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Thread: Mod Manager [Updated 25/04/14]

  1. #1
    .Mitch.'s Avatar Fighting inevitability.
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    Default Mod Manager [Updated 25/04/14]

    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


    DOWNLOAD
    Last edited by .Mitch.; April 25, 2014 at 12:16 AM. Reason: (Updated 25/04/14)

  2. #2
    Discens
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    Default Re: [TOOL] Mod Manager

    +1 rep this and everything else today is simply just a breakthrough. Amazing work to all modders and I plan on helping Jam do some testing for various versions and making some of my own edits once the higher level modification language is available.

  3. #3
    IlluminatiRex's Avatar And the band played on.
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    Default Re: [TOOL] Mod Manager

    guys I tested it for mitch to make sure it worked give me credit m'kay.

    Seriously though, huge props to you Mitch, and everyone else hard at work modding Rome II.
    I am the author of the "Classic Total War Recruitment" mod for Total War: Rome II! Now with a DeI compatible version! I also have Transports only through Ports for Rome II!

  4. #4
    Miles
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    Default Re: [TOOL] Mod Manager

    So I put Radius Moral Mod and the Grand Campaign minimod into my data folder and loaded this up and I don't see any options when I unclick the side boxes. Does that mean these 2 mods are incompatible with this Tool? I'm confused on how to use this.

  5. #5
    .Mitch.'s Avatar Fighting inevitability.
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    Default Re: [TOOL] Mod Manager

    Quote Originally Posted by VladimirTW View Post
    So I put Radius Moral Mod and the Grand Campaign minimod into my data folder and loaded this up and I don't see any options when I unclick the side boxes. Does that mean these 2 mods are incompatible with this Tool? I'm confused on how to use this.
    You should read the OP:
    Currently most initial mods use MOVIE format packs and as such won't be able to be controlled by mod manager and will always activate, you should go tell the mods creator to use MOD format packs which will save you major headaches in the future.

  6. #6
    Aquilifer
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    Default Re: Mod Manager

    Awesome, thanks Mitch..

  7. #7
    husserlTW's Avatar Artifex
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    Default Re: Mod Manager

    Do we know how the user script file is named?




  8. #8
    .Mitch.'s Avatar Fighting inevitability.
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    Default Re: Mod Manager

    Quote Originally Posted by husserlTW View Post
    Do we know how the user script file is named?
    Are you joking? It's user.script.txt

    Why/How would I release a Mod Manager without knowing the script file name? lol

  9. #9
    daniu's Avatar 比你才牛
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    Default Re: Mod Manager

    And how do you autodetect the Rome II installation? I can't find the usual Uninstall entries in my registry.
    Tools: PFM 3 - EditSF 1.1.2

    Warscape Modding Guide
    Join the PFM User Group on Steam to receive PackFileManager update notifications.

    Don't need your Steam Trading Cards?
    I give you games for them.


    Respecto Patronum

  10. #10
    Pnutmaster's Avatar Dominus Qualitatium
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    Default Re: Mod Manager

    Because my Rome II was installed in an alternate Steam directory (/SteamLibrary on my SSD), Mod Manager can't detect it Any remedy to this?
    Under the patronage and bound to the service of the
    artist formerly known as Squeakus Maximus
    Stoic Pantheist of S.I.N

  11. #11
    husserlTW's Avatar Artifex
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    Default Re: Mod Manager

    Are you joking? It's user.script.txt

    Why/How would I release a Mod Manager without knowing the script file name? lol
    I bypass the irony saying that it would be better to answer how you know it - if not guessing -, since no mod pack has worked so far. I remind you that for Empire was user.empire_script.txt. Is it so impossible that it might have changed again?




  12. #12
    .Mitch.'s Avatar Fighting inevitability.
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    Default Re: Mod Manager

    Quote Originally Posted by daniu View Post
    And how do you autodetect the Rome II installation? I can't find the usual Uninstall entries in my registry.
    I had the same problem, even after running Steam/Rome2 as admin and all that, no registry entry created (anywhere!)

    So atm users just point to it themselves when the program naturally can't find it automatically and then its saved, a lot like the PFM I assume.

  13. #13
    ToonTotalWar's Avatar Proud Geordie/Italian
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    Default Re: Mod Manager

    The registry creates and places the user script in the creative assembly folder, I can confirm that this mod manager works 100% with no problems

  14. #14
    Scythion's Avatar Aquilifer
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    Default Re: Mod Manager

    Will you create a guide?

  15. #15
    Munifex
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    Default Re: Mod Manager

    I keep getting an Unhandled exception error any time I try to do something.
    Worked fine the first time I launched it to enable the uniform colours mod, every time after that i get this error when I try to do anything and it isn't showing up new mods anymore.
    The error is below.

    Spoiler Alert, click show to read: 
    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.


    ************** Exception Text **************
    System.ArgumentException: not a pack file
    Parameter name: filepath
    at Common.PackFile.Open(String filepath)
    at Common.PackFile..ctor(String filepath)
    at ModManager.ModManagerForm.fillModListView(String profileName)
    at ModManager.ModManagerForm.showAllPackTypesButton_Click(Object sender, EventArgs e)
    at System.Windows.Forms.Control.OnClick(EventArgs e)
    at System.Windows.Forms.CheckBox.OnClick(EventArgs e)
    at System.Windows.Forms.CheckBox.OnMouseUp(MouseEventArgs mevent)
    at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
    at System.Windows.Forms.Control.WndProc(Message& m)
    at System.Windows.Forms.ButtonBase.WndProc(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)




    ************** Loaded Assemblies **************
    mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5466 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
    ----------------------------------------
    ModManager
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0
    CodeBase: file:///C:/Program%20Files%20(x86)/Steam/SteamApps/common/Total%20War%20Rome%20II/Rome2%20Mod%20Manager/Rome2%20Mod%20Manager/ModManager.exe
    ----------------------------------------
    System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5468 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System.Configuration
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
    ----------------------------------------
    System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
    ----------------------------------------
    tu30ytea
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    Common
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Program%20Files%20(x86)/Steam/SteamApps/common/Total%20War%20Rome%20II/Rome2%20Mod%20Manager/Rome2%20Mod%20Manager/Common.DLL
    ----------------------------------------


    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.


    For example:


    <configuration>
    <system.windows.forms jitDebugging="true" />
    </configuration>


    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.



  16. #16
    Libertus
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    Default Re: Mod Manager

    You make it so easier to install mods, thanks !

  17. #17
    Munifex
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    Default Re: Mod Manager

    Instead of the Mod manager I used a user_script.txt and it works for me. I took two simple mods, entered them in the script file and they work. In addition I edited the savegame file and they all seem to like each other. But only if I run the game As Administrator. The Mod Manager doesnt work for me because the mods are movie types.
    As for the Unhandled exeption...I am not sure why, (my security settings grant me all rights) but the only way I can open the RFM beta or the Mod Manager or anything else is As Administrator. Then it works. Otherwise I get the same nasty error messages. I tried putting these tools in the game directory but all I got was the same. So now I have them on my desktop.

  18. #18
    Libertus
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    Default Re: Mod Manager

    Quote Originally Posted by .Mitch. View Post
    I had the same problem, even after running Steam/Rome2 as admin and all that, no registry entry created (anywhere!)

    So atm users just point to it themselves when the program naturally can't find it automatically and then its saved, a lot like the PFM I assume.
    I manually directed the Manager to the folder, but it keeps asking me to do so everytime I launch the program. Any way to make it permanently "remember" the location?

  19. #19
    bodkin's Avatar Aquilifer
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    Default Re: Mod Manager

    I haven't used this for a while, what is the load order? If something is at the top of the list does that get overwritten by something further down the list that has conflicts with it? Or is it the other way around?

  20. #20
    .Mitch.'s Avatar Fighting inevitability.
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    Default Re: Mod Manager

    Higher up the load order = higher load priority.

    Mod A that is above Mod B in the list will mean that Mod A's files overwrite Mod B's.

    However this obviously only applies if Mod A and Mod B are both activated (ticked).

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