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Thread: Mod Manager 1.5 (fixed download link)

  1. #241

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

    Hrm. It may be related to the German localization. If you browse to the folder:
    %APPDATA%\The Creative Assembly\Empire\scripts

    Does it exist? Is that where your user file is? Is MM writing the user script there?

  2. #242

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

    Quote Originally Posted by LtChambers View Post
    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.
    Thanks for answering.

    When I launch from the MM (with the quotation marks automatically appearing) none of the mods load. When I manually remove the quotation marks and save the text file, the mods load next time i start the game (not using MM).

    I cannot think of any reason why this would occur. I am using Vista 64 Ultimate.

  3. #243

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

    Is their a way to fix the .NET Framwork problem. I just updated my computer, and it installed the 3.5 .Net

  4. #244

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

    Quote Originally Posted by familyguy1 View Post
    Is their a way to fix the .NET Framwork problem. I just updated my computer, and it installed the 3.5 .Net
    If it installed 3.5 then what's the problem? You need 2.0 or greater, so 3.5 should be fine.

  5. #245

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

    Quote Originally Posted by LtChambers View Post
    If it installed 3.5 then what's the problem? You need 2.0 or greater, so 3.5 should be fine.
    This is what comes up. That error screen with these as details.

    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.ModManagerForm_Shown(Object sender, EventArgs e)
    at System.Windows.Forms.Form.OnShown(EventArgs e)
    at System.Windows.Forms.Form.CallShownEvent()
    at System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme)
    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.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
    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: 2.0.50727.3082 (QFE.050727-3000)
    CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
    ----------------------------------------
    ModManager
    Assembly Version: 1.4.0.0
    Win32 Version: 1.4
    CodeBase: file:///C:/Documents%20and%20Settings/Gamer/Desktop/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
    ----------------------------------------
    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: 2.0.50727.3082 (QFE.050727-3000)
    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: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.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.

    I tried using Spoiler tags but never found out how to do it. Do I put them b4 the text and then a space, then the same with after the text or?

    Also when I download the MM1.4, do I extract the file to like my desktop? or, make a folder?

  6. #246

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

    The MM comes with a file named common.dll, make sure it's in the same folder as MM.

  7. #247

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

    Quote Originally Posted by just View Post
    The MM comes with a file named common.dll, make sure it's in the same folder as MM.
    ah ok. thats probably my problem. Thanks!

  8. #248

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

    hey i was just wondering if it was possible to disable all mods using this tool, and just play vanilla? because after i install mods i still want to play vanilla occasionally and i just want to keep that option open

    or do the mods overwrite files, making vanilla impossible?

  9. #249
    Graf zu Adler's Avatar Semisalis
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    Default Re: Mod Manager 1.4 (w/ conflict detection)

    Quote Originally Posted by LtChambers View Post
    Hrm. It may be related to the German localization. If you browse to the folder:
    %APPDATA%\The Creative Assembly\Empire\scripts

    Does it exist? Is that where your user file is? Is MM writing the user script there?

    It is, and it is where it saves everything, IÄ've tested after reinstall...but weird enough, Empire crashed every time when I wanted to start it after re-install, so I deleted everything that had to do with it (backed it up, tho), and now I'm re-installing again. I read through the Error message this time, and it said that some application is accessing one of the ETW pack files...weird...anyway, Im rust reinstalling once again, and I'll see then wheter a) ETW works and b) MM works...




  10. #250

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

    Quote Originally Posted by LtChambers View Post
    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/project/show...kage_id=314659

    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 1.4:
    - 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

  11. #251

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

    guys im unticking mod manager files but still cant play
    on battle list

  12. #252

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

    OH Geez I think its another one. What was the point of quoting that?

  13. #253

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

    I finally managed to get a mod to work. But, I have the fife and drums mod, but during battle I still hear the original music.


    If one mod works why doesn't the other?

    Do I have to delete a sound pack that came with the game?? Why would the script read on one mod and not another? As well where does Mod Manager go? Does it run on its own or does it have to be put in a data file like a "mod"?

    Any help would be appreiciated!!

    TY!! SIr!!!
    Last edited by Vishnu; April 08, 2009 at 10:40 AM.

  14. #254

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

    Can anybody answer my questions?

  15. #255

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

    wow, its nice to have a mod manager but no guide to install it, I have 3 files here but it seem like LtChambers was thinking that everybody would be able to install it without explication. - rep

  16. #256

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

    The bright red letters right before the download link were too frightening to read?

    Here it is again in black:
    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.

  17. #257

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

    Quote Originally Posted by Vishnu View Post
    I finally managed to get a mod to work. But, I have the fife and drums mod, but during battle I still hear the original music.


    If one mod works why doesn't the other?

    Do I have to delete a sound pack that came with the game?? Why would the script read on one mod and not another? As well where does Mod Manager go? Does it run on its own or does it have to be put in a data file like a "mod"?
    No, you don't have to delete vanilla packs. The fife and drums mods is, last I checked, a patch pack. I simply modified it to be a mod pack and now I can use it with the MM. But the official download won't show up as a mod in MM because it describes itself as a patch.

  18. #258

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

    LtChambers, it would seem like some mods in my load order are still being loaded when they're disabled. Any idea why this could be?

    EDIT: Ah, I suspected as much... it would seem that for a mod to be fully "unloaded", the related line needs to be completely removed from the user.empire_script. It would seem that the manager's current method of adding a # in front of the line doesn't successfully stop the mod from being loaded. Could someone confirm this?
    Last edited by Flobulon; April 09, 2009 at 02:43 PM.

  19. #259

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

    I suspect the same thing Flobulon, but it makes little sense because that comment char works fine in the preferences script. Ah, but I notice that they only use at the end of a valid line, never at the beginning of a blank line. I will change to using mac89's profile code for storing the last used mods.

  20. #260

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

    Ok, no worries, was just making sure it wasn't a problem on my end
    Keep up the great work

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