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Thread: Mod Manager 1.5 (fixed download link)

  1. #41

    Default Re: Mod Manager 1.0.1

    Could anyone please post em some directions on how to use the mod manager?

    The game crashes at startup.

    I've put the mod files in the data directory and loaded them up in the manager.
    I have an unpacked main.pack, is that the cause?

  2. #42
    mac89's Avatar Biarchus
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    Default Re: Mod Manager 1.0.1

    Quote Originally Posted by Maizel View Post
    Could anyone please post em some directions on how to use the mod manager?

    The game crashes at startup.

    I've put the mod files in the data directory and loaded them up in the manager.
    I have an unpacked main.pack, is that the cause?
    There might be a bug when the Manager saves the lines in your user.empire_script.txt. Open that file and remove all the lines with a #.

  3. #43

    Default Re: Mod Manager 1.0.1

    It would seem that for a mod to be truly unloaded, the corresponding line needs to be removed from the user.empire_script.txt, not just altered as this (brilliant) tool does. Perhaps someone can confirm this?

  4. #44

    Default Re: Mod Manager 1.0.1

    Quote Originally Posted by mac89 View Post
    There might be a bug when the Manager saves the lines in your user.empire_script.txt. Open that file and remove all the lines with a #.

    Where would I find that file?

    I did a search on the name and the only hit was a file that came with a mod, but there was only one line in it which and that one didn;t have a #

  5. #45
    mac89's Avatar Biarchus
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    Default Re: Mod Manager 1.0.1

    Quote Originally Posted by Maizel View Post
    Where would I find that file?

    I did a search on the name and the only hit was a file that came with a mod, but there was only one line in it which and that one didn;t have a #
    Make sure your searching in hidden folders aswell. Anyway Im trying to fix the non existing mods showing up in the Manager, this might also cause a problem.

  6. #46

    Default Re: Mod Manager 1.0.1

    Quote Originally Posted by mac89 View Post
    Make sure your searching in hidden folders aswell. Anyway Im trying to fix the non existing mods showing up in the Manager, this might also cause a problem.
    Nah still not working, thanks for the help though.
    Last edited by Maizel; March 22, 2009 at 03:30 PM.

  7. #47
    Miles
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    Default Re: Mod Manager 1.0.1

    the # symbols are for mods that are not loaded-> unchecked in the mod manager.
    If your game crash at startup it's obviously because of a mod that is loaded and not the manager because it don't act in any way on your game structure.
    Your problem come from a broken mod that are usualy made using bad structures and default naming of files overwriting the whole vanilla each time like they should not do.
    remove your so called mod (check if it's really in "mo" format in the PFM) from the data directory and your game will start like a charm even using the mod manager.

  8. #48

    Default Re: Mod Manager 1.0.1

    Quote Originally Posted by MrThib View Post
    the # symbols are for mods that are not loaded-> unchecked in the mod manager.
    If your game crash at startup it's obviously because of a mod that is loaded and not the manager because it don't act in any way on your game structure.
    Your problem come from a broken mod that are usualy made using bad structures and default naming of files overwriting the whole vanilla each time like they should not do.
    remove your so called mod (check if it's really in "mo" format in the PFM) from the data directory and your game will start like a charm even using the mod manager.
    Thanks for the insight. However I don;t think that's the case. I haven;t tried any other mods yet, but Quixote's Combat Overhaul doesn't work for me, but nobody else seems to have problems.

  9. #49
    Miles
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    Default Re: Mod Manager 1.0.1

    Have you tried moving the mod from the data folder?

  10. #50

    Default Re: Mod Manager 1.0.1

    Yeah none of my mods work if I turn some off. The # seems to be the culprit.
    I speak Spanish to God, Italian to women, French to men, and German to my horse. -Charles V

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  11. #51
    Miles
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    Default Re: Mod Manager 1.0.1

    I've noticed that too, I think it may be because of loading order too, the # seems to stop the lecture of the file, try putting your active mods in the first place in the loading order and I guess it'll work.
    That should be fixed through

  12. #52

    Default Re: Mod Manager 1.0.1

    I get the following error when I start the game.

    Value cannot be null.
    Parameter name: path1.

    Under details.

    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.ArgumentNullException: Value cannot be null.
    Parameter name: path1
    at System.IO.Path.Combine(String path1, String path2)
    at ModManager.ModManagerForm.launchGameButton_Click(Object sender, EventArgs e)
    at System.Windows.Forms.Control.OnClick(EventArgs e)
    at System.Windows.Forms.Button.OnClick(EventArgs e)
    at System.Windows.Forms.Button.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.Button.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: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
    ----------------------------------------
    ModManager
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.1
    CodeBase: file:///C:/ETWr/ModManager.exe
    ----------------------------------------
    System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    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: 2.0.50727.42 (RTM.050727-4200)
    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: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    Common
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/ETWr/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.


    Any ideas?

  13. #53
    mac89's Avatar Biarchus
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    Default Re: Mod Manager 1.0.1

    Do you have a legal version of ETW? This might be because the program doesnt detect an ETW registry thus not getting the path.

  14. #54
    ToonTotalWar's Avatar Indefinitely Banned
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    Default Re: Mod Manager 1.0.1

    a quick question, having got the mod manager to work are we all a 100% that when CA's next patch is launched that none of the mod files will be overwritten etc..?

    I ask this question as i have spent 3 works working on various mods and got them all working in the manager, i would hate to see all of my efforts and other modders diminish into thin air? sorry if this has been answered before.

  15. #55
    Miles
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    Default Re: Mod Manager 1.0.1

    the answer is no, they'll never be overwritten, but if you use the full db from the actual patch.pack with default names there's some possibilities the patch wont take effect on those.

  16. #56

    Default Re: Mod Manager 1.0.1

    Quote Originally Posted by mac89 View Post
    Do you have a legal version of ETW? This might be because the program doesnt detect an ETW registry thus not getting the path.
    I am using a legal version!

  17. #57
    mac89's Avatar Biarchus
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    Default Re: Mod Manager 1.0.1

    Quote Originally Posted by Mantra View Post
    I am using a legal version!
    ok, when you use the PackManager does it automaticly detect where youre game is located? The problem youre having has to do with that it cant find the Empire Total War directory thus it cant find the Empire.exe.

  18. #58

    Default Re: Mod Manager 1.0.1

    I don;t think the manager allows you to locate the ETW.exe

    This is the error I keep getting.

    Problem signature:
    Problem Event Name: APPCRASH
    Application Name: Empire.exe
    Application Version: 1.0.0.0
    Application Timestamp: 49b7b98b
    Fault Module Name: Empire.exe
    Fault Module Version: 1.0.0.0
    Fault Module Timestamp: 49b7b98b
    Exception Code: c0000005
    Exception Offset: 00443693
    OS Version: 6.0.6001.2.1.0.768.3
    Locale ID: 1043
    Additional Information 1: a4fe
    Additional Information 2: d66863c144c58aa337a58410042d68a9
    Additional Information 3: 435c
    Additional Information 4: 1981bc09481f85da2406f7a5c95831ea
    Last edited by Maizel; March 23, 2009 at 10:19 AM.

  19. #59
    mac89's Avatar Biarchus
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    Default Re: Mod Manager 1.0.1

    Quote Originally Posted by Maizel View Post
    I don;t think the manager allows you to locate the ETW.exe

    This is the error I keep getting.

    Problem signature:
    Problem Event Name: APPCRASH
    Application Name: Empire.exe
    Application Version: 1.0.0.0
    Application Timestamp: 49b7b98b
    Fault Module Name: Empire.exe
    Fault Module Version: 1.0.0.0
    Fault Module Timestamp: 49b7b98b
    Exception Code: c0000005
    Exception Offset: 00443693
    OS Version: 6.0.6001.2.1.0.768.3
    Locale ID: 1043
    Additional Information 1: a4fe
    Additional Information 2: d66863c144c58aa337a58410042d68a9
    Additional Information 3: 435c
    Additional Information 4: 1981bc09481f85da2406f7a5c95831ea
    No it doesnt, but the manager locates the folder in which the .exe is through the registry and if it cant find the registry entry it cant find the installation folder.

    Youre on Vista right? This only happens when you launch with a user script? Can you show me your user script file, its either that you need to edit it manually or that the mod is corrupted/improperly put together.

  20. #60
    Miles
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    Default Re: Mod Manager 1.0.1

    The next version of the editor should perhaps try to use launching instructions (like in the shortcuts) in place off editing the text file each time since somhow the actuals # and " seem a little conflictual.

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