaaay to long. You pretty much beat the game by 1725-1730

    I will see about making a 4tpy when I have time.

  17. #17

    Default Re: Mac Mod Guide

    A great many thanks for doing this for all the Mac ETW players. You made my day by making it so easy for us.
    Hopefully one day, someone will do a DarthMod conversion for us.

  18. #18

    Icon7 Re: Mac Mod Guide

    Quote Originally Posted by The_Athenian View Post
    The Right of Man 1.7 (Mac)

    Startpos files:

    http://www.4shared.com/zip/uWSYS0Cgb...tartpos_.html?


    The above link is to download Startpos.esf & .lua files for TROM

    It includes

    Startpos.esf 2tpy

    Startpos.esf 6tpy

    Startpos.lua

    Just delete the description from the .esf you want to use. i.e. remove the "2tpy"

    Place in your data -> campaigns -> main

    If it doesn't work check to see if there is an override data folder in your resources folder.
    Also, do not overwrite your vanilla .esf. Instead just rename it.
    So my final files will look exactly like the ones being replaced in the folder? There is a need to replace the old files with the new ones right?

    Startpos.lua
    Startpos.esf (6tpy removed)

    Do I have to start a new campaign for this to take effect? Or will an existing saved one do?

    Thank you!

  19. #19

    Default Re: Mac Mod Guide

    I've been having issues regarding this. MY game will run, but only if I remove all mods. I assume it's this problem, however, once I get to the override_data file, the only contents are two .m4v files, a folder named 'text', and a folder named 'ui', none of which contain any startpos.esf files. I was just wondering how I should proceed? Would it be best just to uninstall and try again from scratch? And if so, would I lose my saves? Thanks.

  20. #20
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    Default Re: Mac Mod Guide

    Jadeelce Green,

    Yes the new files should look exactly like the old startpos.esf. What I do is rename the original "startpos.esf vanilla" so that I don't lose that one. The TROM startpos you want to run should be changed to simply, startpos.esf

    tejones,
    Sorry, the override_data is confusing, as far as I can tell I am the only one to run into this problem for some reason.

    You would only need to put the startpos.esf in the override_data folder if there is a folder in there that reflects this file path:
    campaigns -> main

    If you do not have a "Campaigns" folder in the override_data folder than you can ignore that part of it. What you should do is place your mod .lua and .esf in the "main" folder which you can find in your campaigns folder. Here is the files path: data -> campaigns -> main

    With the new startpos.esf and the startpos.lua in the main folder. Make sure that the ONLY mod .packs in your data folder are the ones you are going to be running. If there are any conflicting .packs from other mods in your data folder this can, in some cases, cause a crash.

    Please let me know if this works for you guys

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