Jump to content

Re: SW: Empire at War Mod Manager ALPHA 2.5 Release


Recommended Posts

*bump*

 

I have updated the post with the links to all current mirrors, please note that eaqhq.de still seems to have the old version of the mod manager, hopefully don will have it up sometime soon.

 

As always if you have any bug reports/comments/feedback please post here thanks.

Link to comment
Share on other sites

I put a .mod file in the MAJORM_CAT and the appropriate folders and such and it doesn't show up in the manager.

 

When you load up the mod manager what does the log window say (it should say the name of your mod file and weather it was loaded or not, if it was not it will say why for example: testmod.mod file loaded sucessfully! (or) testmod.mod file ignored! Mod file is out of date!

 

If it shows the latter for your .mod file then the [VERSION] number is old or not vaild. If it thats the case i suggest posting the contents of your .mod file to me ethier here in post or via pm so i can go over it with you.

 

Now if you .mod file dosn't show up in the log window at all like the examples above let me know because that could be a bug. And also if it was loaded sucesfully and it still not showing up in the treeview again let me know as that may be a bug too. And lastly make sure the extension of the file is .mod not .txt.mod! that could cause the file to be ignored by the mod manager too, thats a long shot but i'd thought i mention it.

 

I hope that helps :) May the force be with you!

Link to comment
Share on other sites

hmm the only thing i can think of the reason why it would completly ignore the .mod file you have in there is if the name is the same to any other .mod file, make sure your .mod file name is not the same to any of the other .mod files because if it is the mod manager will completly ignoring it like it is doing. Thats the only thing i can think of so double check on that, if that isn't it then try sending me the .mod file and i'll will try and see if i can find out for sure why it's being ignored.

 

EDIT:Quick note

 

Heya i just got an email from someone with a smillar problem rouge and it appeared his problem was the SUBCATDEPENDT code, Basicly on his end bracket you had it had [/sUBCATDEPENDT] instead of [/sUBCATDEPENDT} so you should of used a } instead of a ] to correct that, thats why it was being ignored by the mod manager! Double check yours to make sure thats done correctly if it dosn't have that } to the end of it then add it and try again. Hope that helps.

Edited by Quickshot14_pff
Link to comment
Share on other sites

*bump*

 

EAWHQ.DE mirror link updated with proper file now, this means all mirrors are working and have latest version for you all so you can download. If theres any more mirrors please post the link via reply or pm me and i will add to the list. Any questions/bugs/feedback please just reply here thanks as always.

Link to comment
Share on other sites

  • 4 weeks later...

Hey All,

 

Teaser Shot

 

I have an update for you all, above on the mod manager download page i have added a teaser shot of what will be added in the next verson of the mod manager. Since a lot of you have been asking for something like this i'm adding it :) A .MOD File Editor, as you can see in the teaser shot, its a notepad-like editor intergrated into the mod manager. There will also be a step-by-step wizard that will allow you to easly edit or create .MOD files or of course you can edit them directly via the notepad-like editor show in the teaser shot.

 

In short, basicly everything you had to orignaly do outside the mod manager or manuely you will now be able to do in the mod manager using the .MOD Editor. I am hoping in a future version update to also add a check/correct method for .MOD files to find errors/problems in them and fix/notify the user about them. That feature of the .MOD Editor will not be in the next version but hopefully a future one.

 

Hopefully this new .MOD Editor should make adding new mods easier and much more simpler for the modders out there as with the wizard there should be less room for error. So what do you all think? I'd really like to hear anything else you might like to see/included in the .MOD Editor as i'm doing this for you all :) So please post lets hear what you have to say about this.

 

Also one last addition to the next version will be an autoupdater, i know i know finnaly right ;P *heh* I'm not sure when i'll have this next version ready for you all but of course when I do i will update this post. Thanks and may the force be with you!

Link to comment
Share on other sites

We could make this standard for EAW.. but maybe there will be something when the EAW mod tools come out.. we can only hope right?

 

Maybe since the support for changin XML's in game is already there they could make a Mod chooser menu with minimal effort

http://www.swgbex.com/sig.jpg

Hehe IA 2 venator :P

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

Copyright (c) 1999-2022 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...