Texas Revolution Mod 1836 - Released

This is where our experts try to teach you the very flexible modding system for our previous release - SOW Gettysburg and its add-ons. It's powerful, but dangerous. Post your tips and your questions.
Crikey
Reactions:
Posts: 447
Joined: Mon Aug 09, 2010 4:55 pm

Texas Revolution Mod 1836 - Released

Post by Crikey »

Image


Here is the final release

http://www.mediafire.com/download/3o3ud ... 6_final.7z

Please delete the earlier version if you have it installed.


Credits

The core of this mod is Gunship's Wagram mod and Kriegspiel's excellent add on. All credit should go to them. All mistakes fall to me.

Particular thanks to Martin James and MTG's whose help means that this version should also work in MP although I haven't tested this.

Finally, this one's for JB.

Further mods

This mod can be added to/improved by other modders as they see fit.

Read Me

Here's the Read Me that sets out what you need to do. Follow this updated [simpler] Readme not the one in the download

*******************************************

Texas Revolution 1836 Mod v3 (final)

This mod introduces Mexican and Texian forces into the Napoleonic Road to Wagram & Kriegspiel 1.65 mods.You must have these mods installed first.

However, this mod needs to over-rule all the csv files used in both the Wagram and Kriegspiel mods. It must therefore be BELOW the Road To Wagram Mod and Kriegspiel mod on the modification screen.
The order should look like this -

Road to Wagram
Kriegspiel
Mexico 1836

Then activate all three (i.e. a yellow block appears next to each).

This mod used SR1 OOBs. You need to amend the sprite ratio in the main options screen to 1:1.
Uniforms should be set to best in the options menu.


NOTE: This mod includes
1. Additional packed sprites for some of the Texian forces.
2. New flags
3. New screens
4. Some additional weapon types (i.e. Kentucky Rifle)
5. 3x SR1 OOBs for San Jacinto & Bexar (fictionalised for balance) and another fictional Tejas OOB that imagines US forces under Winfield Scott getting involved alongside Sam Houston.

**************

Many Thanks.
Last edited by Crikey on Sun Jun 01, 2014 11:26 am, edited 1 time in total.
JohnVW
Reactions:
Posts: 316
Joined: Tue Nov 12, 2013 2:48 am

Re: Texas Revolution Mod 1836 - Released

Post by JohnVW »

per your "However, this mod replaces all the csv files used in both the Wagram and Kriegspiel mods. It is best therefore to rename the Road To Wagram & Kriegspiel\Logistics folders (if they are present) before using this mod so that they do not clash with the Mexico mod (e.g. rename them to 1Logistics)."

ok, I'm a little confused...before playing and selecting MODS I rename the existing Wagram and Kriegspiel folders? if I do rename them, how will Tex Rev 1836 "find them" even if activated? (doesn't your mod need to recognize the other two by name?)...or do I copy both and then rename one set of them?
Crikey
Reactions:
Posts: 447
Joined: Mon Aug 09, 2010 4:55 pm

Re: Texas Revolution Mod 1836 - Released

Post by Crikey »

JVW - No. You rename the logistics folder only. The Texas mod contains the necessary logistics files so you don't want any that come with the RTW or Kriegspiel mod to be recognised by the game, hence the need to rename these folders if they are present. From your posts in other threads I thought you had the previous version of 1836 up and running. If so, you should already have done this.
Last edited by Crikey on Tue May 27, 2014 6:30 pm, edited 1 time in total.
JohnVW
Reactions:
Posts: 316
Joined: Tue Nov 12, 2013 2:48 am

Re: Texas Revolution Mod 1836 - Released

Post by JohnVW »

I'm a little confused...before playing and selecting MODS I rename the existing Wagram and Kriegspiel folders, OR just those 2 files? if I do rename them will I then need to go back and reverse that should I want to use either of those files in another mod? thanks...
User avatar
RebBugler
Reactions:
Posts: 4252
Joined: Sun Aug 03, 2008 12:51 am
Location: Ouachita Mountains, Arkansas

Re: Texas Revolution Mod 1836 - Released

Post by RebBugler »

Hey Crikey

Suggestion... To avoid confusion by asking folks to rename folders in mods necessary for your mod to function properly, add all the necessary files or folders into your mod to over-ride those files (they can be just stock files). Then all that is required for your mod to function properly with those necessary mods enabled is to make sure your mod is in the lowest priority in Modifications. Then, advise users to deactivate this mod when not in use or it will skew, and probably crash the mods you required for it to function.

Any way you look at it, asking users to tweak other folks mods for the benefit or necessity of yours is not a desirable approach, and is bound to detract from your mod's popularity...not to mention the possible ire of modders concerning their tweaked mods as unnecessary and unwanted questions rebound their way.
Last edited by RebBugler on Thu May 29, 2014 2:41 am, edited 1 time in total.
Bugles & Flags Gettysburg - Toolbar, Flags, Scenarios, and More...
JohnVW
Reactions:
Posts: 316
Joined: Tue Nov 12, 2013 2:48 am

Re: Texas Revolution Mod 1836 - Released

Post by JohnVW »

yes, that would help !! i'll "stay tuned"...(thanks RebBugler)
Crikey
Reactions:
Posts: 447
Joined: Mon Aug 09, 2010 4:55 pm

Re: Texas Revolution Mod 1836 - Released

Post by Crikey »

Hey Reb - frankly, I didn't think it was confusing but I appreciate the advice/new perspective. :)

All of the csv files needed are included in my mod. If that means they automatically over rule those in the other mods, then fine. No renaming necessary. You're more familiar with SoW modding. Is that right?

I intentionally didn't add all of the necessary Nap graphics because that would have made the mod 500GB. I wanted this to be an add on to the great work done by the Nap guys, not a replacement.
JohnVW
Reactions:
Posts: 316
Joined: Tue Nov 12, 2013 2:48 am

Re: Texas Revolution Mod 1836 - Released

Post by JohnVW »

so crikey, best way is simply make sure your mod loads last...right? (and that should over-ride necessary files)
User avatar
RebBugler
Reactions:
Posts: 4252
Joined: Sun Aug 03, 2008 12:51 am
Location: Ouachita Mountains, Arkansas

Re: Texas Revolution Mod 1836 - Released

Post by RebBugler »

Hey Reb - frankly, I didn't think it was confusing but I appreciate the advice/new perspective. :)

All of the csv files needed are included in my mod. If that means they automatically over rule those in the other mods, then fine. No renaming necessary. You're more familiar with SoW modding. Is that right?

I intentionally didn't add all of the necessary Nap graphics because that would have made the mod 500GB. I wanted this to be an add on to the great work done by the Nap guys, not a replacement.
I wasn't referring to the graphics files, we're talking same-named files, like the logistics, which are small. Sounds like you've got it covered already. Sometimes I've had to mix lines of logistics files, like my nap toolbar which had to use Gunship's files also, but I've always used the over-ride method to avoid changing other folks mods.

You know, but a reminder to all, the lowest prioritized mod is read last, and those files will rule.
Bugles & Flags Gettysburg - Toolbar, Flags, Scenarios, and More...
Crikey
Reactions:
Posts: 447
Joined: Mon Aug 09, 2010 4:55 pm

Re: Texas Revolution Mod 1836 - Released

Post by Crikey »

Cool. Thanks Reb.

Simpler the better. Have updated the install instructions in the first post.

Who knows some people may even play it now... :laugh:

JVW - hope this helps. B)
Last edited by Crikey on Thu May 29, 2014 7:38 pm, edited 1 time in total.
Post Reply