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First, I was known as Sectus. And then, well, I ended up here.
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Post by FluffyQuack on May 12, 2014 22:50:45 GMT 10
Thanks for the reply. I got another question with the mods for RE5. Am I doing this wrong, cause I had to manually edit the txt file cause it didnt recognize the path for RE5. But now the mods I install with it seem to mess up. Whenever I launch the program it doesnt say I am using any mods despite me installing them and when I run the game I do have mods installed =/ Cap of where RE5 is: i.imgur.com/IZVrhr7.pngthe txt; i.imgur.com/zXHwxOp.pngPath in config is wrong. It should be: c:\program (x86)\capcom\resident evil 5 It's odd the mod manager was even okay with the wrong path. It should say executable was not found if path is not correct.
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Posts: 52
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Post by stickay on May 13, 2014 4:25:32 GMT 10
Thanks for the reply. I got another question with the mods for RE5. Am I doing this wrong, cause I had to manually edit the txt file cause it didnt recognize the path for RE5. But now the mods I install with it seem to mess up. Whenever I launch the program it doesnt say I am using any mods despite me installing them and when I run the game I do have mods installed =/ Cap of where RE5 is: i.imgur.com/IZVrhr7.pngthe txt; i.imgur.com/zXHwxOp.pngPath in config is wrong. It should be: c:\program (x86)\capcom\resident evil 5 It's odd the mod manager was even okay with the wrong path. It should say executable was not found if path is not correct. Now it just says: i.imgur.com/PkqquAD.png Tried to open program with admin rights and without Even though when I checked it had the "files" before but it still doesn't work? i.imgur.com/G6TNioH.pngWith RE6 it has i.imgur.com/mi3Vcup.png and it works fine
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Posts: 43
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Post by juanmuller1982 on May 13, 2014 8:02:29 GMT 10
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on May 13, 2014 8:21:52 GMT 10
Do you have RE5 installed in 2 places? According to your first post it's in "program (x86)" and in second post it seems to be in "program files (x86)". I'm not sure which one is the one you're using, but it's one of those.
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Posts: 52
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Post by stickay on May 13, 2014 14:42:33 GMT 10
Do you have RE5 installed in 2 places? According to your first post it's in "program (x86)" and in second post it seems to be in "program files (x86)". I'm not sure which one is the one you're using, but it's one of those. Nope. I have no idea why it says "program files (x86)" because when I got into C: there's only "program (x86)" i.imgur.com/JuV1Hg0.pngWhen I right click the the exe like I showed the "files" part shows up as the path for some reason
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on May 13, 2014 21:41:18 GMT 10
I don't know why that's happening. But I am willing to bet the path with "program files (x86)" is the correct one.
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Post by ThatGayModder™ on May 15, 2014 4:50:44 GMT 10
FluffyQuack im using a steam re5 and the mod manger doesnt detect the .exe its quite annoying
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Posts: 130
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Post by sablicious on May 17, 2014 17:18:38 GMT 10
Ie: - Installed model patch without mod manager. - Installed Jake Wesker mod via mod manager. - Installed Jake Krauser mod via mod manager. - Uninstalled both above mods. If I can narrow it down to something like that, I can try to debug it myself. Well, as I alluded to, if one installs a mod and then installs another mod that shares the files of the first mod without removing the initial mod first, then the manager seems to take the first mod's files as original game files and therefore the actual original files become lost. From my lay point of view, this is because the manager does not have original files of its own (obviously, because then it would sport a 9GB file size... lol!) and only copies the files being modded as they're installed (/copied over). So, if one install two conflicting mods over one another, the preceding mod's files are copied as back-ups instead of the original RE6 files. For example, when I use a character model mod together with a Mercs portrait image file, the corresponding portrait changes in the character select menu. However, if I install a mod for an entirely different character who, too, has a Mercs portrait, the initial portrait is reverted to the original and the second mod's portrait is installed -- because the Mercs portraits are all on one file and therefore clash (unless, by chance, someone has modded more than one portrait in that file and it happens to correspond to the character mods one is using). tl;dr -- Mods with files that clash need to be un-installed before mods containing conflicting files are used or the original RE6 files will be lost. This is because the manager does not check for conflicts / automatically copy back the original files before it installs a new mod, it just copies over what's there as if there are no mods installed. Sidebar: I noticed after re-installed the mod manager (did a system restore), the manager's user interface change somewhat. That is, instead of the mod that is installed simply having a green tick (✓) applied next to it once active, the listed mod disappears entirely from the list and reappears in the other, "Uninstall" menu. Is this a bug or is there a way to customise the UI in the mod manager to work in either of the configurations cited?
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on May 18, 2014 3:10:29 GMT 10
Well, as I alluded to, if one installs a mod and then installs another mod that shares the files of the first mod without removing the initial mod first, then the manager seems to take the first mod's files as original game files and therefore the actual original files become lost. From my lay point of view, this is because the manager does not have original files of its own (obviously, because then it would sport a 9GB file size... lol!) and only copies the files being modded as they're installed (/copied over). So, if one install two conflicting mods over one another, the preceding mod's files are copied as back-ups instead of the original RE6 files. For example, when I use a character model mod together with a Mercs portrait image file, the corresponding portrait changes in the character select menu. However, if I install a mod for an entirely different character who, too, has a Mercs portrait, the initial portrait is reverted to the original and the second mod's portrait is installed -- because the Mercs portraits are all on one file and therefore clash (unless, by chance, someone has modded more than one portrait in that file and it happens to correspond to the character mods one is using). tl;dr -- Mods with files that clash need to be un-installed before mods containing conflicting files are used or the original RE6 files will be lost. This is because the manager does not check for conflicts / automatically copy back the original files before it installs a new mod, it just copies over what's there as if there are no mods installed. I still can't reproduce this. I tried deleting the entire backup the mod manager maintains, made sure my RE6 install is clean, and then I did this: - Installed Carla RedDesire with necklace by Amico (mod manager created backups of the 2 files, and then copied over the 2 modded files) - Installed Carla RedDesire with scarf by Amico (mod manager didn't create backups as they already exist, gave a small warning about a mod conflict, and then copied over the 2 files for the new mod) - Uninstalled Carla RedDesire with necklace (mod manager restored files with originals) - Uninstalled Carla RedDesire with scarf (mod manager restored files with originals) Mod manager did not leave any modded files in the game directory. The uninstall behaviour mod conflicts might not be the smartest in regards to mod conflicts, but I'm not getting any of these steps to mess up the game install. Sidebar: I noticed after re-installed the mod manager (did a system restore), the manager's user interface change somewhat. That is, instead of the mod that is installed simply having a green tick (✓) applied next to it once active, the listed mod disappears entirely from the list and reappears in the other, "Uninstall" menu. Is this a bug or is there a way to customise the UI in the mod manager to work in either of the configurations cited? That sounds like an earlier version of the mod manager which had separated mod lists rather than one combined list (separated lists are still available in newest version if you go through menus). Speaking of which, you are using the latest version, right? There was a bug with one version where installing mods had a major bug and it could leave modded files in game install, but that was fixed fairly quickly.
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on May 19, 2014 23:41:36 GMT 10
New version out, primarily adding support for latest version of RE4. www.tzarsectus.com/tools/modmanager.rarv1-58: - Updated RE4 trainer to work with latest patch (v1.0.6) - Some minor bug fixes. - Improvements to menu code. - Maximizing now removes window borders. Press ctrl+enter to return to windowed mode.
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Posts: 130
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Post by sablicious on May 20, 2014 15:23:53 GMT 10
(mod manager didn't create backups as they already exist, gave a small warning about a mod conflict, and then copied over the 2 files for the new mod) I'd say this, here, is where the discrepency lies -- mine does create back-ups each time I install a mod. But, as you touched on, if I'm using an older version (unsure), this could have something to do with it. Will d/l the newest version you just linked to and see what that does... (Will report back later.)
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on May 20, 2014 22:40:13 GMT 10
I'd say this, here, is where the discrepency lies -- mine does create back-ups each time I install a mod. But, as you touched on, if I'm using an older version (unsure), this could have something to do with it. Will d/l the newest version you just linked to and see what that does... (Will report back later.) That would explain why modded files are being left in the game. I don't understand why it wouldn't detect the files being there already though.
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Post by blaze27 on Jun 6, 2014 6:33:22 GMT 10
Hey i got the manager working fine, but i only have one question, when i change the costumes of the characters and go to play the story the game crahes, is there a way to fix that?
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on Jun 7, 2014 7:33:09 GMT 10
That doesn't work without some extra mods. The game will crash because there's missing files. And once that is fixed, characters won't render correctly because there's missing shaders.
wilsonso has created a couple of mods (model patch and ultimate shader package) as a work around to those problems.
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Posts: 2
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Post by blaze27 on Jun 9, 2014 4:34:58 GMT 10
o ok thanx alot
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