✫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 28, 2019 15:58:51 GMT 10
Hello FluffyQuack, just discovered your Manager mod yesterday and had lots of fun with it since. Great job! I'm just wondering if you'd care to add a no HUD function for Resident Evil 6? I wanted to take screenshots & videos of the QTEs but the button pop-ups are kinda ruining the images. Thank you in advance! I'm not modding RE6 anymore, but I'm willing to bet someone else has already made something like this. This might be more likely to exist in a trainer rather than a file mod, so you if search through trainers you might find one which lets you hide the HUD.
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Post by redzone007 on May 30, 2019 10:47:47 GMT 10
Hello FluffyQuack, just discovered your Manager mod yesterday and had lots of fun with it since. Great job! I'm just wondering if you'd care to add a no HUD function for Resident Evil 6? I wanted to take screenshots & videos of the QTEs but the button pop-ups are kinda ruining the images. Thank you in advance! You're right, I found a 'Ultimate Trainer' which comes with no HUD function. Thanks for the advice
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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, 2019 6:38:46 GMT 10
New version released: www.fluffyquack.com/tools/modmanager.rarv2.000: - Added caching system for mods which makes mod manager much faster to start up when there are a large amount of mods (first time running the mod manager without cache may make it stall for a few seconds as it creates the cache). - Added scroll bar for menus. - Added filter system for mod category tags. Each mod can have up to 10 category tags. This is defined via multiple "category=[text]" in modinfo.ini for each mod), but can be temporarily changed in the mod manager itself via the "manage mod lists" menu. - Mod manager now checks if a new version exists online whenever it boots up (this functionality can be disabled in options). If it finds a new version, then a menu option gets added for making the default Windows browser start downloading the latest version. - Mod manager now does a basic check if the currently selected game has been patched. If that happens, the mod manager will display a message about recommended steps if a conflict could have happened with the patch and mod installs. - Added a toggle to options to change how the mod list is presented. Alternate style gives the mod list static size to all buttons (but they'll resize to show all text when highlighted). - Mod manager will now show a warning if you're highlighting a mod with conflicting files as a currently installed mod. - Increased the maximum amount of mods possible to be listed in one menu (from 1k to 20k). - Changed how mod descriptions are displayed when highlighting mods. - Moved network functions to the options menu. - RE2: Changed sample mod from "Alternate Rebecca Photo" to "PS4 Controller Button Prompts" - SF5: Mod manager now scans "AppData\Local\StreetFighterV\Saved\download\Replacement" for PAK files. This is the biggest update I've made for the mod manager thus far. The new caching system (which means the mod manager is MUCH faster at booting up), a category system (check this post for suggestions how to tag your mods: residentevilmodding.boards.net/thread/10142/modding-pak-files-version-800?page=19&scrollTo=112191), and a scroll bar (wow, high-tech!) are the biggest improvements with this version, but there are other notable changes too.
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Post by Blank_9 on Jun 10, 2019 17:05:58 GMT 10
Hi Fluffy Quack,
Im running into an issue I hope you can help me with. For a couple of years now ive been able to model swap with both this trainer and Raz0rs. However recently no trainer i try will allow a model swap. Ive tried re applying the patches and updating the 2015 redistributables. Is there anything you can suggest to get it working?
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Post by PARCA on Jun 13, 2019 6:32:53 GMT 10
Hi, FluffyQuack, I just discovered your Manager mod 2 days ago and now I can use the mod I wanted so much. Great job! Thank you very much! Only the images of the mod do not show it in the "FluffyQuack Mod Manager" I already try 3 modes but it still does not show the image, it is not important. The mod manager and the mod work.
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Posts: 21
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Post by Tommy S Kennedy on Jun 13, 2019 7:04:15 GMT 10
Hi, FluffyQuack, I just discovered your Manager mod 2 days ago and now I can use the mod I wanted so much. Great job! Thank you very much! Only the images of the mod do not show it in the "FluffyQuack Mod Manager" I already try 3 modes but it still does not show the image, it is not important. The mod manager and the mod work. Hi, i guess with "images" you're referring to the pics that should come with the mod itself, well sometimes some mods doesn't come with a demostrative pic, but you can add one. Just download one, name it as "screenshot" and put it alongside the "nativePC_MT" in the mod's folder. After that the mod manager will show the pics of the mod.
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Post by PARCA on Jun 14, 2019 6:36:45 GMT 10
Hola, FluffyQuack, acabo de descubrir tu mod Manager hace 2 días y ahora puedo usar el mod que tanto quería. ¡Gran trabajo! ¡Muchas gracias! Solo las imágenes del mod no lo muestran en el "FluffyQuack Mod Manager" . Ya probé 3 modos, pero todavía no muestra la imagen, no es importante. El mod manager y el mod funcionan. Hola, supongo que con "imágenes" te refieres a las fotos que deberían venir con el mod, bueno, a veces algunos mods no vienen con una imagen demostrativa, pero puedes agregar una. Solo descargue uno, asígnele el nombre como "captura de pantalla" y colóquelo junto a "nativePC_MT" en la carpeta del mod. Después de eso el administrador de mod mostrará las fotos del mod. If I say of the images "screenshot.png" which comes with mod.
Understood that some mod does not come with "screenshot.png". Thanks.
But the mod that comes with "screenshot.png", in the "Mod Manager" does not show them.
While the mod works, and does not show the "screenshot.png" in the "Mod Manager" it does not bother me.
I do not know if there is any difference in "nativePC" or "nativePC MT", just change to "nativePC MT" but it does not change anything.
For taking the time to read and answer thank you very much.
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Posts: 21
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Post by Tommy S Kennedy on Jun 14, 2019 14:33:54 GMT 10
Hola, supongo que con "imágenes" te refieres a las fotos que deberían venir con el mod, bueno, a veces algunos mods no vienen con una imagen demostrativa, pero puedes agregar una. Solo descargue uno, asígnele el nombre como "captura de pantalla" y colóquelo junto a "nativePC_MT" en la carpeta del mod. Después de eso el administrador de mod mostrará las fotos del mod. If I say of the images "screenshot.png" which comes with mod.
Understood that some mod does not come with "screenshot.png". Thanks.
But the mod that comes with "screenshot.png", in the "Mod Manager" does not show them.
While the mod works, and does not show the "screenshot.png" in the "Mod Manager" it does not bother me.
I do not know if there is any difference in "nativePC" or "nativePC MT", just change to "nativePC MT" but it does not change anything.
For taking the time to read and answer thank you very much.
Well, it was good that you understood the reply. i don't know what would be problem or what would be causing it. And talking about the nativePC and the MT one, they're the same (or at least what i think) because both of them have the folders/subfolders and archives of the game so they're the same, with the difference that the "nativePC" folder you have it in the standard version and the "nativePC_MT in the Gold Edition thats it. Anyway, try to download a pic of the mod or something, name it as "screenshot" then put it in the folder of your mod with the "nativePC" or "nativePC_MT" and check if it works.
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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 14, 2019 21:50:12 GMT 10
If I say of the images "screenshot.png" which comes with mod.
Understood that some mod does not come with "screenshot.png". Thanks.
But the mod that comes with "screenshot.png", in the "Mod Manager" does not show them.
While the mod works, and does not show the "screenshot.png" in the "Mod Manager" it does not bother me.
I do not know if there is any difference in "nativePC" or "nativePC MT", just change to "nativePC MT" but it does not change anything.
For taking the time to read and answer thank you very much.
I don't fully understand the problem, but I can quickly explain how the Mod Manager loads preview screenshots. It tries 2 methods: - If "screenshot=[filename]" exists in modinfo.ini it will use the screenshot filename defined in that ini file. - If the above does not exist, it will try to load screenshot.png, screenshot.jpeg, and screenshot.jpg.
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Post by PARCA on Jun 24, 2019 7:09:49 GMT 10
If I say of the images "screenshot.png" which comes with mod.
Understood that some mod does not come with "screenshot.png". Thanks.
But the mod that comes with "screenshot.png", in the "Mod Manager" does not show them.
While the mod works, and does not show the "screenshot.png" in the "Mod Manager" it does not bother me.
I do not know if there is any difference in "nativePC" or "nativePC MT", just change to "nativePC MT" but it does not change anything.
For taking the time to read and answer thank you very much.
Well, it was good that you understood the reply. i don't know what would be problem or what would be causing it. And talking about the nativePC and the MT one, they're the same (or at least what i think) because both of them have the folders/subfolders and archives of the game so they're the same, with the difference that the "nativePC" folder you have it in the standard version and the "nativePC_MT in the Gold Edition thats it. Anyway, try to download a pic of the mod or something, name it as "screenshot" then put it in the folder of your mod with the "nativePC" or "nativePC_MT" and check if it works. Hello, sorry for delaying answering the message, I was with other things. The truth I can not believe that it was solved in such a simple, silly way. jeje Downloading from the internet the image of the mod and it will work. Thank you very much for the help
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Post by PARCA on Jun 24, 2019 7:13:03 GMT 10
If I say of the images "screenshot.png" which comes with mod.
Understood that some mod does not come with "screenshot.png". Thanks.
But the mod that comes with "screenshot.png", in the "Mod Manager" does not show them.
While the mod works, and does not show the "screenshot.png" in the "Mod Manager" it does not bother me.
I do not know if there is any difference in "nativePC" or "nativePC MT", just change to "nativePC MT" but it does not change anything.
For taking the time to read and answer thank you very much.
I don't fully understand the problem, but I can quickly explain how the Mod Manager loads preview screenshots. It tries 2 methods: - If "screenshot=[filename]" exists in modinfo.ini it will use the screenshot filename defined in that ini file. - If the above does not exist, it will try to load screenshot.png, screenshot.jpeg, and screenshot.jpg. Hello, sorry for delaying answering the message, I was with other things. I already solved the problem, with the method of [Tommy Ashford] Thank you very much for the help
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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 Jul 7, 2019 1:15:28 GMT 10
New version released: www.fluffyquack.com/tools/modmanager.rarv2.100: - Overhauled the UI (thanks to fatihG_ for the help). Some notes about the new UI: -- You can click on the mod preview screenshots to make it display fullscreen. -- The "main menu" is now a series of always-visible buttons to the right. -- The mod manager now defaults to showing the mod list when starting. - Made it possible to drag'n'drop mod RAR files directly onto the Mod Manager window which makes it move the RAR file into the corresponding directory for currently selected game. - For UE4 games (ie, Bloodstained and SoulCalibur 6), you can drag'n'drop a PAK file onto the Mod Manager window. - When creating UE4 pak files, you can store a modinfo.ini and screenshot.jpg at the root directory to make the Mod Manager load them. - Fixed a bug which prevented more than 1000 mods from being visible in the mod list. - Made the popup messages last a few more seconds. - If a new version of the Mod Manager is detected, then the mod manager shows the version of the newest version. - Optimized the code for mod conflicts when highlighting mods. - Added Resident Evil 7, Bloodstained: Ritual of the Night, and SoulCalibur 6 as supported games. Example of the new UI:
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Posts: 268
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Post by DINNER SUPREME on Jul 20, 2019 10:40:51 GMT 10
I'm very pessimistic about this but i'mma give it a shot: Is there any way we can open up modmanager more than once on 1 pc? (Multiple instances) With the breakthrough of splitscreen as of recent with pc gaming (which includes this and RE5)...I've been trying to get a trainer out for each instance of RE6 out. I've tried Process Explorer and Sandboxie to allow duplication but no luck. This program somehow "still" knows when there's another instance of it to disallow after killing mutexes and event handles. Also, we're trying to do an ultimate fun session of "No Mercy Survivors" which seems to only be possible with this trainer as it's the only one that allows for switching to a "No Mercy" version of a stage when starting a Survivors match. Now the problem with that is that the time bonuses that are hit don't add any additional time when playing like this. This wouldn't bother me if we could just play with infinite time which would be fun and the session goes till the last player standing....BUT....now the anti-cheat feature doesn't allow such stuff as it seems to kill a player at the very beginning, thus not allowing any play. This is the closest to the fun original Survivors from RE5......instead of Capcom choosing to only add about "2-4 zombies" on each stage, no time bonuses and not allowing respawns in this edition. Hell, you can even potentially do Slayers RE6 6P Splitscreen Thread: residentevilmodding.boards.net/thread/11575/resident-evil-splitscreen-players-support Examples of "No Mercy Survivors" demonstrated by ZombieAli:
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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 Jul 20, 2019 23:10:44 GMT 10
I'm very pessimistic about this but i'mma give it a shot: Is there any way we can open up modmanager more than once on 1 pc? (Multiple instances) With the breakthrough of splitscreen as of recent with pc gaming (which includes this and RE5)...I've been trying to get a trainer out for each instance of RE6 out. I've tried Process Explorer and Sandboxie to allow duplication but no luck. This program somehow "still" knows when there's another instance of it to disallow after killing mutexes and event handles. Also, we're trying to do an ultimate fun session of "No Mercy Survivors" which seems to only be possible with this trainer as it's the only one that allows for switching to a "No Mercy" version of a stage when starting a Survivors match. Now the problem with that is that the time bonuses that are hit don't add any additional time when playing like this. This wouldn't bother me if we could just play with infinite time which would be fun and the session goes till the last player standing....BUT....now the anti-cheat feature doesn't allow such stuff as it seems to kill a player at the very beginning, thus not allowing any play. This is the closest to the fun original Survivors from RE5......instead of Capcom choosing to only add about "2-4 zombies" on each stage, no time bonuses and not allowing respawns in this edition. Hell, you can even potentially do Slayers RE6 6P Splitscreen Thread: residentevilmodding.boards.net/thread/11575/resident-evil-splitscreen-players-support Examples of "No Mercy Survivors" demonstrated by ZombieAli:So, if I understand this correctly, you want multiple instances of the mod manager running so you can get its trainer hooked onto multiple instances of RE6? It would be super quick for me to compile a version of the mod manager without the check to see if the mod manager is already running (I can't remember how the check works, but it's possible you can disable it yourself by renaming modmanager.exe to anything else), but I'm not sure if you can get my trainer hooked onto multiple instances of RE6. I think it's likely each instance of my mod manager will all try to hook onto the same instance of RE6.
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Posts: 268
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Post by DINNER SUPREME on Jul 21, 2019 1:12:35 GMT 10
So, if I understand this correctly, you want multiple instances of the mod manager running so you can get its trainer hooked onto multiple instances of RE6? It would be super quick for me to compile a version of the mod manager without the check to see if the mod manager is already running (I can't remember how the check works, but it's possible you can disable it yourself by renaming modmanager.exe to anything else), but I'm not sure if you can get my trainer hooked onto multiple instances of RE6. I think it's likely each instance of my mod manager will all try to hook onto the same instance of RE6. Exactly! If we can get up to 6 instances of the mod manager. The trainer can get on all 6 players for splitscreen Is it just a simple rename and not needing duplicates of the modmanager.exe and it's folders and files? I'm confident I can get the trainer to hook on to each instance with a de-focus technique I know.......Similarly to what I did with Raz0r's trainer for RE5 The only other alternative I just thought of recently: For me to actually make stage mods for RE6 where the enemy spawns and amount are carried over from "No Mercy" to "Survivors" by editing s14##soft.arc files (Similar to how you did the "No Enemies Mercenaries" and a lot of the cool stage/enemyspawn stuff that good ole KamiA has done). Though it would be hard for me to believe that nobody has tried this before after all these years. Even for just regular online play.
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