Mitch mod manager

Mitch mod manager DEFAULT

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

  • September 05, ,  PM#1


  • September 05, ,  PM#2

    Alexander Iulianus Verus is offline
    Civis

    Default Re: [TOOL] Mod Manager

    +1 rep this and everything else today is simply just a breakthrough. Amazing work to all modders and I plan on helping Jam do some testing for various versions and making some of my own edits once the higher level modification language is available.


  • September 05, ,  PM#3


  • September 06, ,  AM#4

    VladimirTW is offline
    Civis

    Default Re: [TOOL] Mod Manager

    So I put Radius Moral Mod and the Grand Campaign minimod into my data folder and loaded this up and I don't see any options when I unclick the side boxes. Does that mean these 2 mods are incompatible with this Tool? I'm confused on how to use this.


  • September 06, ,  AM#5


  • September 07, ,  AM#6

    Actus Reus is offline
    Tiro

    Default Re: Mod Manager


  • September 07, ,  AM#7


  • September 07, ,  PM#8


  • September 07, ,  PM#9


  • September 07, ,  PM#10


  • September 07, ,  PM#11


  • September 07, ,  PM#12


  • September 07, ,  PM#13

    ToonTotalWar is offline
    ToonTotalWar's Avatar Indefinitely Banned

    Default Re: Mod Manager

    The registry creates and places the user script in the creative assembly folder, I can confirm that this mod manager works % with no problems


  • September 08, ,  AM#14

    Scythion is offline
    Semisalis

    Default Re: Mod Manager


  • September 08, ,  PM#15

    azreil1 is offline
    Foederatus

    Default Re: Mod Manager

    I keep getting an Unhandled exception error any time I try to do something.
    Worked fine the first time I launched it to enable the uniform colours mod, every time after that i get this error when I try to do anything and it isn't showing up new mods anymore.
    The error is below.

    Spoiler Alert, click show to read: 

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


    ************** Exception Text **************
    System.ArgumentException: not a pack file
    Parameter name: filepath
    at Common.PackFile.Open(String filepath)
    at Common.PackFile..ctor(String filepath)
    at ModManager.ModManagerForm.fillModListView(String profileName)
    at ModManager.ModManagerForm.showAllPackTypesButton_Click(Object sender, EventArgs e)
    at System.Windows.Forms.Control.OnClick(EventArgs e)
    at System.Windows.Forms.CheckBox.OnClick(EventArgs e)
    at System.Windows.Forms.CheckBox.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.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:
    Win32 Version: (Win7SP1GDR)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v/mscorlib.dll

    ModManager
    Assembly Version:
    Win32 Version:
    CodeBase: file:///C:/Program%20Files%20(x86)/Steam/SteamApps/common/Total%20War%20Rome%20II/Rome2%20Mod%20Manager/Rome2%20Mod%20Manager/ModManager.exe

    System.Windows.Forms
    Assembly Version:
    Win32 Version: (Win7SP1GDR)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/__b77a5ce/System.Windows.Forms.dll

    System
    Assembly Version:
    Win32 Version: (Win7SP1GDR)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/__b77a5ce/System.dll

    System.Drawing
    Assembly Version:
    Win32 Version: (Win7SP1GDR)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/__b03f5f7f11d50a3a/System.Drawing.dll

    System.Configuration
    Assembly Version:
    Win32 Version: (Win7SP)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/__b03f5f7f11d50a3a/System.Configuration.dll

    System.Xml
    Assembly Version:
    Win32 Version: (Win7SP)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/__b77a5ce/System.Xml.dll

    Accessibility
    Assembly Version:
    Win32 Version: (NetFXspW)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/__b03f5f7f11d50a3a/Accessibility.dll

    tu30ytea
    Assembly Version:
    Win32 Version: (Win7SP1GDR)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/__b77a5ce/System.dll

    Common
    Assembly Version:
    Win32 Version:
    CodeBase: file:///C:/Program%20Files%20(x86)/Steam/SteamApps/common/Total%20War%20Rome%20II/Rome2%20Mod%20Manager/Rome2%20Mod%20Manager/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.



  • September 08, ,  PM#16

    Imotepe is offline
    Laetus

    Default Re: Mod Manager

    You make it so easier to install mods, thanks !


  • September 09, ,  AM#17

    inukshuk is offline
    Foederatus

    Default Re: Mod Manager

    Instead of the Mod manager I used a user_script.txt and it works for me. I took two simple mods, entered them in the script file and they work. In addition I edited the savegame file and they all seem to like each other. But only if I run the game As Administrator. The Mod Manager doesnt work for me because the mods are movie types.
    As for the Unhandled exeptionI am not sure why, (my security settings grant me all rights) but the only way I can open the RFM beta or the Mod Manager or anything else is As Administrator. Then it works. Otherwise I get the same nasty error messages. I tried putting these tools in the game directory but all I got was the same. So now I have them on my desktop.


  • September 09, ,  AM#18

    Shlomo is offline
    Laetus

    Default Re: Mod Manager

    QuoteOriginally Posted by .Mitch.View Post

    I had the same problem, even after running Steam/Rome2 as admin and all that, no registry entry created (anywhere!)

    So atm users just point to it themselves when the program naturally can't find it automatically and then its saved, a lot like the PFM I assume.

    I manually directed the Manager to the folder, but it keeps asking me to do so everytime I launch the program. Any way to make it permanently "remember" the location?

  • September 09, ,  AM#19

    bodkin is offline
    bodkin's Avatar Tiro

    Default Re: Mod Manager

    I haven't used this for a while, what is the load order? If something is at the top of the list does that get overwritten by something further down the list that has conflicts with it? Or is it the other way around?


  • September 09, ,  AM#20


  • Sours: https://www.twcenter.net/forums/

    Total War Mod Manager

    A Mod Manager for the Total War series.
    The project will support all future iterations of the Total War series and supports all games in the series since Empire: Total War.

    Features

    • Load order adjustment
    • Mod profiles
    • Supports all games
    • Movie format to Mod format conversion

    Project Samples

    The tools UI

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    Additional Project Details

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    Programming Language

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    Sours: https://sourceforge.net/projects/twmodmanager/
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    New Mod Manager for Total War

    The new mod manager for Total War is a rework of the Rome 2 mod manager by MitchTWC. Featuring new file parsing, conflict resolution, data file assessment, profile management, and other rewrites this tool is on it's way to be being rewritten from the ground up in a version which will feature Steam integration.

    Changes and Bug Fixes for v

    v is a major update with a raft of changes, more to come:

    1. Out of date check for Warhammer 2 updated for the Silence and the Fury DLC
    2. New option to force trigger downloads when a date discrepancy is detected between the Steam API and Content folder timestamps (Options -> Check Steam for Out of Date Mods). A message will pop up indicating if any are found letting you know that you need to refresh KMM after they are done downloading (check Steam and wait until they are finished downloading before clicking Refresh)
    3. New Option to delete Content files for out of date check (to ensure maximum ability to get the latest, not relying on steam to replace out of date mods with the download but deleting the Content version then letting the download get a fresh copy)
    4. Troubleshooting Guide URL updated
    5. Profiles menu now has a new option for "Export Current Profile to Clipboard"
    6. Profiles menu now has a new option for "Export Current Profile to HTML" which includes URLs to their steam page(s)
    7. Profiles menu now has a new option for "Export All Mods to HTML" which includes URLs to their steam page(s)
    8. Dark mode options has been added. Changing to dark mode will require a restart of KMM (as will changing back).
    9. Delete from data now correctly whacks the PNG file in all cases
    10. A warning is now given when a Webp malformed image is detected. .WEBP images renamed as .PNG do not work with KMM and .Net programs
    11. Message informs the user when user preferences are reset due to new options being added. Next version will load from old preferences, sorry.
    12. New Right Click option "Delete from Data (Multiple, Any Checked)"
    13. New Right Click option "Unsubscribe from Steam and Delete (Multiple, Any Checked)"
    14. Right Click option "Unsubscribe (Steam) and Delete" renamed "Unsubscribe from Steam and Delete"
    15. RPFM specific files "extra_packfile.rpfm_reserved", "settings.rpfm_reserved" and "notes.rpfm_reserved" are now excluded from conflict checks
    16. Open Data folder option
    17. Open Content folder option
    18. Clean Data and Exit

    Changes and Bug Fixes for v

    v is a minor update with a few fixes, more to come:

    1. Warhammer 2 out of date check corrected to support the new "Rakarth" FLC
    2. TLS Support added for getting latest version information
    3. Steamworks updated to version to support Steam
    4. Under the hood changes in preparation of Dark Theme and Content loading for the Update which will be going into Alpha soon
    5. Fixed a debug message and incorrect steam upload left in the development build

    Changes and Bug Fixes for v

    v is a minor update with a few fixes, more to come:

    1. Warhammer 2 out of date check corrected to support the new "The Twisted and Twilight" DLC
    2. Three Kingdoms now correctly has support for VFX mods
    3. Feature branch for Content loading is moved back to development and will resume after this release

    Changes and Bug Fixes for v

    v is a minor update with a few fixes, more to come:

    1. Warhammer 2 out of date check corrected
    2. ThreeKingdoms exe name corrected
    3. New GameData xml file version, manager will detect settings for the first time on running
    4. Title now set to File name when not a subscribed mod (no long shifts the pack type to the the title column)
    5. Updated Steamworks version

    Changes and Bug Fixes for v

    v is a minor update with some fixes for date sorting, a date update for the new Shadow and Blade patch, and under the hood changes for the update.

    1. Date Sorting should be corrected
    2. Out of date now shows based on the new patch for Shadow and Blade
    3. A fix was put in for invalid table names in pack files (they will no longer crash the manager)
    4. Under the hood changes were done in preparation of the update and the uploader tool.

    Changes and Bug Fixes for v

    v is fix to the sorting and profile problems with the mod manager.

    1. Profiles should be cleaned up and fixed
    2. Conflicts shouldn't show up when using bypass conflicts option
    3. Launch game only complains when you use descending sort or a sort on one of the other columns and lets you cancel.
    4. Whole thing shouldn't be annoying and should preserve everything.
    5. Activating a profile should bubble everything to the top finally.
    6. Sorting alpha with a profile won't screw a profile up.
    7. Refreshing when you have a blank in the profile name box will clear the mods from the top and do a full alpha sort of the list and put it back into a "pristine state"
    8. Switching between bypass conflict options will no longer break the titles in the list
    9. Switching between use last profile options will no break the list sorting

    Changes and Bug Fixes for v

    1. Out of date mods are now flagged correctly for the 17th of April, except for mods which are not on steam (local mods will stay white as I have no way to know if they are updated or not)
    2. The number of movie mods active will now show up above the Refresh button when the number is higher than zero
    3. An additional column has been added to the grid showing the mod type. If you scroll to the right you will see the Mod Type and the Author columns. The Mod Type is useful for tracking down Movie mods, since those are currently loaded up all the time with KMM until the udpate. The only way to remove them before the update is the unsubscribe to the mod and make sure the file doesn't show up in KMM.
    4. A warning has been added when you try to launch and the grid is not sorted by the File Name column in Alphabetical order.

    Known Issue - Napoleon will not work at this time as it doesn't not support the new Content folder scheme and I need to set the manager up to support it strictly from Data. I will add this to a future version.

    Changes and Bug Fixes for v

    Changes and Bug Fixes for v v is a minor update to show out of date mods for the new "The Prophet and the Warlock" patch while I'm wrapping up the v update. I'll do a major cleanup of the readme and add a lot more FAQ/instructions soon. Out of date mods are now flagged correctly for the 17th of April, except for mods which are not on steam (local mods will stay white as I have no way to know if they are updated or not) Removed the capability to handle moving around game installs as this was leading the DLC missing issue for some users. Will revisit this again in v For now, you can use the "Option - Detect Game Installations" to update pathing or manually delete the GameData.xml from the "Kaedrin Mod Manager" folder in your Roaming Application Data (%appdata% in File Explorer). File loading has been rewritten to handle the DLC missing for some users with more changes.

    Changes and Bug Fixes for v

    v is a minor update to show out of date mods for the new Vampire Coast patch while I'm still working on the new features for v One of them that is currently available as a Beta is the Merge Mods capability with the following features:

    1. All mods that you have checked will be merged together.
    2. The mod you right click to choose the option for will be the one that is chosen for creating a new file with _merge appended at the end. For example, right clicking on "test.pack" will merge all the checked mods in the grid into a single pack named "test_merge.pack"
    3. Picking the same pack again for the option will currently overwrite the file without warning.
    4. Conflicts are NOT HANDLED AT THIS TIME! Merge modules with conflicts at your own risk of crashing. You have been warned.

    Changes and Bug Fixes for v

    Steam is here!!

    Changes and Bug Fixes for v

    New Functionality:

    Right clicking on list of mods has the following new options:

    New Menu Options

    Changes and Fixes

    Changes due to the new Creative Assembly Launcher/Mod Manager:

    Due to a change in the Creative Assembly Launcher/Mod Manager and how it handles .pack files, I've added new code to handle this and make it mod friendly again. The CA Launcher now uses both the \Steam\steamapps\workshop\content and \Steam\steamapps\common\Total War WARHAMMER II\data folder for mods. Any mods that have been added or updated since the new CA Launcher was released have been switched to use the new Content folder and the .pack file will ONLY be found there by default. So mod developers/users who are looking for their files and can't find them that's where they dissapeared to.

    In order to keep it easy for developers to open mods with PFM/RPFM and for the KMM to see all of the mods in a single place, I've added code to copy all of the mods out of the content folder and in to the data folder. The files are left in the content folder once this happens (and the old format .bin files are also removed to save space and speed up the process). Any time a mod is updated it will be downloaded like normal. If the "last modified" timestamp on your data folder is newer than the one in content, the file will not be updated so users who modify the works of a mod developer should rename the work in order to ensure getting future updates. I'll be working to cache this out in an xml file to speed the process up more for the v update.

    WARNING If you see the CA launcher download any files, once it is finished downloading you need to click the refresh button in the KMM in order for the KMM to move those new and/or updated mods to the data folder. The refresh button will scan the content folder again and display any newly subscribed mods in the list as usual.

    Current Mod Manager Features:

    • Ability to load, save, and delete profiles of activated Mods
    • Ability to change the priority order of Mods
    • Ability to show which Mods are in conflict with each other
    • Ability to refresh the list of Mods in case new ones were downloaded using the CA mod launcher
    • Ability to revert back to vanilla (no custom priority defined, return to using the CA mod launcher)
    • Ability to select a row/Mod and see the Mod's image
    • Improved file loading using parallel processing
    • Move Data files and AppIds to XML files enabling the Mod Manager to support other Total War games (will need to rework for more than Warhammer 1 and 2)
    • Enable/Disable all mods
    • Added menu options for Importing and Exporting profiles (to any other location on the machine than the usual scripts folder for sharing)
    • New menu option to use the last profile used at startup
    • New menu option to use Warhammer 1 or 2 (which is restored at application startup)
    • New menu option to export a profile for sharing with others
    • New menu option to import a profile (will silently ignore any pack files that are missing at this time, more work will be done on this in the future)
    • Right clicking a row will launch a new form which will show the file contents of the Mod file
    • Moved data file path to menu option
    • Moved contact message to menu option
    • Profiles now only save the Mods that are enabled for speed/efficiency
    • Improved sizing/resizing elements of the GUI to better support 16x9 resolutions and large fonts.
    • Solved how to get which Total War games are installed for next version
    • Found how to import CA Mod Launcher settings for first time users, will include in a future version
    • Improved file loading using parallel processing
    • Enable/Disable all mods option added
    • Added menu options for Importing and Exporting profiles (to any other location on the machine than the usual scripts folder for sharing)
    • New menu option to use the last profile used at startup
    • New menu option to export a profile for sharing with others
    • New menu option to import a profile (will silently ignore any pack files that are missing at this time, more work will be done on this in the future)
    • Right clicking a row will launch a new form which will show the file contents of the Mod file
    • Moved data file path to menu option
    • Moved contact message to menu option
    • Profiles now only save the Mods that are enabled for speed/efficiency
    • Improved sizing/resizing elements of the GUI to better support 16x9 resolutions and large fonts.
    • Number of Mods activated listed
    • Settings file for old versions of the mod manager deleted at startup to reduce conflicts
    • Moving mods/up down with the arrows show their PNG
    • Settings file for old versions of the mod manager deleted at startup to reduce conflicts
    • Moving mods/up down with the arrows show their PNG
    • Issues with mods being missing due to the new CA Launcher
    • Data path option under information now mentions that revert will delete the application preferences so that you can restart the application and have it scan for a new install location.
    • Revert now deletes the application preference and the user.script.txt file
    • New way of handling settings implemented which should improve their reliability
    • Bug in old settings handling fixed which should take care of the issue where it couldn't find the .exe and you had to manually delete the application preferences at times.
    • Steam files added but integration disabled for now, waiting for the update on the 31st.
    • "Last Used Mods" Profile now works again
    • Content folder now keeps the .pack file for steam integration but a copy to data unless a newer filestamp is found (ie, the user has altered the file on their own). Version will flag this file is being altered and an update being available from the author.
    • Closing KMM deletes the user.script.txt file (assists mod authors with developing scripts)
    • Clean Data button added (with confirmation) - this will remove all mods from your Data folder. Mods that have no been updated yet will have to be re-downloaded
    • Warhammer 1 support added
    • Thrones of Britannia support added
    • KMM now checks to see if War2, War1, and Throb are installed at start and enables/disables their menu item appropriately
    • Application settings have been moved to \AppData\Roaming\Kaedrin Mod Manager
    • Profiles are now saved by game
    • Importing a profile now shows up in the Profiles selection list without having to click Refresh
    • Content folder now keeps the .pack file for steam integration but a copy to data unless a newer filestamp is found (ie, the user has altered the file on their own). Version will flag this file is being altered and an update being available from the author.
    • Issue with Steam being installed on one drive and a game being installed on another drive fixed
    • Error Creating Profile when switching to a game fixed (directory doesn't exist bug)
    • Clean Data wrapped in a try/catch so if a process is playing with your files, you won't see an error. The files remain.
    • Delete user.script.txt on startup
    • AppId (Steam Integration text file) deleted at startup
    • Add clean data to the File menu
    • Install detection routine will now use Steam for the first check. This will prompt the user that the application will exit after writing out the install paths. You will need to restart the mod manager after this one time detection of install location happens.
    • Movie packs will now show up in the List (they were loading but not displaying)
    • Batch file method of calling the game exe removed (this should reduce antivirus reports)
    • Install folder scan now checks if folder exists that steam reports (since apparently steam reports folders that don't exist or users don't have anymore)
    • Warhammer 2 installation is no longer required for Warhammer 1 or Thrones of Britannia
    • Steam install detection issues when you don't have Warhammer 2 installion fixed
    • Copy files wrapped in an access violation check (should prevent issues with copying files that are being downloaded)

    Requirements:

    • DotNet v Framework installed
    • Resolution at least x or better
    • Either Warhammer 2, Warhammer 1, or Thrones of Britannia installed
    • You MUST disable ALL mods in the CA Mod Manager BEFORE Launch in the New Mod Manager for Warhammer 2 - This applies to Warhammer 1 and Thrones of Britannia as well
    • You MUST REVERT TO VANILLA in order to go back to use the CA Mod Manager after using the New Mod Manager for Warhammer 2 - This applies to Warhammer 1 and Thrones of Britannia as well

    Upcoming Features:

    Sours: https://github.com/Kaedrin/warhammer-mod-manager
    STEAM
    Mitch's Mod Manager not working
    hey does anyone else havce the issue of mitch's mod manager not opening attila since the new update? this seems to happen pretty much everytime they update the game
    Zavřít

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    Mod manager mitch

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