Hi Severdhope I downloaded your modswitcheasy 1.05 I have'nt done much with modding I have LTC mod and added the Heraldry mod.What I want to be able to do is try other mods is this what your mod switch is for.
Hi Severdhope I downloaded your modswitcheasy 1.05 I have'nt done much with modding I have LTC mod and added the Heraldry mod.What I want to be able to do is try other mods is this what your mod switch is for.
Thank it really helps!![]()
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Hi all i get when i want to start the campaign is pleas select a item from the list, but its nothing to select, what to do, i have placed some edited stats for unit and edited mout file to mymod/data..
So when you try to start a campaign you get a message telling you to select an item from the list?
If so, I'll quote Lusted from a post at the top of this page when helping someone else with this problem:
Originally Posted by Lusted
Thanx everything works fine now, but i had to copy the whole data folder to mymod first,,![]()
I believe those mods come with their own mod switch. This just makes a blank one for adding your own files or mixing other mods like I do. I have downloaded several mods, but I don't think I have adopted any of them in their entirety. I think the closest thing to an entire mod at the moment is the diplomacy from Shaba's mod v1.4 and the agents from v1.5
Idealists are like the captain that knows his destination, but doesn't know how to sail,
Realists are like a captain who knows how to sail, but not where he is going.
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Ok i am a real dummy- how does this actually work? I take I install various mods to /mymod folder, but then what?
run the launch_mymod.bat or make a shortcut of it on your desktop.
Idealists are like the captain that knows his destination, but doesn't know how to sail,
Realists are like a captain who knows how to sail, but not where he is going.
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There seems to be a Giant confusion about how to install mods or how to make mods and how to use these features included in the game.
First of all the
Mod switch info:
It was first used, because we had no access to the game, the game could not be unpacked without the 1.1 patch so we couldn't just drop everything into the main /data folder.
So modders used the "MyMod" switch.
So how does it work?
First, if you install any mods, with this switch, you will notice an extra folder named to whatever the mod is, let it be "Darthmod" or "Lands to Conquer mod" or anything.
The mod comes with a batch-file (.bat), which you use to launch the mod.
When you launch the game, - because of the batch file , the game first loads, whatever is inside that Mod-folder and then loads what is inside the /packs folder.
Limitations.
I am not sure of the whole list of the limitations to this, but so far, no textures or animations would load from a custom created Mod folder. Beside that, modded effects will not load either.
The --io.file_first switch
This handy control switch came with the 1.1 patch and it looks like that it will be the dominating mod switch to be used now on.
What does it do?
Let's go back to an unmodified M2TW. When you launch the game, the game will access the main total war/data folder, but ONLY looks for the following folders:
animations
fmv
world
sounds
cursor
That's it.
Everything else gets loaded from the total war/packs/ - folders, including textures, files etc.
So what happens if I put modded textures/text/xml files into my main /data folder?
Nothing.
Why?
Because the game is loading everything from the compressed .pack folders.
How do I make the game Load the modded texture files?
You will need to use the io.file_first -switch.
How do I do that?
If you downloaded a mod, it probably came with a .bat -file (batch) which included the following code line inside:
--io.file_first
So What is that?
io means ~ Input/Output. file_first = self explanatory.
That simple code line tells the game to look for the files inside the main /data folder BEFORE accessing the .pack - folders.
So whatever modified texture or text file you put inside the main /data folder, will be read in before the .pack file (IF you used the --io switch) and altering your game as your modded files tell it so.
So , what if I delete modded files out of the main data folder, while I have the --io -thingie implemented?
The game will read all the necessary files from the compressed .pack folders.
What if I want to use a mod that uses the "mymod" folder and switch but I also want to use a mod which alters the textures or effects?
You will need to tell your game, to use both.
How do I do that?
First, your mod-switch related mod probably came with a batch file, which upon opening (right click --> select edit from the drop down list), you find something like this:
medieval2.exe @DarthMod.cfg
You need to add the io switch like this:
medieval2.exe @DarthMod.cfg --io.file_first
So what does that do?
It will access the "DarthMod" folder first, then goes straight to the main data folder and loads those files/folders as well.
Why is this so complicated?
It isn't. It's very similar to the Oblivion mod installs and many other games, it's actually safer, because you will never have to reinstall your game, because the main .pack - files remain safe.
If you want to delete a mod, just go inside the main /data folder and delete all the modified files with the exception of these:
animations
fmv
world
sounds
cursor
What if my mod modified the "world" folder?
First of all, you should have made a backup before you installed, and if the mod was using the Mod-switch (not the io switch), then you are safe, because the modified world folder is inside a /mod folder, similarly to the "bigmap" mod you can find in the mod threads.
Do I have to unpack my files if I won't make mods myself, but only install?
No.
Will the mods work without unpacking my files?
Yes.
Why don't modders all switch to the --io -switch option instead of creating extra folders, and just knowing that textures and effects and other things do not work from the custom mod-folder?
I would say, they will. The only people should keep on using the mymod-switch are the ones who modify the /world -folder, basically making a new map, but even them could start using the --io switch folder, if they warn the people to make a backup folder of the /world - folder.
What if I delete the .pack- folders?
DON'T DO THAT!
You will have to reinstall your game.
Last edited by HorseArcher; January 02, 2007 at 05:34 PM.
Must say I don't share your views on the mod folder. For a lot of tasks, using the mod folder is the better option because you don't have to copy out the files and stuff again for each mod.
However, it's true that some files don't work with mod folders, so if you want to use one of these, you'll have to use io.file_first
I'd always try using a mod folder first though...
I think, we just gonna need a mod-manager program made.
Most people will remain confused about where to put files since both formats are being used.
I think it was a big mistake from CA (modding wise) that the mod-switch doesn't work with textures, otherwise we would have no problem and the -io switch could be forgotten.
In regards to the mod manager program, do you mean something like this?
http://www.twcenter.net/forums/downl...do=file&id=912
I haven't used it yet myself.
No, there's no mention of that in the readme. But I'll give it a shot.
Also, I have few questions and corrections/clarifications regarding Horsearchers though very informative post:
What about this?
[io]
file_first = true
What's the difference between this cfg thingy and the dos command parameter?
Correction: Currently, sound cannot be modded like the rest of the game data. Adding new samples to the sound folder will not add them to the game. As of now, the soundpacks must be unpacked, deleted (or backed up), and the unpacked samples replaced. Upon running the game after doing this, the game will make new soundpacks using the new samples, but this doesn't require any io switch commands. I'll plan to write a tutorial on the matter at some point, but editing sounds will probably be the same as editing everything else when the 1.2 patch has been installed, so there might not be much use for one. Of course, a mod changing the sound could be installed by just replacing the soundpacks with other soundpacks, but doing this for Xenophonia, for example, would result in a 1,40GB download, since you would have to download the original files along with the modded ones.
How would you allow for having several mods installed at the same time with the io swich? The mymod switch lets you have an unlimited number of mods in the M2TW folder. How would you use the io switch in order to accomplish this?
Last edited by Beiss; January 14, 2007 at 11:51 AM.
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I've downloaded this file, however i don't have winrar. Is there any way i can extract/unpack it without having to download winrar?
Do you have Winzip?
Idealists are like the captain that knows his destination, but doesn't know how to sail,
Realists are like a captain who knows how to sail, but not where he is going.
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Lite Historical Positions Mod - recruiting!
How do you get this to work with Steam? Ive set this up as far as the .bat and have everything done right, yet when I hit the mod .exe it says failed to find Steam.
horsearcher. you have a good Q&A... that helps dummies like me alot but another question.
I downloaded the smoke everywhere modified files (download section). and I am currently running Big map mod and ultimate AI mod. why cant I simply put those modified files in the data folder under the bigmapmod folder. If the bat file runs those files first.. why doesnt it register the ones I place in there??... makes no sense... the Big map mod already tells it to read its folder first... ? what am i missing....?
so as far as i understand :
you don't need to unpack your pack file unless you want to mod the game your self
if you install a mod , there will be smth like modname.cfg file inside the mode folder
just create a bat file , type the line :
modname.cfg--io.file_first
then save and lauch the mod you want with the bat file appropriate
am i right ? , there's any mistake ?
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