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?
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?
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?
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.
Have you tried moving the mod from the data folder?
Yeah none of my mods work if I turn some off. The # seems to be the culprit.
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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
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?
Do you have a legal version of ETW? This might be because the program doesnt detect an ETW registry thus not getting the path.
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.
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.
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 11:19 AM.
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.
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.