This is a little surrealist, but I'm going to reply myself (this it's from 5 of June, 2009).
Surely this might be useful for future modders. Having the same questions I had in my beginning.
Nobody wanted to reply me. Sorry for my English dexterity in the old times.
Question #1. No. TaleWorlds didn't added any such kind of switch to automatically avoid the starting launcher menus.
Some games add specific mod command line arguments (Such as the Battle for Middle Earth).
But due the licensing method of the game based on starting pop-up boxes this wasn't implemented.
Question #2. Yes. The trick it's to call the Windows Native keyboard API with a simple Virtual Key Enter callback. So if you do it just after the game start the possible menus are closed (this trick doesn't override the trial, only skips all the nag windows). You can make a batch with a little help of the nircmd's built-in keypressing feature. Or simply an
AutoHotkey,
Autoit,... script.
Question #3. The modern Mount&Blade versions saves the configuration into a binary (dat) file located into
Code:
%Appdata%\Mount&Blade (Savegames)
Code:
%Username%\My Documents\Mount&Blade Warband (Savegames)
it's the location for the expansion. In this case on a simply INI file with value statements named "
"
Data as battle size and graphic configuration it's saved in the binary file. Other such the active module, game version, licensing information and main path are saved into registry values under
Code:
HKCU\Software\MountAndBladeKeys
, and
.
For example the game path it's saved under the default value for the key and the famous selected module as REG_SZ as
and
, respectively.
Hope that helps someone.
Edited: Thanks to [
Vincenzo] and [
cmpxchg8b] for correcting me in some of the Warband latest changes. I'm slightly outdated.