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Thread: Reviving a mod post-patch 15?

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  1. #1

    Default Reviving a mod post-patch 15?

    I made the Grand Campaign Shuffle mod that puts all of the factions in different areas of the map. This obviously changes the startpos and after patch 15 EE released, the mod became unusable. I was just wondering if anyone new of a way to make the startpos file compatible with the new version without having to completely rebuild it? Thank you.

  2. #2
    Daruwind's Avatar Citizen
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    Default Re: Reviving a mod post-patch 15?

    The safest way is to rebuild it. Use KIT,that is much more quicker for this kind of work then PFM.
    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

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    LestaT's Avatar Artifex
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    Default Re: Reviving a mod post-patch 15?

    Yes. The new coming DLC will 'destroy' any startpos mods again so that's why I plan to start any major project when Attila is out and when I'm sure no more vanilla startpos changes coming anymore for Rome 2.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


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    Daruwind's Avatar Citizen
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    Default Re: Reviving a mod post-patch 15?

    Quote Originally Posted by LestaT View Post
    Yes. The new coming DLC will 'destroy' any startpos mods again so that's why I plan to start any major project when Attila is out and when I'm sure no more vanilla startpos changes coming anymore for Rome 2.
    It is not so hard. With kit I´m able to redo all campaign victory objectives for all factions in a half hour....Just keep good track of all changes and it is quick and easy...
    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

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    LestaT's Avatar Artifex
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    Default Re: Reviving a mod post-patch 15?

    Quote Originally Posted by Daruwind View Post
    It is not so hard. With kit I´m able to redo all campaign victory objectives for all factions in a half hour....Just keep good track of all changes and it is quick and easy...
    Can it be done with unlock factions ? I found that it can only work with exiting playable factions.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


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    Daruwind's Avatar Citizen
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    Default Re: Reviving a mod post-patch 15?

    Two three weeks back I managed to add victory conditions to unlocked factions. It is working. Chapter/Secondary objectives I haven´t try but i quess it is possible. some more info in my thread http://www.twcenter.net/forums/showt...ons-Objectives
    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

  7. #7

    Default Re: Reviving a mod post-patch 15?

    With any mod or code for any peice of software in existance. When the software/source you work with changes, rebuild your work from scratch everytime, Otherwise you will increase the damage done to your software over time and more issues and faults will crop up

    (see the bathtub curve)





    The best way to keep your mod alive is to document each step you used in its creating so that if you need to rebuild, It really does not take much effort.
    For my music mods (if i have the sounds ready to go) i can complile the entire mod in less then 30 mins now (my first one took 7 hours lol)

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