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Thread: Mod Manager 1.5 (fixed download link)

  1. #221
    Nuxes's Avatar Civis
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    Default Re: Mod Manager 1.4 (w/ conflict detection)

    Quote Originally Posted by Munchies View Post
    Well, I have 3 files: common.dll, ModManager (which is an application file), and ModManager.exe (an xml configuration file).

    I click on the .exe and "Microsoft Visual Studio 2005 Tools for Applications" starts up. If I click on the app file I get a "ModManager has stopped working" message and option to close the program.

    That's it, nothing more I can do.
    Try installing both the x86 and x64 versions of the C++ redist:
    http://www.microsoft.com/downloads/d...displaylang=en

    http://www.microsoft.com/downloads/d...displaylang=en

    And run Windows update while you are at it, you might be missing some .Net updates.
    Last edited by Nuxes; April 03, 2009 at 04:14 AM.


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

  2. #222

    Default Re: Mod Manager 1.4 (w/ conflict detection)

    Perhaps I'm doing something wrong, but I observed some strange effects with versions 1.3 and 1.4.

    With 1.2 I had only one mini-mod by my own, that I was able to activate and deactivate without problems.

    Now, with the upgraded tool, I have 3 mini-mods installed. First, I tried to activate one to unlock factions, but only the usual factions appeared. Yesterday I launched the game without mods... and I had Afghanistan as playable faction!!!

    Any time I changed the activated mod, it seemed that the game was reading another pack, and finally, when I tried to use the game without mod I've observed the new unit I was doing in one of the mini-mods. I eliminated all the mod packs and the game crashed before loading, and the game was only functional when user.script was deleted.

    Is that normal? Am I doing anything wrong?
    Thanks in advance.

  3. #223

    Default Re: Mod Manager 1.4 (w/ conflict detection)

    Sorry if this has been already asked.

    I cannot get in any MP battle if I run a mod (i.e. Grognard mod) with the MOD MANAGER: all battles are red and they say "HOST HAS A DIFFERENT VERSION".

    Should the host launch Empire through the MOD MANAGER as well to have full compatibility?

  4. #224

    Default Re: Mod Manager 1.4 (w/ conflict detection)

    I can´t solve this error:

    When I run ModManager v1.4 I create two profles, one without mods called "multiplayer" and another one with all of them called "single".

    I was thinking than if I run ETW from ModManager with the single profile, it charges all the mods I have selected, and if I load ModManager in multiplayer profile, it doesn´t charge the mods, but it doesn´t work. In multiplayer (without mods), my game´s version is corrupted and it doesn´t work.

    Can you help me?.
    Last edited by Hidalgo1966; April 03, 2009 at 09:49 AM.

  5. #225

    Default Re: Mod Manager 1.4 (w/ conflict detection)

    I have a question. Ive downloaded the mod manager but there are no check boxes next to the mod names. This makes it impossible to run any mod. Does anyone know why?

  6. #226

    Default Re: Mod Manager 1.4 (w/ conflict detection)

    Quote Originally Posted by John Keynes View Post
    I have a question. Ive downloaded the mod manager but there are no check boxes next to the mod names. This makes it impossible to run any mod. Does anyone know why?
    Make sure you have unclicked show all mods.
    http://www.twcenter.net/forums/showthread.php?t=260572

    Game Scripter @ Reverie World Studios

  7. #227

    Default Re: Mod Manager 1.4 (w/ conflict detection)

    Guys all working,but i cant play Online all the games are Red...that means i dont have the same version what i have to do?

  8. #228
    Nuxes's Avatar Civis
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    Default Re: Mod Manager 1.4 (w/ conflict detection)

    Quote Originally Posted by LEGIO_Desaix View Post
    I cannot get in any MP battle if I run a mod (i.e. Grognard mod) with the MOD MANAGER: all battles are red and they say "HOST HAS A DIFFERENT VERSION".

    Quote Originally Posted by Wizeds View Post
    Guys all working,but i cant play Online all the games are Red...that means i dont have the same version what i have to do?
    If you have mods installed, you can't play against people who don't have those same mods. Deactivate any mods and you should be able to play online again.

    Edit: Actually, I'm not sure if you can play online at all if you have any mods installed. VAC might not like the modded files. Can anyone confirm this?
    Last edited by Nuxes; April 03, 2009 at 12:35 PM.


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

  9. #229

    Default Re: Mod Manager 1.4 (w/ conflict detection)

    thanks,btw i can play quick battles

  10. #230

    Default Re: Mod Manager 1.4 (w/ conflict detection)

    But we should play normally with mods too =/

  11. #231

    Default Re: Mod Manager 1.4 (w/ conflict detection)

    Mod manager doesent work, and you can't download Net Framwork 2.0 nor install it, I tried downloading and installing but it crashed my computer.

  12. #232

    Default Re: Mod Manager 1.4 (w/ conflict detection)

    Excuse me for being utterly retarded when it comes to modding, but can someone tell me how to work this thing?

  13. #233

    Default Re: Mod Manager 1.4 (w/ conflict detection)

    ModManager puts "..." around the mod names in the .txt file so the game does not load them.

    Any help?

    Thanks.

  14. #234
    Libertus
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    Default Re: Mod Manager 1.4 (w/ conflict detection)

    Mod manager starts, but when I un-check "show all pack types" all packs disappear and I can't enable/disable anything.

  15. #235

    Default Re: Mod Manager 1.4 (w/ conflict detection)

    Quote Originally Posted by Palleh View Post
    Mod manager doesent work, and you can't download Net Framwork 2.0 nor install it, I tried downloading and installing but it crashed my computer.
    I've never really had much trouble installing the .NET framework. Try to Google for any error messages you get.


    Quote Originally Posted by Der_kaiser View Post
    Excuse me for being utterly retarded when it comes to modding, but can someone tell me how to work this thing?
    Put mods in your data directory, start MM, uncheck "Show all pack types", click the mods you want to use, and then hit launch.


    Quote Originally Posted by MrMerisi View Post
    ModManager puts "..." around the mod names in the .txt file so the game does not load them.
    I assure you that the quotes around the name work fine and it allows the pack filenames to have spaces in them. If anything, the commenting out of the unchecked packs seems to cause some issues. I'm considering an alternative method of remembering the last used mod order.


    Quote Originally Posted by Aufneer View Post
    Mod manager starts, but when I un-check "show all pack types" all packs disappear and I can't enable/disable anything.
    Probably because you don't have mod packs, you have patch packs.

  16. #236

    Default Re: Mod Manager 1.4 (w/ conflict detection)

    I get the same error with .NET Framework... yet I have .NET Framework 3.5 installed. Also. Im doing L33tlears mod and Im in the user.empire_script.txt... So i added his files into it below the original files, yet there are some duplicates... should I delete the duplicates?

    It looks like this:

    Original>
    mod "mod_low_tracers.pack";
    mod "mod_proper_elite_firing_drills.pack";
    mod "mod_proper_recruitment.pack";
    mod "mod_proper_experience.pack";
    mod "mod_proper_naval_invasions_attempt.pack";
    mod "mod_proper_navy.pack";
    mod "mod_proper_special_forces_units.pack";
    mod "mod_proper_technologies.pack";
    mod "mod_proper_units.pack";
    mod "mod_proper_weapon_ranges.pack";
    Modded>
    mod austrian_textures_patch.pack;
    mod britain_redcoats_textures_patch.pack;
    mod france_linemen_textures_patch.pack;
    mod prussia_textures_patch.pack;
    mod spain_linemen_textures_patch.pack;
    mod unitedp_linemen_textures_patch.pack;
    mod mod_low_tracers.pack;
    mod mod_pipmod.pack;
    mod mod_proper_units.pack;
    mod mod_proper_navy.pack;
    mod mod_proper_special_forces_units.pack;
    mod mod_proper_recruitment.pack;
    mod mod_proper_technologies.pack;
    mod mod_proper_weapon_ranges.pack;
    mod mod_proper_elite_firing_drills.pack;
    mod mod_proper_naval_invasions_attempt.pack;

    What should I do?

  17. #237

    Default Re: Mod Manager 1.4 (w/ conflict detection)

    The entire point of MM is that you don't have to (and can't) manually edit the mod lines in that script. Select the mods you want to use from MM and click launch.

  18. #238
    Graf zu Adler's Avatar Semisalis
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    Default Re: Mod Manager 1.4 (w/ conflict detection)

    Mod Manager has just stopped working withj me, no matter which version I use...my guess is that it's not finding the script directory because of my german windows, but on the other hand, it does find ETW, so that won't be the thing.
    When I last tried to activate a mod, I got an error message about some illegal operation, and now mod manager does absolutely nothing Whatever mods I check, when I exit mod manager, tjere's no script file (checked that) and when I restart it there are no mods checked, either....


    EDIT: Ok, it does save profiles, so I see no reason for it not to save the script file...
    Last edited by Graf zu Adler; April 06, 2009 at 10:04 AM.




  19. #239

    Default Re: Mod Manager 1.4 (w/ conflict detection)

    You have to launch the game for it to write the script file... read the thread.

  20. #240
    Graf zu Adler's Avatar Semisalis
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    Default Re: Mod Manager 1.4 (w/ conflict detection)

    Which is what I've done, like, what, three times, out of the Mod Manager, and nothing happened? Hell, it even showed me no mods activated when I had the script file opened up in a window next to it and it was quite some mods in there...anyway, I'm just re-installing ETW at this very moment,because even with all mods properly activated it would not use any...




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