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Removing the Apolyton Pack

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  • Removing the Apolyton Pack

    How do you get rid of the Apolyton Pack? It screws up the Library and I dont like some of the changes it makes. I completely uninstalled and reinstalled the game but it is apparently still there. . . as it shows up in Modswapper when I use the other mods and the library is still screwed up. Argh.

  • #2
    Actually I was wrong. It is the City expansion mod.. it seems to have some built in thing to interface with the Apolyton pack in Modswapper . . . that somehow screws up the library.

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    • #3
      It screws up the library? How so?

      The easiest way would be (and first you should select a mod other than the Apolyton Pack from Modswapper) to find APOL_gamefile.txt and rename it or delete it. If you rename it, make sure the filename doesn't end with 'gamefile.txt' or it will still show up. I don't think this will alter the library at all, but it would unlist the AP.
      To completely remove it, you'll have to delete all the files that came in the zip: every text and slic file with an APOL_ prefix. The first method however will disable it adequately, and would be easier to undo should you change your mind.
      Concrete, Abstract, or Squoingy?
      "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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      • #4
        It isnt the Apolyton Pack, thats gone. Its the City Expansion mod. It screws up the library most noticably when trying to build wonders. The descriptions are gone and it says 'needs to be plugged into library', doh! There are also some changes in the library itself, like different precursers to certain techs that dont exist in the unmodded game at least. This may not mean alot to you veterans but I havent played this game in forever and I forget how the techtree works and what everything does.

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        • #5
          Ah, cross post. You want the City Expansion prefixes instead then.
          Concrete, Abstract, or Squoingy?
          "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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          • #6
            Can I remove the files that alter the library and leave the rest of the mod you think? Ill try it anyway.

            edit: I deleted CX_Great_Library.txt and that seems to have solved the problem.

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            • #7
              Hey thanks for the help wombat. I really didnt expect a reply. This forum seems kind of dead?

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              • #8
                Though this forum is far from dead I must admit that he is less visited since the source code has been released... the source code thread attracts posters like sugar attracts flies.
                "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

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                • #9
                  Keep one installations for mods and another one totally clean unmodded game only patched with the official patch, then all you have to do is delete the modded directories and copy over the unmodded directories once you want to uninstall a mod.
                  Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                  CtP2 AE Wiki & Modding Reference
                  One way to compile the CtP2 Source Code.

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