50 Popular Steam Workshop Mods for Total War Rome II Emperor Edition. Ready to Use. Tested with FitGirl Repackseeders: 0
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50 Popular Steam Workshop Mods for Total War Rome II Emperor Edition. Ready to Use. Tested with FitGirl Repack (Size: 885.5 MB)
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THIS IS NOT THE GAME. THIS DOES NOT CONTAIN THE GAME. THESE ARE MODS FOR THE EMPEROR EDITION. MOST OF THESE MODS HAVE BEEN DOWNLOADED FROM THE STEAM WORKSHOP AND FIXED, BECAUSE THEY CONTAINED A "CORRUPETED" HEADER. AT THE END, MORE INFO ON THIS AND ON HOW TO DOWNLOAD AND FIX ANY STEAM MOD YOU WISH. -------------------------------------- For a list of the mods, please inspect folders and files list. I already organized them in their most appropriate category. Every mod is in it's own folder, which I tried to name the same as the mod name in Steam Workshop. Almost every single mod has a Info.txt file that is a copy of what the steam workshop description said at the time I downloaded it, and the ones that don't is because the name says it all. -------------------------------------- === What version of the game should you use these mods with? === I tested these mods with the Repack FitGirl made. It's very good, it's version 2.2.0 which has a lot of patches and it has all DLC. It has the Wrath of Sparta DLC, which means that it includes the Patch 16.1, the latest one. I can't guarantee the mods will work if you use a previous version, or even a different torrent of the same version repack. Link to FitGirl Repack in KAT: http://kickasstorrents.ee/total-war...ad-8-3-9-6-gb-t10445516.html Magnet Link of FitGirl Repack: magnet:?xt=urn:btih:BF0505B9474F82C9F71B26D912502A20EA4F3B4C&dn=total+war+rome+ii+emperor+edition+multi9+fitgirl+repack+selective+download+8+3+9+6+gb&tr=udp%3A%2F%2F9.rarbg.com%3A2710%2Fannounce&tr=udp%3A%2F%2Fopen.demonii.com%3A1337 ---------------------------------------- === FAQ === Q: Why do the mods have a "_fix_" prefix? A: Because I manually fixed them to remove a corrupting header they had when I downloaded them from the steam workshop. No, the prefix is not required, but I thought it would be a good convention to follow. Q: But I don't want them to have the prefix in the ModManager! A: Then change it. It will still work. Q: Why were Steam Workshop files corrupted?? A: No idea. Maybe it's just for the Rome 2 mods. Maybe it's just for Total War mods. Maybe it's because I downloaded them using a third party website or an userscript, and they do that on purpose, while the Steam Client is smart enough to strip the header out. Q: Why didn't you include famous mods like Vae Victis or Divide et Impera? A: Because, although those mods are great, they can be downloaded from somewhere else, and aren't corrupted. You can find them in ModDB, TotalWarCenter forums or by doing a simple google search. Q: How do I install the mods? A: There is no installation. You put them in the data folder of the game. NOT in a subdirectory. But just because they are there, it doesn't mean they will be loaded/activated. So... Q: How do I activate a mod? A: You use the ModManager, which is included in the Torrent. Version 2.0. If you want another version, search "Total War Mod Manager" Q: How do I use the mod manager? A: It's very simple. First, you must select the total war game you want to mod, and where it is located, unless the Mod Manager can find it on its own. You only need to do this once. The mods that are in the *data* folder will be automatically shown in a list. If you put a mod while you have the Mod Manager open, you'll have to restart it. To activate the mods, you check the mods you want, and uncheck the ones you want to deactivate. It can get tedious, but you can save profiles so that a combination of several mods is always one click away. Q: Whoa! Conflict in the mod manager! A: Yes, some combination of mods will report conflict. It just means that two or more mods are going to work on the same file. If you only have one of those active, then no problemo. If you have more than one, then maybe nothing goes wrong or maybe the games crash. Anyway, if you still want to combine them, keep in mind that the higher a mod is in the list, the higher it's priority. In other words, if two mods use the same file, the first one will be able to access it, so the second one might not work as expected. Q: I already activated the mods in the Mod Manager. Can't I just launch the game by it's icon? A: The first time (and every time you change the activated mods), you are going to have to launch it from the mod manager, because when you click launch it writes to the C:Users$YOU$AppDataThe Creative AssemblyRome2scriptsuser.script.txt file, which is what the game reads to know which additional files to load. But after that, you can just launch it from the icon, unless you want to unload a mod or load another one. In that case, you use the manager once again, and can go back to using the icon AFTER YOU LAUNCHED IT AT LEAST ONCE FROM THE MOD MANAGER SINCE THE LAST MOD CHANGE. Q: I deactivated all the mods in the Mod Manager, but they are still loading!? A: Yup. If you deactivate ALL the mods, the Mod Manager doesn't change a thing. It's stupid. You're going to have to delete this file: C:Users$YOU$AppDataThe Creative AssemblyRome2scriptsuser.script.txt Q: I don't want to do that! A: Then, in the Mod Manager, go to File -> Restore to Vanilla. The mods you have in the *data* folder will be moved, though. Keep that in mind. They wont show up in the Mod Manager unless you move them back (and restart it) === Download a Steam Workshop mod and Fix it ==== ---------What you are going to need------------ 1) The SteamWorkshopDownloader website (http://steamworkshopdownloader.com) 2) A Hex editor. There is a free, portable one for Windows called HxD. Don't be scared by the screenshots, what we need to do here is stupid simple. NOTE: you can replace the SteamWorkshopDownloader with an userscript, but I obviate the explanation because if you know what an userscript is then you probably know how to figure things out on your own. ---------------Instructions--------------------- 1) Go to the Steam Workshop and find a mod you want. Copy the URL of the item. For example, this is the URL of the SellYourSlaves mod: http://steamcommunity.com/sh...es/filedetails/?id=272933193 2) Go to the SteamWorkshopDownloader website and paste that URL in the text box. 3) Click the download button that appears when you do step (2). Now you probably have a file with a ".pack" extension. You can try putting it in the game's data folder and launching the Mod Manager, but it's very likely the Mod Manager will not recognize it. That means the files is corrupted. You can try and open it in a program called PackFileManager (http://sourceforge.net/projects/packfilemanager/) and it's going to say something along the lines of "ERROR: Unrecognized header MFH". Don't worry, I've got your back. Onto the next step: 4) Put the downloaded file anywhere that isn't the game's data folder, just in case you forget it and leave it there afterwards. You probably want to put it in the Desktop, for now, for easy access. 5) Open the Hex editor you downloaded 6) In the Hex editor, open the .pack file you downloaded. Right at the top you are going to see something like this. This is the SellYourSlaves mod right after you download it from Steam Workshop. Don't pay attention to the left side: Screenshot See the part I highlighted? Without the quotes: "MFH....." That's our bad boy. The corrupted (or corrupting?) header. Simply delete it like you would delete text in any editor. If you use HxD, it's going to tell you that by deleting it you are changing the file size. This is what I get when I press the Delete key on my keyboard, while having the MFH..... part selected. Screenshot Click accept. 7) Save the file. 8) Put the file in the game's data folder. 9) Open the Mod Manager. The mod should now be recognized by the manager. Simply tick it's checkbox and launch the game. Enjoy :) Rarely, very rarely, the mod is not going to show in the top of the Mod Manager, but in the bottom. That means that whoever made the mod choose an inconvenient format to package it. It will work, but you can't deactivate it from the manager; you have to remove the file manually from the data folder when you don't want to use it. But there is a solution right there in the Mod Manager. Select that mod and click the [CONVERT SELECTED] button in the [CONVERT MOVIE TO MOD] section. Now you can activate/deactivate that mod at will. Sharing WidgetTrailer |