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It is one of the best free backup software with advanced features. Iperius Backup 5.4.4 Full Crack + Torrent Iperius Backup used many people because of its features, services and maintenance best. It has also support zip compression with no size limit and comprehensive scheduling.
FO4 - For Fallout 4 FNV - For New Vegas FO3 - For Fallout 3 FO2 - For Fallout 2 FO1 - For Fallout 1 FOT - For Fallout Tactics EXAMPLE: FNV New Vegas Fiend Companion Spoilers Please use spoiler tags for MAJOR game events. Minor spoilers should be expected here. Type Without quotes: 'Mr House is actually an Alien who started the great war' (/spoiler) To get this: Useful links Explore the Fallout Network - Reddits Fallout Home - Discussion Fallout 3 - Discussion for New Vegas - Discussion for Fallout 4 - For the early Fallout games - In depth discussion for everything lore related Visit our sister subreddit! I'm not sure where you're confused, but the mod is fairly straightforward to install if you are using FOMM or MO. First, you need to install and.
Then, simply download the WotNM main file and go through the normal install process of decompressing the archive and activating the mod. Once you do this, you will get a little graphical installer like some other mods have (e.g., Project Nevada, SkyRe) where you can select which.esp choices you want. You can add the new weapons to the standard leveled lists, add a 'cheat' locker containing all weapons, etc. Once you make the desired choices, it will add the.esp corresponding to each choice to your load order. Depending on which other weapon mods you have, you may need to tweak the load order a bit (LOOT should help).
The only weird thing should be if you are using TTW, but you shouldn't be using that mod unless you are very advanced (or trying to become very advanced). Happy to answer any other questions, though.
Here are th instructions included in the Weapons of the New Millenia readme. 1) Download the files required to build the FOMod: 2) If you are using FOMM 0.12.0 or newer, proceed to Step 3, otherwise proceed to Step 11. 3) Put all the files you downloaded in Step 1 into the same folder.
4) Start FOMM. 5) Click the 'Package Manager' button.
6) Click the arrow on the top button in the 'Package Manager' window. Select 'Add PFP' from the menu. 7) Enter the path to the Premade FOMod Pack (PFP) in the 'Premade FOMod Pack' textbox. You can click the '.' Button next to the textbox to select the file, if desired. The PFP file is the archive containing this HowTo file. 8) Enter the path you put all of the downloaded files into in Step 3 into the 'Source Files Folder' textbox.
You can click the '.' Button next to the textbox to select the folder, if desired. 11) Create a folder named 'Weapons.of.the.New.Millenia'. 12) Make the following copies: 13) Copy the files in the included 'Premade Weapons.of.the.New.Millenia' folder into the 'Weapons.of.the.New.Millenia' folder you created in Step 11. 14) Start FOMM. 15) Click the 'Package Manager' button. 16) Click the arrow on the top button in the 'Package Manager' window.
Select 'Create From Folder' from the menu. 17) Select the 'Weapons.of.the.New.Millenia' folder you created in Step 11. 18) Click OK.
Hi guys, Following the Medieval II Total War update that was released on 22/7/2014, some of you may have experienced some difficulties running the game with mods. This step by step guide will explain how to make them work. We strongly encourage you to give explicit names to the folder where your mods will be installed (instead of using a Kingdoms campaign name) and to use the Steam Launcher to start Medieval II with mods. Procedure/Scenario #1: if your mod could work only by using an original Kingdoms Campaign name. Install your mod in C: Program Files (x86) Steam SteamApps common Medieval II Total War mods and give it an explicit name (i.e.
If your mod add red units, name the folder “RedUnitsMod”. DO NOT rename the Kingdoms campaign folder. Right click on Medieval 2 Total War from the Steam Game Library and select Properties. Click on “ SET LAUNCH OPTIONS”. Insert -features.mod=mods/nameofthemodfolder (i.e.features.mod=mods/RedUnitsMod).
Click on OK. Close the Properties window. Start MED II (select “ Play Medieval II: Total War') Note: remove the Launch Option to play Medieval II vanilla or Kingdoms campaigns Procedure/Scenario #2: your mod uses the original “Kingdoms.exe” file. Install your mod in C: Program Files (x86) Steam SteamApps common Medieval II Total War mods and give it an explicit name (i.e. If your mod add red units, name the folder “RedUnitsMod”. Open folder “ Medieval II Total War”. Select the file “ medieval2.exe” and create a copy in the same folder.
Rename the new file from “ medieval2.exe” to “ Kingdoms.exe”. Launch the mod Finally, if you still experience crashes or receive error messages while trying to start Medieval II with mods, please contact via PM. I actually just reinstalled the Stainless Steel 6.4 mod about 2 hours ago without doing either of the recommended installs and after about 50 turns it's still working fine, I did in fact rename it too 1 of the Kingdoms mod name, Grand campaign is working/custom battles are working/ historical battles are working and all scripted events seem to be working. This was using files that I DL about a year ago, I have the updated and verified new Steam version of the game, plus my installation of Europa Barbarorum seems too still be working using the command line in the launch options.
I actually just reinstalled the Stainless Steel 6.4 mod about 2 hours ago without doing either of the recommended installs and after about 50 turns it's still working fine, I did in fact rename it too 1 of the Kingdoms mod name, Grand campaign is working/custom battles are working/ historical battles are working and all scripted events seem to be working. This was using files that I DL about a year ago, I have the updated and verified new Steam version of the game, plus my installation of Europa Barbarorum seems too still be working using the command line in the launch options. Hi icenii, Indeed, it would work however we would not encourage players to rename folders but to use the launch command instead, so that all original content remains by default. Thanks Nico for the instructions.
Chris, My guess is he's saying if you still can't get it to work copy the med exe over to the dir the mod is in and change the name to kingdoms, some mods are looking for that specific file name and won't work otherwise. I just re-downloaded SS and installed it and did not have to do this though, so not sure where that's breaking down on your end. I do consider it a minor hassle I have to add in the command line launch to play SS, or remove it to play vanilla. It would be nice if there was a way to make it so it added in the mods you load up in the menu as a choice like the americas/britania/etc shows up, that was the nice thing about the replacement launcher i was using before this patch broke it, I didn't have to jack with command lines, I just clicked on play and a menu opened up showing me vanilla, all the kingdoms, SS, retrofit, 3rd Age, click on the one you wanted to play and away you went, no fuss no muss. And frankly I'd prefer to run SS 6.4 via the launcher created for it (as it among other things randomizes the music played).
I suspect the solution you posted just gets the game to run in SS, but not completely in the same way before the update (at a guess). Update: got the launcher to work, still not sure if it's randomizing music still, have to wait and see, all that was necessary was to remove the launch instructions (because as you'd expect you either need to launch it by hit play or use the old replacement launcher, but not both). Stainless Steel is the one i wanted to use If you have installed the game in C: Program Files (x86) Steam SteamApps common Medieval II Total War mods and if the name of the SS mod folder is 'SS', then open the Steam Properties of MED II, click on 'Set Launch Options.' And insert -features.mod=mods SS If the game crashes right after starting the game, it might be caused by the mod not being fully compatible (in which case, an error log file (system.log.txt) should be created in the folder of the mod. We have identified a few issues with obsolete units (aliased as other unit types with simple data tweaks) with vanilla based mods.
We'll take a look at adding some legacy compatibility back into the new executable once the bigger issues (gfx bugs, sound and MP lag) are cleared (which are all now being fixed up after identifying the causes). Thx for hanging in there guys, and please continue to PM if you have a particular mod that is not compatible. We'll get round to them as soon as we can! Right so I'm trying to get Rage of the Dark Gods to work and I'm having no luck. Tried both options and nothing. On top of that because I always used Kingdoms to open the game just cuz I knew I could change to whatever when the launcher came up my save files are no longer accessible for even the base game.
I'm insanely confused and don't have any idea what I'm doing. Knew I should have cancelled that.ed update when I saw it rear it's hideous head. Can anybody help? I've been staring at files and folders all day trying to figure out what to move and change that I feel like I should just ask someone else before I go insane. Edit: forgot to mention I'm on Steam if that matters.
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Also will accept ways to just shift everything back to how it was pre-patch cuz I had precisely 0 problems then. Er yeah hi, so who's idiotic idea was it to merge the medieval2.exe and the kingdoms.exe into one file?
Was there really no other way you could have done it? You've messed up so much it's ridiculous. I had to do a complete fresh install of the game which took twice as long because for some reason installing the game only installs the kingdoms campaigns and not the base game forcing me to verify the integrity of the game cache only to find the 662 files were missing? Now im suffering from these black buildings bug, which I believe is a gfx issue? Anyway it took me hours to re-download all the fixes and apply them but the mod still isn't functioning correctly in many areas to the standard that it was before. It was a complete mess up to merge the two exe's and was bound to cause chaos. Smooth move guys, I hope there are fixes soon.
'There are a few issues we have found with legacy units in some vanilla mods. Once the major issues with MP and the single player game are sorted we'll go through all mods reported and help get them running again.' Response I got from Bitbaboon in regards to the Westeros: Total War mod.
On one hand, I'm grateful you guys are working on a fix, but I can't help but feel like I really won't be playing this game for a long while What can ya do but hope for the best I guess. Good luck with the fixes! I'll be checking regularly for updates. First off, love your work CA, no other dev puts this much effort in to supporting the mod community, much respect. I am having no luck with the mod 'The Long Road'.
How To Install Armaments Of War For Dawn Of War 2
I've installed the latest version of the mod, 2.4.3 and added the hotfix 2.4.3A. Every time I launch I CTD with an unspecified error. My TW2 install is fresh, I only just installed 2 days ago from steam and I have verified my install earlier tonight. The vanilla game and Kingdoms campaigns launch just fine. © Copyright Games Workshop Limited 2015.
Warhammer, the Warhammer logo, GW, Games Workshop, The Game of Fantasy Battles, the twin-tailed comet logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world, and used under licence. Developed by Creative Assembly and published by SEGA. Creative Assembly, the Creative Assembly logo, Total War and the Total War logo are either registered trade marks or trade marks of The Creative Assembly Limited.
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Realism mod made by RobZ, and credits to Warfare11. Cracking your back. Mod IF IT CRASHES WHEN YOU ACTIVATE, DISABLE ALL OTHER MODS This mod includes gore-mod, using gore mod seperately can cause issues. Play with a year-setting in multiplayer for the best balanced experience. (1944 and 1945 beeing closest to 'all' units) Latest version: 1.25.2 This is a MP mod (vanilla skrimish missions can have issues) How to install: 1. Wait for it to download 3.
Start the game, go to options/mods and activate the mod (if the mod is not there restart the game) 4. Play Some changes this mod brings: - Infantry damage is now based on hitboxes, not weapon damage.
So it makes a differance if u hit the head, body, legs.etc. Also depends on the weapons they get hit by, pistol / smg, stg, carbine, mg / rifle,.50 HMG. And so on - Redone vehicle mobility to make tanks and armored vehicles act alot more realistic - Redone tank damage system, alot more events and stuff that can happen to tanks. (cook offs, fuel fires, internal damage, spalling.etc.) - New FX for alot of stuff - Added new historical shells (like APC,APCBC,HEAT,WP. And alot more) for tanks and guns with realistic data and behaviour. (credits to skr for some new shell models) - New infantry skins (credits to Mandingo for the models, textures by KriegStrudel) - New vehicles and units (huge credits to Normand and his Valour mod, credits to GSM and skr) - New sounds - Increased ranges. 50-140 for infantry weapons.
140-250 for cannons and tank guns. 240-790 for artillery (depends on what artillery piece and the real life range) - Redone accuracy and penetration drop curve - Redone veterancy and weapon levels. AS2 levels was from 1-5, now its from 1-10 and different nations have different level troops which is reflected by price.
New maps (blue highlighted is from Normand and his Valour mod, green highlighted is from GSM so credits to those) - Weapon jamming. Small arms now can now jam (credits to sonne for this script) - Many many small changes which I have forgotten at the moment or just too much to write down This mod has no missions in it, but if you want to make missions with the mod you're free to do so. Check out, and as they have made videos using my mod. Report bugs if found in bugs discussion. Whoah guys watch it we got a history channel buff.
Dont you have a 'HOW HITLER ALMOST WON WW2' youtube vid (brought to you by XxXerWIN RoMmeLXxX) to watch? SS latewar were mostly indoctrinated 14 year olds. For someone who studied this conflict for 5 years you sure get alot of stuff wrong, namely the fact that the Wehrmacht was on the german side (Russian Wehraboo doesn't make sense because of this, learn what things mean before you spout them out when you are losing a arguement.), and thinking that Soviets did 'Banzai charges'.
Saying 'Stalingrad doesn't matter' is basically saying 'one of the most vital points of the war doesn't matter'. Educate yourself from reliable sources, not Stormfront or whatever nazi fetishists you seem to learn from.