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Thread: Mod Manager 1.5 (fixed download link)

  1. #181

    Default Re: Mod Manager 1.3 (w/ conflict detection)

    Quote Originally Posted by MrThib View Post
    @kesmai:
    Edit the text file manualy. (go to any released mod thread and you'll find instructions).

    @LTChambers:
    There's something I don't get with loading order.
    I've tried to do some compatibility "patches" for my mod to work with others but when they're in mod format they don't overwrite anything, they work fine in movie format through... (the script file was ordered like this: Base mod/My mod/patch)
    Is there a limit for one db to be overwritten or something else I don't get.
    It's possible there are some subtleties with the overriding system, I don't know many details about it. Maybe you can only overwrite a file once, or maybe you can only override a db file row once, or maybe you can only have the native db file and one extra modded one. Or maybe you put it in the wrong directory. I have no idea.

  2. #182
    Miles
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    Default Re: Mod Manager 1.3 (w/ conflict detection)

    Thanks anyway,
    I know this wasn't the good place to ask too (should have be in architecture primer).
    I'll try to figure this out.
    Thanks for answering

    My Révolution Francaise Mod!

  3. #183

    Default Re: Mod Manager 1.3 (w/ conflict detection)

    Question for you great modders :

    I've done some changes that I'd like to keep by using PFM 1.9.9, only problem is with every patch it get overwritten and I have to do it over again. Modmanager should be a way to avoid this right ?

    If so please help me figure out how to use it. After that I'll write a really simple guide in the Rookie thread about how to use it

    Thanks in advance guys
    “Carpe diem! Rejoice while you are alive; enjoy the day; live life to the fullest; make the most of what you have. It is later than you think.” - Horace 65 BC

  4. #184

    Default Re: Mod Manager 1.3 (w/ conflict detection)

    hi,

    i uncheck the buttom (show all packages) but i can´t see any mods, for example "no-lod4-patch". when i press "show all packages" the mod is there.

    What did i wrong ?

    Thx

  5. #185

    Default Re: Mod Manager 1.3 (w/ conflict detection)

    Quote Originally Posted by faustp View Post
    hi,

    i uncheck the buttom (show all packages) but i can´t see any mods, for example "no-lod4-patch". when i press "show all packages" the mod is there.

    What did i wrong ?

    Thx
    Be sure the mod was saved as a "mod" type .pack file.

  6. #186

    Default Re: Mod Manager 1.3 (w/ conflict detection)

    thank you i got it now

  7. #187

    Default Re: Mod Manager 1.3 (w/ conflict detection)

    Hi!

    Gyus, im getting a couple of conflicts on every mod that the manager detects....should I even care or what?

  8. #188
    Nuxes's Avatar Civis
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    Default Re: Mod Manager 1.3 (w/ conflict detection)

    Quote Originally Posted by RomaJilo View Post
    Hi!

    Gyus, im getting a couple of conflicts on every mod that the manager detects....should I even care or what?
    Jesus ing Christ, nobody even bothers reading the posts above them. Your question has already been answered, if you would just spend 30 seconds reading the previous posts.


    System: i5 2500k, 8GB DDR3, 5870, Win7 Pro 64, 60GB SSD + 1TB SATA, X-Fi Pro Elite

  9. #189
    helmersen's Avatar Praepositus
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    Default Re: Mod Manager 1.3 (w/ conflict detection)

    How do I download? (sorry for the noob question)
    Interested in how Attila and the new LONGBEARDS DLC plays?

    Check out my Total War Attila: Jutes Let's Play: http://youtu.be/rFyxh4mj1pQ
    Check out my Total War Attila: The Langobards Let's Play: http://youtu.be/lMiHXVvVbCE
    Total War: Attila with ERE vs Sassanids GEM at max settings:
    http://youtu.be/jFYENvVpwIs
    Total War: Rome II Medieval Kingdoms Mod Gameplay: http://youtu.be/qrqGUYaLVzk

  10. #190
    Nuxes's Avatar Civis
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    Default Re: Mod Manager 1.3 (w/ conflict detection)

    Quote Originally Posted by helmersen View Post
    How do I download? (sorry for the noob question)
    Quote Originally Posted by LtChambers View Post


    System: i5 2500k, 8GB DDR3, 5870, Win7 Pro 64, 60GB SSD + 1TB SATA, X-Fi Pro Elite

  11. #191

    Icon10 Re: Mod Manager 1.3 (w/ conflict detection)

    lt.chambers thanks for the advice .net is needed it works and runs and i´m happy again keep up your fine work you and all the other people at the modding forum are making this game tranforming into the masterpiece i´ve expected from vanilla. game is getting better day by day.

  12. #192
    Dayman's Avatar Romesick
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    Default Re: Mod Manager 1.2 (w/ conflict detection)

    Quote Originally Posted by LtChambers View Post
    Fixed in 1.3. You will be prompted to find your ETW directory.
    I do not get the prompt.

  13. #193
    RodeoX's Avatar Foederatus
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    Default Re: Mod Manager 1.3 (w/ conflict detection)

    The conflict detection is a great idea!

  14. #194

    Default Re: Mod Manager 1.2 (w/ conflict detection)

    Quote Originally Posted by Dayman View Post
    I do not get the prompt.
    Does the application load correctly? If the list is empty you may not have any mod packs, only patch packs or something.

  15. #195
    SaDeR's Avatar Semisalis
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    Default Re: Mod Manager 1.3 (w/ conflict detection)

    I need help with your manager mod thing, first of all can I have 2 mods running at once, second how do I change the game it launches from regular Empire total war to special forces.

  16. #196
    Dayman's Avatar Romesick
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    Default Re: Mod Manager 1.2 (w/ conflict detection)

    Quote Originally Posted by LtChambers View Post
    Does the application load correctly? If the list is empty you may not have any mod packs, only patch packs or something.
    I do. It gives me a "unhandled exception" error, where I may continue or quit. When I open the details it says:
    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.IO.DirectoryNotFoundException: Could not find a part of the path 'c:\program files (x86)\steam\steamapps\common\empire total war\data'.
    at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
    at System.IO.Directory.InternalGetFileDirectoryNames(String path, String userPathOriginal, String searchPattern, Boolean includeFiles, Boolean includeDirs, SearchOption searchOption)
    at System.IO.Directory.GetFiles(String path, String searchPattern, SearchOption searchOption)
    at ModManager.ModManagerForm.fillModListView()
    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()


    ************** Loaded Assemblies **************
    mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3074 (QFE.050727-3000)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
    ----------------------------------------
    ModManager
    Assembly Version: 1.0.0.0
    Win32 Version: 1.3
    CodeBase: file:///C:/Games/Steam/steamapps/common/empire%20total%20war/ModManager.exe
    ----------------------------------------
    System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 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
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    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: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
    ----------------------------------------
    System.Configuration
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    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: 2.0.50727.3074 (QFE.050727-3000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    Common
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Games/Steam/steamapps/common/empire%20total%20war/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.
    My game is installed to C:\Games\Steam\steamapps\common\empire total war

  17. #197

    Default Re: Mod Manager 1.2 (w/ conflict detection)

    Quote Originally Posted by Dayman View Post
    I do. It gives me a "unhandled exception" error, where I may continue or quit. When I open the details it says:

    My game is installed to C:\Games\Steam\steamapps\common\empire total war
    According to your Windows registry, your game is not installed there. I doubt the uninstall in add/remove would work properly. Did you move the whole folder after installation? Or have you installed it to both places at one time or another?

    I've added a case to handle your situation, where the path is found in the registry but it's actually the wrong path, so it'll be fixed in the next release.

  18. #198
    Dayman's Avatar Romesick
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    Default Re: Mod Manager 1.2 (w/ conflict detection)

    Quote Originally Posted by LtChambers View Post
    According to your Windows registry, your game is not installed there. I doubt the uninstall in add/remove would work properly. Did you move the whole folder after installation? Or have you installed it to both places at one time or another?

    I've added a case to handle your situation, where the path is found in the registry but it's actually the wrong path, so it'll be fixed in the next release.
    I did actually. I just moved it back to the programs folder so I could fix this problem, but at least no one else will have it now

  19. #199

    Default Re: Mod Manager 1.3 (w/ conflict detection)

    Nice program. I was wondering if you have to launch ETW through the ModManager if you want to use a mod pack, or if you could just launch it normally.

  20. #200

    Default Re: Mod Manager 1.3 (w/ conflict detection)

    Quote Originally Posted by TheNomad View Post
    Nice program. I was wondering if you have to launch ETW through the ModManager if you want to use a mod pack, or if you could just launch it normally.
    Already answered in the thread, but I updated the first post with the answer.

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