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Thread: [Missing] Meneth's Sub-mod Compilation (MSC) 6.0

  1. #21
    Alpha Zeke's Avatar Vicarius
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.1

    Last time I checked 9Which was a really long time ago) 7Zip can't open up RAR's. WinRAR was there for me when I was down. Besides, turning off the nagging is easy

  2. #22

    Default Re: The 6.3 Sub-mod Compilation (SC) 1.1

    Ok. This is going great guys. Second step is now complete. I extracted the files ("Extract here") into the mod folder (winzip), and then a new folder (SS.6.3) emerged. The last step (3) is still not happening though, as no one asks me which mods I want to use. Should I just assume that all of them are installed now?

  3. #23
    Meneth's Avatar I mod, therefore I am
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.1

    Quote Originally Posted by Historydude View Post
    Last time I checked 9Which was a really long time ago) 7Zip can't open up RAR's. WinRAR was there for me when I was down. Besides, turning off the nagging is easy
    7-zip has been able to open .rar files for years...
    However, it can't compress to .rar due to licensing.

  4. #24
    Meneth's Avatar I mod, therefore I am
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.1

    Quote Originally Posted by Barry Lyndon View Post
    Ok. This is going great guys. Second step is now complete. I extracted the files ("Extract here") into the mod folder (winzip), and then a new folder (SS.6.3) emerged. The last step (3) is still not happening though, as no one asks me which mods I want to use. Should I just assume that all of them are installed now?
    All are installed, but none are enabled.
    You have to run the file SS_setup.exe in your SS 6.3 folder.

  5. #25
    Alpha Zeke's Avatar Vicarius
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.1

    Quote Originally Posted by Barry Lyndon View Post
    Ok. This is going great guys. Second step is now complete. I extracted the files ("Extract here") into the mod folder (winzip), and then a new folder (SS.6.3) emerged. The last step (3) is still not happening though, as no one asks me which mods I want to use. Should I just assume that all of them are installed now?
    Run the SS Setup.exe found in the ss 6.3 folder
    The ss6.3 folder that is in your mods folder that is in your m2tw folder, hopefully.

  6. #26

    Default Re: The 6.3 Sub-mod Compilation (SC) 1.1

    Yes, I have done it. But all I get are the standard ones, like "enable Lusted AI", none of your options are available. I give up. Thanks anyway.

  7. #27
    Alpha Zeke's Avatar Vicarius
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.1

    Nooo you need this mod more then you know.
    If you select extract to from the program your using, point it too C:\Program Files (86x)\Sega\Medieval 2\mods\
    Something like that.

  8. #28
    Meneth's Avatar I mod, therefore I am
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.1

    Quote Originally Posted by Historydude View Post
    Nooo you need this mod more then you know.
    If you select extract to from the program your using, point it too C:\Program Files (86x)\Sega\Medieval 2\mods\
    Something like that.
    That won't work XD
    For one, you're assuming he's using a 64-bit OS. Second, it's x86, not 86x.

  9. #29
    Alpha Zeke's Avatar Vicarius
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.1

    64-*bit OS, and I dont understand what difference it would make, and I free wrote it >.>

  10. #30
    Meneth's Avatar I mod, therefore I am
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.1

    Quote Originally Posted by Historydude View Post
    64-*bit OS, and I dont understand what difference it would make, and I free wrote it >.>
    The difference is that on a 32-bit OS, there IS no Program Files (x86), there's only Program Files.

  11. #31
    Alpha Zeke's Avatar Vicarius
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.1

    well. I guess i know i have a 64 bit now

  12. #32

    Default Re: The 6.3 Sub-mod Compilation (SC) 1.1

    I have 32. I will uninstall 6.3 and medieval II and then re-install it all again, then I'll get back to you

  13. #33
    Alpha Zeke's Avatar Vicarius
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.1

    Alright! Goodluck, and try and use the default paths they give you or remember which ones you install in

  14. #34
    Meneth's Avatar I mod, therefore I am
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.2

    1.2

    • New version of DSU, now hopefully not draining much more than it should

  15. #35
    For England Men's Avatar Miles
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    Default Re: The 6.3 Sub-mod Compilation (SC) 1.1

    Quote Originally Posted by Barry Lyndon View Post
    I have 32. I will uninstall 6.3 and medieval II and then re-install it all again, then I'll get back to you
    Uninstall the whole lot first then install M2TW fresh, then kingdoms, then the kingdoms 1.5 patch, then SS6.3 and then this sub mod compilation.

    The path you want to unzip to is C:\Program Files\Sega\Medieval 2\mods\

    Now run the setup exe and tick what you would like, I tick savage AI , permanent watchtowers , Faster turn times and Live long and prosper and choose early campaign let that run and you are away you can use your SS 6.3 desktop icon to run the game straight off from now on.

    Thanks for this Meneth and Historydude, by the way applied 1.1 last night, tested and works perfect.
    Last edited by For England Men; August 13, 2010 at 05:24 AM.

  16. #36
    Meneth's Avatar I mod, therefore I am
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    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.3

    1.3

    • New version of FTT which now works in the late campaign

  17. #37
    Meneth's Avatar I mod, therefore I am
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    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.3

    Upcoming:
    1.4

    • Historydude's Instanople script to be added

    ETA: tomorrow.

  18. #38

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.3

    sorry, but I don't understand what's this compilation is for. Should I replace the files in this compilation after I install 6.3?

  19. #39
    Meneth's Avatar I mod, therefore I am
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    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.3

    Quote Originally Posted by tranceoholic View Post
    sorry, but I don't understand what's this compilation is for. Should I replace the files in this compilation after I install 6.3?
    It's a collection of some sub-mods for 6.3.
    I'd recommend installing it, but then I'm pretty biased, being the creator of the Compilation and all

  20. #40

    Default Re: Meneth's 6.3 Sub-mod Compilation (MSC) 1.3

    You told me today that FFT 2.0 breaks the campaign script. Yet I see you have listed for the 6.3 Sub-mod Compilation:

    Historydude's and Meneth's Faster Turn Times (FTT) sub-mod (un-toggleable)

    Faster Turn Times 2.0!
    The First and Only FTT mod for Stainless Steel 6.3!
    Remember to +rep me (Historydude) and Gracul, and especially Kong! and now Meneth!
    This mod improves turn times by disabling unnecessary code.

    Guess I won't be using this compilation until it is udated to FTT 3.1
    Roland searched the continent for the man who'd done him in
    He found him in Mombasa in a barroom drinking gin
    Roland aimed his Thompson gun. He didn't say a word
    But he blew Van Owen's body from there to Johannesburg
    - Warren Zevon - Roland the Headless Thompson Gunner - 1978

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