Creating a World - Using Kingdom Campaigns as Mod Base
1. Download the file set and extract it into an empty directory of your choice
2. Copy the Novus Prep.bat file into the tools\unpacker directory and run\double click it - this will open a DOS command window.
- enter YYY and press Enter, a list will start scrolling down. Do not interfere with the DOS window at this stage!
- when the scrolling stops a message will appear (Press any button to continue), simply press Enter once more
- there will be a short processing period after which the DOS Window will close
3. Copy the bat and cfg file into the mods\novus folder
4. Create a desktop short as described above
5. Apply the Block Graphic Fix mentioned above
6. Start the mod with the desktop shortcut
Last edited by Gigantus; March 06, 2016 at 08:30 PM.
Re: Creating a World - Using Kingdom Campaigns as Mod Base
The mod I am planning will basically be the Prep batch file and then a regular installer with the edited files and the block graphic fix. Sold as a package deal via torrent
Re: Creating a World - Using Kingdom Campaigns as Mod Base
Hi Gig, I just tried running this and encountered an issue, but a Google search revealed it to be a common problem with a simple fix. The error message was:
"The program can't start because MSVCP71.dll is missing from your computer. Try reinstalling the program to fix this problem."
If anyone else ever runs into this problem, you can fix it by simply locating that file in the main Medieval II directory, copying it, and pasting it into the Medieval II > tools > unpacker directory.
Without doing this, I was still able to run the batch file and the "processing period" ran, but (before that) the files didn't unpack, which created an incomplete mod folder and the mod loaded with incorrect menus and kicked me back to the menu (KTM) when I tried to run it.
Now, my question: Just to confirm, I'm meant to run the Block Graphic Fix and install it in the main directory, as opposed to any mod folder?
I did the former, and I loaded up the Novus mod and the graphics are all fine, so I assume I did it correctly, but I just wanted to check because that wasn't entirely clear to me.
In any case, I should be finally able to put this into practice now.
Re: Creating a World - Using Kingdom Campaigns as Mod Base
'MSVCP71.dll is missing' is a common unpacker bug which is solved by a copy\paste as you stated and which is stated in the 'trouble shooting' section of my unpacker tut as well:
Missing DLL file prevents the unpacker from running
· Copy the missing file from the game’s main directory into the tools\unpacker directory
The 'Block Graphic Fix' is meant to be installed into the main directory - that way all mods that need it are covered. In fact the unpacking mentioned in the tut would do exactly that.