Total War Rome Ii Mod Manager Download

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Total War Rome Ii Mod Manager Download Average ratng: 4,9/5 6173 votes

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Total War: Rome II - Divide et Impera v.1.2.1b - Game mod - Download The file Divide et Impera v.1.2.1b is a modification for Total War: Rome II, a(n) strategy game. A Mod Manager for Total War: Rome 2. The project will support all future iterations of the Total War series.

  • MrJadeSenior MemberLansing, MIPosts: 7,136Registered Users
    CA talked about a new mod manager a while back, but it never happened, clearly.
    Thrones of Britannia: 69/100
    Warhammer II: 73/100
    Warhammer: 79/100
    Attila: 70/100 [Age of Charlemagne: 72/100]
    Rome II: 49/100
    Shogun II: 93/100 [Fall of the Samurai: 95/100]
    Napoleon: 58/100
    Empire: 53/100
    Medieval II: 90/100 [Kingdoms: 90/100]
    Rome I: 88/100
    Medieval I: 92/100
    Shogun I: 84/100
  • edited December 2017
    My number one and only request is to have my mods downloaded and fully accessible when I have no WiFi access. I can't use them at home because of this. At least due to the launcher.
    Tomes read: The Great Betrayal, Master of Dragons, Curse of the Phoenix Crown, Trollslayer, Skavenslayer, Daemonslayer, Dragonslayer
  • TheHorusHereticJunior MemberPosts: 9Registered Users
    I need a new manager. Why can't I mod a better manager like any other game?
  • You will subscribe and update like normal with the old launcher but then you will need to disable all mods with the old one (to ensure compatibility) and close it. Then run the new one and add the new mods.
    I did it a few times today while testing what I was doing.
  • @Kaedrin a counter that show how close you are to the mod cap I would like to see

    snip
    It's much easier and more fun to get engrossed in lore that takes itself seriously and tries to make sense within its own frame of reference.

    the reason I prefer LOTR over warhammer fantasy and 40k
    I am dutch so if you like to have a talk in dutch shoot me a PM
  • I've found that the mod cap is a variable thing actually. I've had a hard crash at 60 and at 63 depending on what mods I'm using. It seems to depend on their complexity.
  • edited December 2017

    I've found that the mod cap is a variable thing actually. I've had a hard crash at 60 and at 63 depending on what mods I'm using. It seems to depend on their complexity.

    that sucks but other than that I have no ideas sorry

    snip
    It's much easier and more fun to get engrossed in lore that takes itself seriously and tries to make sense within its own frame of reference.

    the reason I prefer LOTR over warhammer fantasy and 40k
    I am dutch so if you like to have a talk in dutch shoot me a PM
  • Expected initial feature set so far:
    • Ability to move up and down by 1, 5, 10, and 10% of the mod count
    • Ability to reload/refesh the mod list
    • Conflict notification will show you which tables are conflicting between which modules
    • Time stamp on files will let you see the Date/Time property of the mod file
    • Sorting on columns so you can sort by date, title, enabled, conflicts, etc
    • List of mods should end up showing about 30+ at a time
    • Multiple mods/rows can be selected at once for moving up and down in priority
    • Multiple profiles can be saved and loaded (they are basic txt files saved into the scripts folder)
    • Option to turn on/off Steam integration. Steam integration will pull the title and the author from Steam via HTTP (it's a brute force web page navigation/parse since the community doesn't have workshop tools). Turning this option off will show just the raw filename for the mod (such as jr_old_world_skill_overhaul.pack which is understandable and wmbm.pack which is not).
    • Count of selected mods to show how close you are to the magic 60+ mark where you start running the risk of crashing out on startup

    Features I've identified I want to work on after I get the previous list ironed out:
    • Move the core data list into an XML or .txt file for long term maintenance (and support other games)
    • Move the data path into an XML or .txt file for long term maintenance (and support other games)
    • Move the install path into an XML or .txt file for long term maintenance (and support other games)
    • Move the Steam App ID into an XML or .txt file for long term maintenance (and support other games)
    • Move the EXE path into an XML or .txt file for long term maintenance (and support other games)
    • The ability to hide and unhide mods
    • The ability to delete mods to they have to redownloaded the next time you launch the CA launcher
    • Color code subscribed mods vs edited mods
  • I look forward to your work
    I am having a crash right now
    cannot figure out why and with your tool I can
    so thanks again

    snip
    It's much easier and more fun to get engrossed in lore that takes itself seriously and tries to make sense within its own frame of reference.

    the reason I prefer LOTR over warhammer fantasy and 40k
    I am dutch so if you like to have a talk in dutch shoot me a PM

  • snip
    It's much easier and more fun to get engrossed in lore that takes itself seriously and tries to make sense within its own frame of reference.

    the reason I prefer LOTR over warhammer fantasy and 40k
    I am dutch so if you like to have a talk in dutch shoot me a PM
  • edited January 2018
    I'm ready for beta but I had to temporarily give up on trying to get the author, title, and required mods because I can't tie the subscribed mods list information from steam to the pack files in the data directory. I'm going to PM some of the CA folks to see if they can help or offer any ideas.
  • thanks for the update hopefully you have some success
    PS contact @Mitch_CA especially he made the mod manager for RTW2 before he got hired by CA

    snip
    It's much easier and more fun to get engrossed in lore that takes itself seriously and tries to make sense within its own frame of reference.

    the reason I prefer LOTR over warhammer fantasy and 40k
    I am dutch so if you like to have a talk in dutch shoot me a PM
  • HuntingDogSenior MemberPosts: 1,416Registered Users
    That sounds great!
    One feature I like from the external XCOM 2 mod manager is the ability to group mods.
    https://reddit.com/r/xcom2mods/comments/64mucq/alternative_mod_launcher_now_a_community_project/
    Sometimes it's astonishing how much better software an external developer can provide. In XCOM2s case, the original mod manager is atrociously slow. When loading the 500 mods I have (mostly sound and graphics) it takes at least 5 minutes (on a [email protected] and NVME SSD). The external manager does this in 20-30 seconds. The original manager can't even properly scroll all those mods, lol.
    Wish u the best with your project!!!
    TW-WH SFX gallery: https://www.smugmug.com WH-SFX
    WH1 5K gallery: https://www.smugmug.com WH1
    WH2 5K gallery: https://www.smugmug.com WH2
    [email protected], [email protected], 32GB [email protected], Win10

  • I'll release it Wednesday or so after a few more days of a closed beta. I think I found a way to tie the steam subscriptions to the local pack files (early success case so I'll need to try a few more cases). If it works out I'll add the hidden columns back in for title, author, and required mods.
    So far I have the following items on the to-do list:
    • Add priority column
    • Add resize capability with a focus on 850+
    • Create a Readme
    • Conflict GUI could show more info on what it conflicts with
    • Date column default size needs to be larger
    • Checking an item should move it up to the top with the rest of the checked items (auto-bump)
    • Add help button
    • Add Steam Integration checkbox (if successful)
  • v1.2 has been released with support for the Tomb Kings. I'm pretty close to support for more Total War games (should be Rome 2, Warhammer 1, and Attila in 1.3).
  • where is the download link sorry?
    also is the newest version required to run the game?
    because it is crashing right now

    snip
    It's much easier and more fun to get engrossed in lore that takes itself seriously and tries to make sense within its own frame of reference.

    the reason I prefer LOTR over warhammer fantasy and 40k
    I am dutch so if you like to have a talk in dutch shoot me a PM
  • https://github.com/Kaedrin/warhammer-mod-manager/releases/tag/v1.2
    Can't answer your question though
    'Many players cannot help approaching a game as an optimization puzzle. What gives the most reward for the least risk? What strategy provides the highest chance – or even a guaranteed chance – of success? Given the opportunity, players will optimize the fun out of a game.'
    - Soren Johnson
  • edited January 2018
    Yes, the new version is required. They added 4 new data files which if not added to the 'critical' list will be treated as user mods and that game will NOT like it if you try to tell it to load those or mess with them. So the new version blocks them from being seen by the mod manager.
    Each new DLC will need a new version.
  • Neolucifer2000Junior MemberPosts: 956Registered Users
    Wow looks great!!! when is it going to be released?

    Demand more love for Empire and Beastmen! Playable Middenland with Cult of Ulric! Built-in RoR like Hochland Long Rifles and Knightly orders! Doombull, Wargor, Ghorgon, Jabberslythe, Tuskboar chariot and God-specific Gors! #MakeOldWorldGreatAgain
  • Wow looks great!!! when is it going to be released?

    it is already @sagranda2 posted the link
    thanks for that sagranda2
    @Kaedrin thanks for the answer
    what you do is essential for me thanks again

    snip
    It's much easier and more fun to get engrossed in lore that takes itself seriously and tries to make sense within its own frame of reference.

    the reason I prefer LOTR over warhammer fantasy and 40k
    I am dutch so if you like to have a talk in dutch shoot me a PM
DownloadManager

Total War

Total War: Rome 2 - MOD MANAGER
Works with the CA game launcher!
Image

Information
A Mod Manager for Rome 2, part of a new project by myself to support a brand new iteration of Mod Manager for Rome 2 and all following Total War titles.
If you have any questions, suggestions as to what you'd like to see happen to the tool or issues with Mod Manager please leave a comment here and I'll try to respond when my time permits.

Technical
Requires .NET framework 2.0 or later to work.
Given the introduction of CA's Mod Manager this tool now works by primarily disabling or circumventing the CA Mod Manager, as such any updates to the Total War Launcher may see this tool temporarily broken until I can update it.

Source
The tool is written in C# and the source is available at the SourceForge repository.
https://sourceforge.net/projects/twmodmanager/

Credits
Created by .Mitch.
Testing, thanks to:
IlluminatiRex
'Gunny

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