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

  1. #181

    Default Re: Mod Manager

    how the I change the path?!

  2. #182

    Default Re: Mod Manager

    Quote Originally Posted by LestaT View Post
    Or maybe the mods you're activating not compatible with Patch 4 ?
    Nope. Even if I have no mods installed or activated MM still wont get past a black screen. This is really peeving me off as I was trying to give this game another go.

  3. #183
    Hjalfnar_Feuerwolf's Avatar Civis
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    Default Re: Mod Manager

    Quote Originally Posted by AuburnAlumni View Post
    I cannot for the life of me get this to work. I downloaded the mod manager and put it on my desktop. It can't find the Rome.exe file and when I point it to the Rome II location it gives me this...See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.
    ************** Exception Text **************
    System.IO.FileNotFoundException: Could not load file or assembly 'Common, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified.
    File name: 'Common, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
    at ModManager.ModManagerForm.fillModListView(String profileName)
    at System.Windows.Forms.Form.OnShown(EventArgs e)
    at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
    at System.Threading.ExecutionContext.runTryCode(Object userData)
    at System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData)
    at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
    at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
    at System.Windows.Forms.Control.InvokeMarshaledCallbacks()
    WRN: Assembly binding logging is turned OFF.
    To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
    Note: There is some performance penalty associated with assembly bind failure logging.
    To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].

    ************** Loaded Assemblies **************
    mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5472 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/Microsoft.NET/Fra...7/mscorlib.dll
    ----------------------------------------
    ModManager
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0
    CodeBase: file:///C:/Users/Drew/AppData/Local/...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...dows.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...089/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...em.Drawing.dll
    ----------------------------------------
    System.Configuration
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5476 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL...figuration.dll
    ----------------------------------------
    System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5476 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL...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...essibility.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.
    WHAT AM I DOING WRONG??
    Simple thing. The Mod Manager can't find the Common.dll that was in his .zip-File. They have to be in the same folder.

  4. #184

    Default Re: Mod Manager

    mod manager doesn't work for me since patch4. It causes game to crash on start up.

  5. #185

    Default Re: Mod Manager

    Quote Originally Posted by Mr.Freud View Post
    mod manager doesn't work for me since patch4. It causes game to crash on start up.
    Same. Does Mitch know about this? Quite a few people are getting it now. He is probably working on a new version. Lets hope. I think it would be kind of hard for him not to know. Anyway thanks for MM Mitch it is pretty great to use (pre patch 4).

  6. #186
    Inevitability won
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    Default Re: Mod Manager

    I've finished the new Mod Manager, had someone test it and they report it works fine, will release soon hopefuly.

  7. #187

    Default Re: Mod Manager

    It's not working for me. Whenever i try to load a mod (all factions playable or radius) and click on launch, i got a black screen and the game stops working.

  8. #188

    Default Re: Mod Manager

    I have seen Mitch's post about a new version coming out so i assume the following won't matter to much , but just to throw in my input..

    With the latest patch I've started having issues, when i launch Rome through the mod manager i crash on the initial splash screen.

    I tried moving the install directory of RTW2 and it now fails to even launch the game.

  9. #189

    Default Re: Mod Manager

    Ok I don't know if you uploaded the new version yet but I went ahead and re-downloaded MM. Now everything seems to be working which is a bit strange... I will tell you if I get any issues. I will check back later to download the newest verson. Anyway thanks Mitch.

  10. #190

    Default Re: Mod Manager

    Played for two hours with 20+ mods and it works fine.

  11. #191

    Default Re: Mod Manager

    Mod Manager was functioning perfectly the day after steam updated Rome II to patch 4. But now it is not loading any of my mods, including Radious Total War mod. Is anyone else having this issue? I hope that the new version Mitch is working on can fix this issue. Pretty please.

  12. #192

    Default cpy of rome 2 for testing purposes

    ive got a copy of rome 2 for mod testing on my machine.

    But my copy of Mod manager seems to be tweaking my original install. Anyone know how to get it to run separately.

    'trix

  13. #193

    Default Re: Mod Manager

    Hi, Wanted to do some modding for rome2 without playing with my original install and the mods I have there.

    So I created a copy of the game elsewhere on my pc to mess with.

    SO I have two copies of MM - one for my GOOD rome2 and one for my modding rome2.

    Only thing is my MM in my copy folder seems to be reading and writing my mods from my original install.

    Is there any way to make it so I can run more than one MM on more than one ROME2 install?

    'trix

  14. #194
    Inevitability won
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    Default Re: Mod Manager

    Quote Originally Posted by versengeteriks View Post
    Hi, Wanted to do some modding for rome2 without playing with my original install and the mods I have there.

    So I created a copy of the game elsewhere on my pc to mess with.

    SO I have two copies of MM - one for my GOOD rome2 and one for my modding rome2.

    Only thing is my MM in my copy folder seems to be reading and writing my mods from my original install.

    Is there any way to make it so I can run more than one MM on more than one ROME2 install?

    'trix
    Yes, simply place a dir.txt file next to the .exe with your path in it for that install. MM will then use that path above all others.

    I.e, put on line one of a text file named dir.txt:
    C:\programfiles\steam\etc\etc\total war rome 2

  15. #195

    Default Re: Mod Manager

    Sweet, works a treat, +1 rep thx :-)

  16. #196
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: cpy of rome 2 for testing purposes

    For warscape you don't basically need to make a copy of Rome II installation, unlike the original RTW. Warscape ensures that all vanilla files are untouched. I know it's not a solution to your question but for me making copies of the installation of Rome II for modding purposes is wastage on hard disk space.

    You can simply delete the mod pack should your work not working.


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  17. #197

    Default Re: Mod Manager

    .Mitch., could you help me? I can activate the mods, set their correct order and launch the game but there no changes in game. Is anybody having an issue with mod manager not loading the mods into the game with patch 4?

  18. #198
    Arahnas's Avatar Laetus
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    Default Re: Mod Manager

    Sorry.
    Please tell me where to download Mod Manager v.4?

  19. #199
    Zaar's Avatar Semisalis
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    Default Re: Mod Manager

    /duck and cover
    i know, this is a weird question here, but i canīt find it via search..... where can i get the modmanager for ETW or could i also your Modmanager for RTW2 too?

  20. #200
    Hellbent's Avatar Semisalis
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    Default Re: Mod Manager

    Hey guys,

    Users of my mod have been reporting that they have to click "fix any problems" on the mod manager every single time they run it so that their mods will load. Sometimes they said that they don't run at all. Is this by any chance a bug in the mod manager? Here's what they say:

    Quote Originally Posted by Remo View Post
    I am forced to use the mov pack to make this mod work. The mod version just flat out refuses to work half the time, or it turns itself off in mod manager and changes its name to ttt_1 constantly.

    Mod version works nicely though.
    I'm trying to isolate whether the problem lies with the mod manager or maybe I've used PFM incorrectly. They say the .MOV version works no problems so I'm inclined to think the changes in the mod itself have anything wrong with them.

    Would appreciate any help in this matter, otherwise great work with the mod manager Mitch. You've made tons of mods possible with it!


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