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Thread: Mod Manager [Updated 25/04/14]

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  1. #1
    Outcast's Avatar Civis
    Join Date
    Feb 2008
    Location
    Georgia, Armazi
    Posts
    155

    Default Re: Mod Manager

    I am having the same issue as some people. The mm wont launch at all with or without mods, it just insta crashes with black screen and thats it.

  2. #2

    Default Re: Mod Manager

    I am a newbie and I have a few questions. If anyone can answer it would be greatly appreciated (a guide for installing mods is needed greatly on this site)

    1. If a conflict is detected between mods--does it only load one of the mods, or does it use both mods but overwrite the data of the mod which is further down the list?

    2. Can I launch mods without using this Tool after I initially load them with the mod manager? (for instance, I have checked off all of my mods in the mod managed and saved the profile...do I need to start the game through the mod manager still or can I use the default launcher now?)

    3. Is there any way to tell what mods are running in-game?

  3. #3

    Default Re: Mod Manager

    Million thanks. Amazing tool +1 rep
    Impossible is not a fact It's an opinion. Impossible is nothing.


  4. #4
    Optio82's Avatar Foederatus
    Join Date
    Sep 2013
    Location
    Florida
    Posts
    32

    Default Re: Mod Manager

    WHy does my download of Mod Manager keep asking me to find the Empire.Exe?

  5. #5

    Default Re: Mod Manager

    I'm loading my mods with mod loader, and for some reason the units on the battlefield clothes are colored all pink. What is going on?
    Last edited by Man of West Gondor; September 22, 2013 at 06:25 PM.
    Pray for Pastor Saeed, and here is a link to sign a petition for his release: http://beheardproject.com/saeed#sign

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  6. #6

    Default Re: Mod Manager

    Please someone add some persistence to the path config. As I have a none standard installation path dumbass Mod Loader asks me to point him to the TWR2 folder each and every time

  7. #7

    Default Re: Mod Manager

    When I try to launch with Mod Manager, my computer says Rome 2 has stopped working and goes to black screen. Any solutions yet?

  8. #8
    Civis
    Join Date
    Oct 2012
    Location
    Vancouver, Canada
    Posts
    183

    Default Re: Mod Manager

    aw man. i wish i hadn't pressed FIX ANY PROBLEMS. before, i could sort and toggle all packs, now it only shows MOD format packs.

    any way to revert?
    TRIPTYCK
    'Carthago delenda est.'

  9. #9

    Default Re: Mod Manager

    whenever i try to start the mod manager it shows me this The application was unable to start correctly (0xc000007b) am i the only one with this problem

  10. #10

    Default Re: Mod Manager

    Oh my, can someone please answer this question that multiple people have posted asking (maybe I'm insane or have glossed over an answer somewhere but I'll reiterate the question here anyway); Must we use the Mod Manager to launch the game every time for the mods to work? Or can we just do it once, and then launch normally through steam every other time? Or must we create a save game after launching with the mod manager first and then we can launch normally? etc., etc. Please answer if you could, thanks very much.

  11. #11
    Inevitability won
    Patrician Citizen

    Join Date
    Mar 2010
    Posts
    9,594

    Default Re: Mod Manager

    Quote Originally Posted by ChaChaLoco View Post
    Oh my, can someone please answer this question that multiple people have posted asking (maybe I'm insane or have glossed over an answer somewhere but I'll reiterate the question here anyway); Must we use the Mod Manager to launch the game every time for the mods to work? Or can we just do it once, and then launch normally through steam every other time? Or must we create a save game after launching with the mod manager first and then we can launch normally? etc., etc. Please answer if you could, thanks very much.
    Launch once via mod manager, the manager creates the neccessary scripts, you can then launch via Steam, the scripts will be there to activate the mods forever, at least until you launch the game via mod manager again with different or no mods or remove them manually.

  12. #12

    Default Re: Mod Manager

    Quote Originally Posted by .Mitch. View Post
    Launch once via mod manager, the manager creates the neccessary scripts, you can then launch via Steam, the scripts will be there to activate the mods forever, at least until you launch the game via mod manager again with different or no mods or remove them manually.
    Thank you so much! haha

  13. #13

    Default Re: Mod Manager

    Version=1
    EventType=CLR20r3
    EventTime=130247233601233124
    ReportType=2
    Consent=1
    UploadTime=130247233601513140
    ReportIdentifier=79716353-271e-11e3-888a-50e54950d16c
    Response.type=4
    Sig[0].Name=Problem Signature 01
    Sig[0].Value=modmanager.exe
    Sig[1].Name=Problem Signature 02
    Sig[1].Value=1.0.0.0
    Sig[2].Name=Problem Signature 03
    Sig[2].Value=5239ab82
    Sig[3].Name=Problem Signature 04
    Sig[3].Value=System.Drawing
    Sig[4].Name=Problem Signature 05
    Sig[4].Value=2.0.0.0
    Sig[5].Name=Problem Signature 06
    Sig[5].Value=506c194d
    Sig[6].Name=Problem Signature 07
    Sig[6].Value=7b0
    Sig[7].Name=Problem Signature 08
    Sig[7].Value=70
    Sig[8].Name=Problem Signature 09
    Sig[8].Value=System.ArgumentException
    DynamicSig[1].Name=OS Version
    DynamicSig[1].Value=6.1.7601.2.1.0.256.48
    DynamicSig[2].Name=Locale ID
    DynamicSig[2].Value=1033
    UI[2]=C:\Users\Nick\Desktop\Rome2 Mod Manager\ModManager.exe
    UI[3]=Mod Manager has stopped working
    UI[4]=Windows can check online for a solution to the problem.
    UI[5]=Check online for a solution and close the program
    UI[6]=Check online for a solution later and close the program
    UI[7]=Close the program
    LoadedModule[0]=C:\Users\Nick\Desktop\Rome2 Mod Manager\ModManager.exe
    LoadedModule[1]=C:\Windows\SYSTEM32\ntdll.dll
    LoadedModule[2]=C:\Windows\SYSTEM32\MSCOREE.DLL
    LoadedModule[3]=C:\Windows\system32\KERNEL32.dll
    LoadedModule[4]=C:\Windows\system32\KERNELBASE.dll
    LoadedModule[5]=C:\Windows\system32\ADVAPI32.dll
    LoadedModule[6]=C:\Windows\system32\msvcrt.dll
    LoadedModule[7]=C:\Windows\SYSTEM32\sechost.dll
    LoadedModule[8]=C:\Windows\system32\RPCRT4.dll
    LoadedModule[9]=C:\Windows\Microsoft.NET\Framework64\v4.0.30319\mscoreei.dll
    LoadedModule[10]=C:\Windows\system32\SHLWAPI.dll
    LoadedModule[11]=C:\Windows\system32\GDI32.dll
    LoadedModule[12]=C:\Windows\system32\USER32.dll
    LoadedModule[13]=C:\Windows\system32\LPK.dll
    LoadedModule[14]=C:\Windows\system32\USP10.dll
    LoadedModule[15]=C:\Windows\system32\IMM32.DLL
    LoadedModule[16]=C:\Windows\system32\MSCTF.dll
    LoadedModule[17]=C:\Windows\system32\nvinitx.dll
    LoadedModule[18]=C:\Program Files\NVIDIA Corporation\CoProcManager\_etoured.dll
    LoadedModule[19]=C:\Program Files\NVIDIA Corporation\CoProcManager\nvd3d9wrapx.dll
    LoadedModule[20]=C:\Windows\system32\SETUPAPI.dll
    LoadedModule[21]=C:\Windows\system32\CFGMGR32.dll
    LoadedModule[22]=C:\Windows\system32\OLEAUT32.dll
    LoadedModule[23]=C:\Windows\system32\ole32.dll
    LoadedModule[24]=C:\Windows\system32\DEVOBJ.dll
    LoadedModule[25]=C:\Program Files\NVIDIA Corporation\CoProcManager\nvdxgiwrapx.dll
    LoadedModule[26]=C:\Windows\Microsoft.NET\Framework64\v2.0.50727\mscorwks.dll
    LoadedModule[27]=C:\Windows\WinSxS\amd64_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.4940_none_88df89932faf0bf6\MSVCR80.dll
    LoadedModule[28]=C:\Windows\system32\shell32.dll
    LoadedModule[29]=C:\Windows\system32\profapi.dll
    LoadedModule[30]=C:\Windows\assembly\NativeImages_v2.0.50727_64\mscorlib\88744044294787b99dd4a8704ab75a79\mscorlib.ni.dll
    LoadedModule[31]=C:\Windows\system32\CRYPTBASE.dll
    LoadedModule[32]=C:\Windows\system32\uxtheme.dll
    LoadedModule[33]=C:\Windows\Microsoft.NET\Framework64\v2.0.50727\mscorjit.dll
    LoadedModule[34]=C:\Windows\assembly\NativeImages_v2.0.50727_64\System\af0a0b96a02f9925eb84392ee65a5cfa\System.ni.dll
    LoadedModule[35]=C:\Windows\assembly\NativeImages_v2.0.50727_64\System.Drawing\868d117286ad259249f31d3fe813d39a\System.Drawing.ni.dll
    LoadedModule[36]=C:\Windows\assembly\NativeImages_v2.0.50727_64\System.Windows.Forms\95674cb72317e3a5380ea450b913786f\System.Windows.Forms.ni.dll
    LoadedModule[37]=C:\Windows\system32\shfolder.dll
    LoadedModule[38]=C:\Windows\system32\dwmapi.dll
    LoadedModule[39]=C:\Windows\WinSxS\amd64_microsoft.windows.gdiplus_6595b64144ccf1df_1.1.7601.18120_none_2b25b14c71ebf230\gdiplus.dll
    LoadedModule[40]=C:\Windows\system32\WindowsCodecs.dll
    LoadedModule[41]=C:\Windows\system32\VERSION.dll
    LoadedModule[42]=C:\Windows\system32\apphelp.dll
    FriendlyEventName=Stopped working
    ConsentKey=CLR20r3
    AppName=Mod Manager
    AppPath=C:\Users\Nick\Desktop\Rome2 Mod Manager\ModManager.exe
    ReportDescription=Stopped working


    I receive that when I start the program. Going to look into it tomorrow hopefully I can find a solution I am sure there are others with the same problem.

  14. #14

    Default Re: Mod Manager

    Hi,

    My modmanager simply stops working immediately when started. I mean the modmanager window wont even open. It worked before the third patch, but not sure if it's cause by the patch. At first I thought it was a problem reading the file names of my mod files or something like that, but even when removing all mod packs it doesn't work.

    I ran it with procmon and noticed modmanager.exe periodically looks for modmanager.config or modmanager.exe.config in the Rome 2 folder, and I don't have this file, which begs the question, should I have it permananently there? Or if not, then where is the configuration that modmanager creates so that the mods are launched right with Rome? Because I'm afraid even if I delete modmanager I cannot add new mods because theres a config file somewhere.

  15. #15
    Laetus
    Join Date
    Jun 2005
    Location
    Appleton WI
    Posts
    13

    Default Re: Mod Manager

    Quote Originally Posted by .Mitch. View Post
    Launch once via mod manager, the manager creates the neccessary scripts, you can then launch via Steam, the scripts will be there to activate the mods forever, at least until you launch the game via mod manager again with different or no mods or remove them manually.
    Thanks for that help Mitch. I haven't added any mods since Rome 1. I have all of these games, I still miss Shogun 1.. I spend a lot of time playing them, that being said, I have never been more than a "normal" setting player. Maybe cause I'm 61? Nah.... Anyway, I hate to ask stupid questions, or ask what others have asked as well, and this is exactly the question I wanted answered. Unlike a lot of people, I spend a lot of time digging for those answers before posting.

    So, just to let you know, Thanks.

    TerryV6 (the V6 is the extension that the AOL service gave me before there was an internet... God I'm old)

  16. #16

    Default Re: Mod Manager

    Quote Originally Posted by .Mitch. View Post
    Just an FYI Leitchy30 messaged me saying this fix worked for him:

    "put a file called dir.txt next to the exe and in the file put your path to the Rome2 exe in there. For example: C:\Program Files (x86)\Steam\steamapps\common\Total War Rome II"
    Didn't solve the issue I bet its on my end. I'll try to figure it out myself and if I find a solution I will post it here

  17. #17

    Default Re: Mod Manager

    Originally Posted by BigEl_nobody
    I cannot save Version 2 in the Mod Manger to be activated and when I put in a certain position of my loading order, it resets its position to be the last on the list again and not be activated. It worked perfectly fine with Version 1.4 and below.
    any idea what would be the reason for this

    my mod is located here:
    http://www.twcenter.net/forums/showt...ercenary-Camps

  18. #18

    Default Re: Mod Manager

    is this what the manager should look like with Radious' Mod

    http://i.imgur.com/dCWOWdK.png

    or did I do something wrong?

  19. #19

    Default Re: Mod Manager

    I am sorry if this was written before but how do you add mods to the mod manager? I extracted it and opened it but I can't find a way to add mods to it please help.

  20. #20

    Default Re: Mod Manager

    Never mind figured it out.

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