Depending on what exactly you wish to implement, it may be more or less complicated. If for instance you just want to "play" a specific scene, then you would need to take this scene's .sco file, for example "scn_castle_28_exterior.sco" and then put it in the <SceneObj> folder, which will result in a replacement of the native/original .sco of the same scene. Then simply go to the corresponding scene's casle. For each scene there is an indication of its location or scene.
For example if you wish to implement the scene "Large fortress Dekriam" then take the file scn_castle_16_exterior.sco that is inside the folder, put it in <SceneObj> of your game, then go the scene "Almerra."
It gets a little bit more complicated if you wish to enjoy the scenes exactly as they are shown on the screenshots, because many new objects/props are used in their fabrication.
You'd need to implement the many new scenes props which were edited, and these are all shared with the pack. Additionally, you'd need to download a few OSP's that are available from this website. The used OSP's are indicated in the file "List of the non-native props used in pack 1 & in pack 2"
To implement resources (which contain the scene props), you would need to take the files from the folder "inside used decorative props" and then put them in the folder "Resource" of your game. And for each of the resource, you would have to copy its name into the module file. Open the modul.ini file, then at the near end add new lines starting with <load_mod_resource = __and here write the name of the resource___> resulting in:
load_mod_resource: editor_rhodok_retex
load_mod_resource: editor_platform
load_mod_resource: editor_timber_props
etc etc
Again, this should be at the near end of the file, not at the very end, thus somewhere right before <works_with_version_min = 1000>.
The next step is to open these resource files with OpenBrf. If you don't possess this application, I invite you to download it on the internet. It will allow you to see which props/objects are used.
Once you can display that, you'd have to copy each of the prop's mesh names into the text file <scene_props> of your game.
For example, if you open the resource <editor_supply_horses> with OpenBrf, sseveral meshes will be displayed. You would not have to copy the meshes bearing the indications .1 or .2 etc, or .lod1 or .lod2 etc
So, to continue with this example, copy the mesh name of the first object "supply_horse_aa" then go into <scene_props>, at the end of this file create a new line just similar to those before, to end up with:
spr_supply_horse_aa 0 0 supply_horse_aa 0 0
spr_supply_horse_ab 0 0 supply_horse_ab 0 0
etc etc (making sure they are spaced accordingly, just like the lines before)
It is a long process, and you must count the number of objects & lines that you added, coz you'd need to add this value at the top of the file <scene_props> like this:
top of the file prio to modifications:
scene_propsfile version 1
800
top of the file after 110 objects/lines were added:
910
You will notice that some resource files have not only meshes but also "collision", for example the resource "editor_stone_square", in order to implement it accordingly (not just the mesh, but also the collision), you have to add the name of the collision into the line that goes into <scene_props>, like this:
spr_stone_square 0 0 stone_square bo_stone_square 0 (notice that it is usually the same name of the mesh, but preceeded by BO_, and it gives in stead of the before-last "0" in the line
There is a specific way to implement these objects so that they appear exactly as in the scene, no matter in which order they are put inside the text file <scene_props>. Some modders know how to do it, I unfortunately don't. I hope somebody will help us with this..
Implementing all objects may be unnecessary time-consuming; You may focus on implementing the most important props (like the fortifications), as for the small decorative objects, they are not prioritary, unless you are fond of details. Anyway, you can fill the missing gaps yourself, as editing scenes is not complicated, and fun.
On the forums of taleworlds it is possible to find all the necessary tutorials for any type of modding operation, as well as for scening.