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  1. #1

    Default Problem Enabling Mod

    I hope this is in the right forum, if not I'm unsure of how to move it.

    So I wanted to edit some vanilla units, so I extracted the "unit_stats_land_tables" from the "patch5.pack" using the PFM. I've installed my mod, and I had no "user.empire_script.txt" so I had to make one manually. I've attempted to use "mod "oktobempire.pack";" and "mod oktobempire.pack;". With either the mod is not enabled ingame, to see if the mod worked I set pikemen to a unit-size of 500, something that'd stand out. Is the "user.empire_script.txt" supposed to contain something other than enabling mods? Because I had to create it manually to add the single line of text.

  2. #2

    Default Re: Problem Enabling Mod

    well i get my mods working by typing
    mod mod_bigger_ships_is_better_patch2.pack;
    mod mod_half_move.pack;

    but you must make sure the script is saved as unicode,
    by save as Encoding Unicode
    My 6 2nd rates routed in horror from 1 brig + 1 5th rate on auto-resolve....

  3. #3

    Default Re: Problem Enabling Mod

    Quote Originally Posted by poa View Post
    well i get my mods working by typing
    mod mod_bigger_ships_is_better_patch2.pack;
    mod mod_half_move.pack;

    but you must make sure the script is saved as unicode,
    by save as Encoding Unicode
    Yes, it is saved in Unicode. Do I need to include "mod_" in my filename, or is that a prefix you've used yourself?

    Also, is "user.script_empire" spelled as that, or as "user.script.empire"? I've seen both instances of spelling occuring on the forum's help threads, and I'm confused as to which is right. Is the file exclusively used for enabling mods, or for other things? Because I had to create the file from scratch, so these are the only lines of text in it.

  4. #4

    Default Re: Problem Enabling Mod

    you can download this script and just change the names of the mods
    http://www.twcenter.net/forums/attac...8&d=1400957198
    My 6 2nd rates routed in horror from 1 brig + 1 5th rate on auto-resolve....

  5. #5

    Default Re: Problem Enabling Mod

    Quote Originally Posted by poa View Post
    you can download this script and just change the names of the mods
    http://www.twcenter.net/forums/attac...8&d=1400957198
    I've copied the script, and replaced it with the name of my mod, but my "pack" file still doesn't modify the game's vanilla units.

  6. #6

    Default Re: Problem Enabling Mod

    maybe it didnt work, see this link, download patch2packworks.pack and edit as described and it should work
    http://www.twcenter.net/forums/showt...1#post13840855
    My 6 2nd rates routed in horror from 1 brig + 1 5th rate on auto-resolve....

  7. #7

    Default Re: Problem Enabling Mod

    Quote Originally Posted by poa View Post
    maybe it didnt work, see this link, download patch2packworks.pack and edit as described and it should work
    http://www.twcenter.net/forums/showt...1#post13840855
    Sorry for taking a week to reply, finals.

    I tried following the instructions found there, but then the game crashes on startup. I can mod the game by modifying the patch files, but that's not really a mod because it overwrites the base files.

  8. #8

    Default Re: Problem Enabling Mod

    Did you delete all entries to left except unit_stats_land_tables ?
    you delete by mark it, press del, then next etc, it will become red text when it is marked for delete,
    and when all entries except unit_stats_land_tables are red, select save as, and save as october.pack to a location you can find.

    Now open october.pack and delete all rows to right except the rows you intend to edit,
    edit them and save.
    Now paste that file under Empire Total War\data

    and add the line in your user empire script
    mod october.pack;

    It will not work if you are already using a mod that mods units
    Last edited by poa; June 11, 2014 at 06:43 PM.
    My 6 2nd rates routed in horror from 1 brig + 1 5th rate on auto-resolve....

  9. #9
    Alwyn's Avatar Frothy Goodness
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    Default Re: Problem Enabling Mod

    Extracting unit_stats_land from patch5.pack sounds like a good idea. When making a minimod, I extracted units_stats_land from patch.pack; the downside of using patch.pack was that my modded unit_stats_land didn't include some units (e.g. Warpath units). My minimod still works, it just limited my ability to change unit statistics.

    If you cannot get the script file to work, then another option is to change the type of your mod to 'movie' so that it does not need a script file to work. (In PFM 1.5.3 you would simply open the mod in PFM, right-click on it and select 'Movie'). Then you just put the mod in [...]Steam/steamapps/common/empire total war/data folder and you should see the effects of your mod in-game.

    I use the 'movie' method because, whenever I've tried to activate mods using a script file (saved in Unicode, in the correct folder), the game crashes when loading. (Of course, I have a legitimate Steam copy of the game.) If anyone else has experienced this problem - and if you found a solution - then I'd really like to know what I am doing wrong!

    Edited to add: with Poa's help, I can now activate mods using the attached script file - I'll attach a zipped version of the script file. Just unzip it, open the script file (with Notepad), edit it to include the name(s) of the mod(s) you want to activate (use a new line or a semi colon between the name of each mod and the name of the next mod), and put the script file in your C:/Users/[your user name]/AppData/Roaming/The Creative Assembly/Empire/scripts folder.
    Attached Files Attached Files
    Last edited by Alwyn; June 16, 2014 at 05:36 AM.

  10. #10

    Default Re: Problem Enabling Mod

    Sorry for taking a month to reply, I started doing other things and got back to this.

    I'm unsure why, but the mod still keeps either not working or the game CTDs on the titlecard. I've tried the solution proposed by "Alwyn", but the game won't recognize it either. I'm using the newest pfm, edited the "user.empire_script.txt" script in Unicode. I'm using the unit stats file as taken from "patch5.pack", and my file hierarchy appears as "oktobempire.pack > db > landunitstuff > landunits". The mod itself only exists as a 500-man pike unit, since I don't want to work on a mod I can't actually make and it's easy to check if the mod worked in custom battle. I'm able to get the mod to work by modifying the base-files (I've backed up these files and restored them as such) but that's not what I'm aiming for.

    In the "user.empire_script.txt" do I put "mod "oktobempire.pack"" or "mod oktobempire.pack", I'm seeing both throughout the forums and in this thread.

  11. #11

    Default Re: Problem Enabling Mod

    download the script, open in notepad,
    there you will see how its done, and now change name of a mod in the script to your name of the mod
    My 6 2nd rates routed in horror from 1 brig + 1 5th rate on auto-resolve....

  12. #12

    Default Re: Problem Enabling Mod

    Quote Originally Posted by poa View Post
    download the script, open in notepad,
    there you will see how its done, and now change name of a mod in the script to your name of the mod
    I've already done that since your post on May 27th, one of two things happen. Either the game launches normally, and nothing changes. Or the game crashes on the opening titlecard.

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