Originally Posted by
Jurand of Cracow
Can you show a working version of those 4 fleets? ERROR here is shown - fortunately, Stainless Steel is programmed to show when the script is not working.
I had RR/RC 2.0 lingering, so I renamed the folder to british_isles and used the console on Venice.
Note I am not dumping the data folder - I am renaming the root folder of the mod. From there, you have 3 options for running it:
1) the steam drop down menu;
2) a shortcut to medieval2.exe with launch options (when using a shortcut I put the original folder name in the shortcut name to make undoing this simple - [modname]_[launching folder]);
These are the least hassle but use your root medieval2.preference, you also can miss out on extras that require a launcher; RR/RC has an opponent formation bias you can select for example, I think in some mods it impacts music?
3) create a shortcut to the bat/exe (after you've renamed the folder, otherwise the shortcut points in the wrong place)
- change in the mod's config file, the mod path in
[features]
mod = X
and
[log]
to = X
- check that the bat file is universal, some old ones (like retrofit, in my previous screenshots) have a specific path and you need to right click->edit->change the path. If there's an exe that isn't universal you're kind of hardstuck, haven't seen that just yet
Currently playing JLMP's vanilla kingdoms this way, no issues
When you want to get rid of it, you rename the root folder to the original name and rename the new mod to the kingdoms name.
Originally Posted by
Jadli
This is interesting...
curious, if for example you have a save (or a hotseat) made in one of the folders, and then sometimes played in the renamed folder, whther it changes each time, or it stays as in the folder where it was created?
Saves are stored in the mod folder/saves (for example crusades/saves), when it gets renamed (crusades->retrofit) the saves are thus transferred (retrofit/saves) and there is no issue.
Edit: I may have misunderstood what you meant - are you asking if the trade behaviour changes depending on how you load a save? If so, yes. But I have noticed that if you load in one way a save that was created the other way (creating the save in retrofit and loading in crusades as well as vice versa), the victory condition tga in the faction overview window disappears. So I am not entirely convinced it is save compatible to create a game one way and load it the other.