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Thread: Mod Manager 1.5 (fixed download link)

  1. #1
    Artifex
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    Default Mod Manager 1.5 (fixed download link)

    NEW: I added rudimentary conflict detection between pack files. It's quite useful to see which files are overwriting which between the various pack files. I also added the ability to view all pack types, not just mod packs. But you can only arrange the load order when viewing mod packs only.

    I put together a very basic mod manager which will detect the mod packs you have in your ETW\data directory and allow you to enable/disable and order them as you please. When you launch the game from the mod manager, your user.empire_script.txt will be updated according to how you've set up your mods. When you start the manager, it will detect which mods were configured last time and list those first in the list - any newly detected mod packs are sorted in alphabetical order. Also, don't worry about it overwriting your settings in user.empire_script.txt: Mod Manager will preserve any non-mod-related lines in that file.

    Once you check which mods you want enabled, you have to run the game from Mod Manager at least once to set the script up. After that, you can run the game any way.





    Note that this software requires the .NET Framework 2.0.

    Most people will just want to download this first package and extract it wherever as long as you keep all the files in the package together.
    Windows binary: https://sourceforge.net/projects/etw...5.zip/download

    If you're curious, you can also check out the source code:
    Source code: http://etw-mod-tools.svn.sourceforge...unk/ModManager


    Code:
    Changes in 1.5:
    - added an automatic "last used mods" profile that is created when the Launch button is pressed, and read whenever Mod Manager starts up (used in lieu of the broken commenting out of mods in the user.empire_script.txt file)
    - fixed profiles to save disabled mod information and to preserve order of all mods
    
    Changes in 1.4:
    - fixed crash trying to use an invalid automatically detected ETW path (i.e. the game was moved manually)
    - fixed launch button not using user-set ETW path
    - fixed reordering of mods
    - added saving of ETW path so if auto-detection fails the user doesn't have to find it again every time
    - added "Show vanilla conflicts" checkbox to show conflicts in the vanilla files (i.e. ones that came from CA)
    
    Changes in 1.3:
    - improved list caption to explain difference between viewing all packs and viewing just mod packs
    - added help link to define a "conflict"
    - fixed Path.Combine error preempting the failed-to-not-find-ETW-directory failsafe
    
    Changes in 1.2:
    - added "Show all pack types" option for viewing non-mod packs
    - added conflict detection between packs on a file by file basis
    - fixed mod script output
    
    Changes in 1.1:
    - mac89 added profile saving
    - added delete button for profiles
    - changed CheckedListBox to ListView in preparation for displaying readme.xml metadata
    
    Changes in 1.0.1
    - fixed crash if no user.empire_script.txt exists when manager starts
    
    Changes in 1.0
    - changed encoding of user.empire_script.txt to Unicode
    - fixed semicolon at end of line
    - added version to form title
    - fixed preserving checked state when moving checked items up/down
    - added preserving of the last-used mods (preserving both enabled/disabled and load order)
    - added preserving of non-mod-related lines in user.empire_script.txt
    - added failsafe for user manual selection of path to Empire.exe
    Last edited by LtChambers; July 24, 2009 at 09:38 AM. Reason: fixed download link (for real this time)

  2. #2
    waronmars's Avatar Wimmer
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    Default Re: Mod Manager 0.9

    LtChambers- the user.empire_script.txt must be saved in unicode for the game to read it. This loader is saving in the default ANSI encoding, which Empire will ignore.

    Great idea though, thanks for going to the toruble to make this. I will definately be using it with my mods
    Last edited by waronmars; March 21, 2009 at 03:36 AM.
    I speak Spanish to God, Italian to women, French to men, and German to my horse. -Charles V

    My Mods- PipMod, LeatherUI, Spain Retexture+flag swap
    My website

  3. #3
    Aldgarkalaughskel's Avatar Sit Vis Nobiscum.
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    Default Re: Mod Manager 0.9

    Nice idea, did you test this?

  4. #4
    The Phenom's Avatar Yoshihara
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    Default Re: Mod Manager 0.9

    I'll download when the ANSI encoding problem is fixed. Great work, LtChambers, as always!
    Last edited by The Phenom; March 21, 2009 at 10:09 AM.

  5. #5
    Tassen's Avatar Yoda
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    Default Re: Mod Manager 0.9

    Me too, as soon as the fix is in place I'll give it a whirl.

    Question:
    Do I have to launch the game from this program, or can I use it just to set up my/make changes to my, user.empire_script.txt, and then launch the game the default way?

  6. #6
    Chinen
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    Default Re: Mod Manager 0.9

    BTW, I've noticed that the manager don't put the ";" at end of lines, and that prevent mod from launching even in unicode format (tested).

    But great Work, simple,complet (launch order) and fonctionnal.

    edit: still not fixed in 1.0
    Nice improvments through and keeping the list in the text file is great too.
    I notice that when your text file isn't blank at start it duplicate entries (not a big deal).
    Last edited by MrThib; March 21, 2009 at 11:29 AM.

  7. #7
    Artifex
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    Default Re: Mod Manager 0.9

    Quote Originally Posted by waronmars View Post
    LtChambers- the user.empire_script.txt must be saved in unicode for the game to read it. This loader is saving in the default ANSI encoding, which Empire will ignore.
    Thanks for the heads up, I fixed that.

  8. #8
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    Default Re: Mod Manager 0.9

    Quote Originally Posted by MrThib View Post
    BTW, I've noticed that the manager don't put the ";" at end of lines, and that prevent mod from launching even in unicode format (tested).

    edit: still not fixed in 1.0.
    Bah, fixed that too - I've now overwritten "1.0" twice. I wish had some real mod packs to test this (I just tested that it loads to main menu). I'm too lazy to make them myself at the moment.

  9. #9
    ashesh's Avatar Aoba
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    Default Re: Mod Manager 1.0

    Nice work will try it

    No me saques sin raçon, no me enbaines sin honor

  10. #10
    Captian Barbossa's Avatar Suzuki
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    Default Re: Mod Manager 1.0

    Looks very nice. I might give this thing a try.
    My named ships in Empire Total War: (that i can remember)

    Fifth Rate, HMS Poseidon.

    Fifth Rate, HMS Dauntless.

    Fifth Rate, HMS Enterprise NCC-1701

    Fifth Rate, HMS Simi.


    ------
    "Ya best start believing in ghost stories Miss Turner. You're IN one!"

  11. #11
    Chinen
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    Default Re: Mod Manager 1.0

    Still not working, here is my txt:

    #mod "gloss_test.pack"
    mod "MrThib-ottomans-officers.pack"
    mod "MrThib-ottomans-textures.pack"
    #mod "my_pack.pack"
    mod "patch_proper_weapon_ranges_thib.pack"
    it should be:

    #mod gloss_test.pack;
    mod MrThib-ottomans-officers.pack;
    mod MrThib-ottomans-textures.pack;
    #mod my_pack.pack;
    mod patch_proper_weapon_ranges_thib.pack;

  12. #12
    Artifex
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    Default Re: Mod Manager 1.0

    Hmm, do you have the latest version? Exe should be last modified at 10:25. And are we sure that quotes won't work? It crashed when I tried to put spaces in it without quotes, but maybe that was because I didn't have semicolons...hmm.

  13. #13
    Chinen
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    Default Re: Mod Manager 1.0

    I'm trying to re-download it... I was peraphs too fast on this...
    I test and report here right now.

    Edit: I went too fast on this, now I have the ; and the quotes are not a problem.
    I've also noticed I get some error if I don't have an empty script file before launching the manager (not a big deal either...)

    Great work, that will make life easier
    Last edited by MrThib; March 21, 2009 at 12:00 PM.

  14. #14
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    Default Re: Mod Manager 1.0.1

    Fixed crash on having no existing user.empire_script.txt file. Thanks for testing.

  15. #15
    Chinen
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    Default Re: Mod Manager 1.0.1

    Wooow !!!

  16. #16
    Chinen
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    Default Re: Mod Manager 1.0.1

    Still not working without the script file...
    The 1.0.0 was crashing at start, the 1.0.1 manage to start and allow to select the mods but crash at game start, seems it don't manage to create the text file (could be my settings through)...
    I post the detail of the error if that can help you (some part are in french through...)
    Code:
    Consultez la fin de ce message pour plus de détails sur l'appel du débogage
    juste-à-temps (JIT) à la place de cette boîte de dialogue.
    
    ************** Texte de l'exception **************
    System.IO.FileNotFoundException: Impossible de trouver le fichier 'C:\Documents and Settings\Thibault\Application Data\The Creative Assembly\Empire\scripts\user.empire_script.txt'.
    Nom du fichier : 'C:\Documents and Settings\Thibault\Application Data\The Creative Assembly\Empire\scripts\user.empire_script.txt'
       à System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
       à System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
       à System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options)
       à System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize)
       à System.IO.StreamReader..ctor(String path, Encoding encoding)
       à System.IO.File.ReadAllLines(String path, Encoding encoding)
       à ModManager.ModManagerForm.getUserEmpireScriptWithoutMods()
       à ModManager.ModManagerForm.launchGameButton_Click(Object sender, EventArgs e)
       à System.Windows.Forms.Control.OnClick(EventArgs e)
       à System.Windows.Forms.Button.OnClick(EventArgs e)
       à System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
       à System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
       à System.Windows.Forms.Control.WndProc(Message& m)
       à System.Windows.Forms.ButtonBase.WndProc(Message& m)
       à System.Windows.Forms.Button.WndProc(Message& m)
       à System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
       à System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
       à System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
    
    
    ************** Assemblys chargés **************
    mscorlib
        Version de l'assembly : 2.0.0.0
        Version Win32 : 2.0.50727.3053 (netfxsp.050727-3000)
        CodeBase : file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
    ----------------------------------------
    ModManager
        Version de l'assembly : 1.0.0.0
        Version Win32 : 1.0.1
        CodeBase : file:///C:/Documents%20and%20Settings/Thibault/Bureau/ETW%20Tools/ModManager_1-0-1/ModManager.exe
    ----------------------------------------
    System.Windows.Forms
        Version de l'assembly : 2.0.0.0
        Version Win32 : 2.0.50727.3053 (netfxsp.050727-3000)
        CodeBase : file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System
        Version de l'assembly : 2.0.0.0
        Version Win32 : 2.0.50727.3053 (netfxsp.050727-3000)
        CodeBase : file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Drawing
        Version de l'assembly : 2.0.0.0
        Version Win32 : 2.0.50727.3053 (netfxsp.050727-3000)
        CodeBase : file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    Common
        Version de l'assembly : 1.0.0.0
        Version Win32 : 1.0.0.0
        CodeBase : file:///C:/Documents%20and%20Settings/Thibault/Bureau/ETW%20Tools/ModManager_1-0-1/Common.DLL
    ----------------------------------------
    mscorlib.resources
        Version de l'assembly : 2.0.0.0
        Version Win32 : 2.0.50727.3053 (netfxsp.050727-3000)
        CodeBase : file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
    ----------------------------------------
    System.Windows.Forms.resources
        Version de l'assembly : 2.0.0.0
        Version Win32 : 2.0.50727.3053 (netfxsp.050727-3000)
        CodeBase : file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_fr_b77a5c561934e089/System.Windows.Forms.resources.dll
    ----------------------------------------
    
    ************** Débogage JIT **************
    Pour activer le débogage juste-à-temps (JIT), le fichier de configuration pour cette
    application ou cet ordinateur (machine.config) doit avoir la valeur
    jitDebugging définie dans la section system.windows.forms.
    L'application doit également être compilée avec le débogage
    activé.
    
    Par exemple :
    
    <configuration>
        <system.windows.forms jitDebugging="true" />
    </configuration>
    
    Lorsque le débogage juste-à-temps est activé, les exceptions non gérées
    seront envoyées au débogueur JIT inscrit sur l'ordinateur
    plutôt que d'être gérées par cette boîte de dialogue.
    edit: the first line is basicaly: "could not find the file at ....."

    edit2: BTW the duplicated entries bug with existing text file is fixed (just to point it out)
    Last edited by MrThib; March 21, 2009 at 12:49 PM.

  17. #17
    Artifex
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    Default Re: Mod Manager 1.0.1

    It takes some time for SourceForge to update its mirrors if I overwrite an existing file apparently, so I've made the fix but can't say it's available yet.

  18. #18
    Chinen
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    Default Re: Mod Manager 1.0.1

    Thanks, I was affraid it was my settings.
    I'll test it when it's up.

  19. #19
    freekyjason's Avatar Wimmer
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    Default Re: Mod Manager 1.0.1

    with the new way of doing mods by packs this tool will certainly be invaluable. great work ltchambers, a much appreciated addition +reps for you

  20. #20
    Chinen
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    Default Re: Mod Manager 1.0.1

    Up and working!!!
    it seems 100% functional now.
    Thanks again!

    edit: someone Sticky this!
    Last edited by MrThib; March 21, 2009 at 01:37 PM.

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