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Thread: [Sub-Mod] Training facilities for minor-cities:

  1. #41
    Kambe's Avatar Biarchus
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    Default Re: [Sub-Mod] Training facilities for minor-cities:

    Does this work with Dei 1.0?


    Don't preorder games!

  2. #42
    XIIICaesar's Avatar Senator
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    Default Re: [Sub-Mod] Training facilities for minor-cities:

    Quote Originally Posted by Kambe View Post
    Does this work with Dei 1.0?
    I myself haven't tried it. Been a month or so since I played a campaign. Been busy with my Caesars Legions mod. If it doesn't work, just PM SenseiTJ2 and he'll get it working again.
    Quote Originally Posted by Kambe View Post
    Does this work with Dei 1.0?

  3. #43

    Default Re: [Sub-Mod] Training facilities for minor-cities:

    It launches without any CTD but I haven't played a campaign yet (waiting for your submod XIII Caesar ) so I don't know if it works or not.

  4. #44
    XIIICaesar's Avatar Senator
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    Default Re: [Sub-Mod] Training facilities for minor-cities:

    Quote Originally Posted by Krasnaļa Zvezda View Post
    It launches without any CTD but I haven't played a campaign yet (waiting for your submod XIII Caesar ) so I don't know if it works or not.
    Oh alright. I'd go ahead with a new campaign though if I was you as I'm still a few weeks away from a new release. I just posted in my submod thread the details on what's left to do. However since my Caesarean legions for the Caesar in Gaul campaign are through I might go ahead and upload them because they are ready to go. Let me finish my reskin of the actual soldier textures, the legionnaire, and I'll pull the stats from DEI 1.0 and make a DEI version and upload it this weekend. That way everyone can get a taste of what's to come. Right now it's only vanilla stats.

  5. #45

    Default Re: [Sub-Mod] Training facilities for minor-cities:

    Tested it on a save game, can confirm that this still works

  6. #46
    XIIICaesar's Avatar Senator
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    Default Re: [Sub-Mod] Training facilities for minor-cities:

    Quote Originally Posted by Warlord888 View Post
    Tested it on a save game, can confirm that this still works
    Awesome. I can't do campaigns without this

  7. #47

    Default Re: [Sub-Mod] Training facilities for minor-cities:

    Really, really, REALLY excellent idea! Does this work for DEI 1,04a or am I SOL?
    + rep anyway (in hope this mod will be updated)

  8. #48
    XIIICaesar's Avatar Senator
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    Default Re: [Sub-Mod] Training facilities for minor-cities:

    I found a simpler work around. It's makes for very easy managment going forward with mod updates.

    Step 1
    Enable hidden files in windows explorer
    Step 2
    Navigate here
    C:\Users\*YOU*\AppData\Roaming\The Creative Assembly\Rome2. Right click the scripts folder and send a shortcut to the desktop. The shortcut to the desktop (makes it easier to access in future). Don't close this directory yet though.
    Step 3
    Open the scripts folder and open user.script. Leave the directory open though after as you'll need to access the file user.script again later.
    Step 4
    Open up your Rome II data directory
    C:\Program Files (x86)\Steam\SteamApps\common\Total War Rome II\data
    Step 5
    Look at the mods you wanna use. You don't have to rename any of them. Figure out which ones you're gonna use.
    Step 6
    Open user.script with that shortcut we created earlier. Mods you'll use need to be entered in this format
    mod "*MOD NAME*";
    mod "*MOD NAME*";
    mod "*MOD NAME*";

    so and so forth. Make sure you enter them in the load order you want them to load. Just like in Mitch MM the top priority mods will be listed first with mods being overwritten towards bottom of list. I'll post an example after the instruction are complete.
    Step 7
    Save your changes and close user.script. Then right click the file and set to READ-ONLY. This is so that the game can't change the mods being used or their load order anytime you load it.
    Step 8
    Play your game and enjoy.

    If you do it like this you don't have to use Mitch's unofficial MM or the official MM by steam to use your mods. In fact, right now I have all mods deselected in the CA Official MM and am playing DeI with my mod XIIICaesar's legions just fine. All mods are loading in the exact order I have them in user.script and no other mods. I had you create the shortcut so that if you want to change what mods you use you don't have to go back into app data and all the other directories. You just click on the scripts shortcut on the desktop and it'll take you straight to your user.script file. To change what mods you use or loading order right click on the user.script and turn off READ-ONLY then do your edits. Save, close, and turn READ-ONLY back on. Load th3e game again and your good to go like before. This takes renaming your mod packs out of the equations. Whereas with that method anytime workshop updated your mod you had to delete the old bersion and rename the new version again to keep your load order correct and what not, now you don't. Steam workshop will update your mod like normal and because the names stay the same you just load the game up after a mods update and keep playing like normal no more renaming or anything.

    mod "aztec-update-september.pack";
    mod "A_Younger_Caesar.pack";
    mod "pdguru_grass_rel_0-4mod.pack";
    mod "md_mod_seem_v1_6_insane.pack";
    mod "DeI script reform testing.pack";
    mod "@096hellenicromanvariants.pack";
    mod "@_____XIIICaesars_Legions_DeI.pack";
    mod "___divide_et_impera_010_part1.pack";
    mod "___divide_et_impera_release_part2.pack";
    mod "___divide_et_impera_release_part3.pack";
    mod "___divide_et_impera_release_part4.pack";
    mod "___divide_et_impera_release_part5.pack";
    mod "___divide_et_impera_release_part6.pack";

    My example. Everything loads in order. My legions overwrite DeI, univariations overwrite my legions and DeI, my script reform test pack overwrites those mods, and so on. I wanna change something I click the shortcut to the script folder, turn off READ-ONLY on user.script make my changes and save. Then close turn READ-ONLY back on and play the game. BOOMThis will work guaranteed on Rome II. I am doing it now and have another member that plays my mod doing it as well. CONFIRMED. No renaming, or worrying about what is enabled or disabled in Official CA MM anymore or Mitch MM not working.

  9. #49

    Default Re: [Sub-Mod] Training facilities for minor-cities:

    Hi, am I to assume I need to create a user.script folder inside the script.folder first. as there isn't a user.script folder in the script folder when using the steam mod manager???.
    Just making sure sorry me being thick

  10. #50
    FlashHeart07's Avatar Praepositus
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    Default Re: [Sub-Mod] Training facilities for minor-cities:

    Quote Originally Posted by Lord Ragnar View Post
    Hi, am I to assume I need to create a user.script folder inside the script.folder first. as there isn't a user.script folder in the script folder when using the steam mod manager???.
    Just making sure sorry me being thick
    Yes you need to create your own .txt file and name it user_script

  11. #51
    SenseiJT92's Avatar Decanus
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    Default Re: [Sub-Mod] Training facilities for minor-cities:

    Sorry - I haven't been active on the forum in a long while. Can anyone confirm whether this works with the latest DEI update? If not, I'll have a dabble into it.
    Previously taylorj2, Allu X, Grandmaster Ryu, Dauntless Commandant & Sensei Kiisu

    Creator of the "Perfectly Polished" sub-mod for Stainless Steel (M2:TW), contributing to LOTR:TW (R:TW) and many other modifications over time, now long-forgotten

    Original join date, Feb 2007.


  12. #52

    Default Re: [Sub-Mod] Training facilities for minor-cities:

    We removed training buildings altogether and moved some of their bonuses to tier 3/4 barracks in 1.1. So, I am not sure how compatible anything like this would really be.

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