Problems with running ALL mods

Do you need help? Ask here!

Bug reporting belongs here: http://developer.wz2100.net/newticket
User avatar
Arreon
Trained
Trained
Posts: 324
Joined: 15 Feb 2009, 05:57

Problems with running ALL mods

Post by Arreon »

Either there's one little detail I left out, or I have a fundamental misunderstanding of how to run mods.

I made a test mod (If I released it, the balance police will get me). It basically halved damage and doubled salvos of all salvo weapons, including Lancers, TKs, and Scourges. I wanted to see if it would work.

Here's the problem: I put it under the correct address, but it wouldn't work. I tried this in zip, uncompressed, wz, 7z, but I still run into the same problem. Nothing happens.

This happens with every single mod I download or make. I found out in the stderr file that Warzone said "Mod (first word of mod name) doesn't exist." I don't get this because it IS there and I know I put it in the correct address.

Does anyone know what's going on?

If more details need to be shown, I'll do what I can.
OS: Windows 7 Home Premium 64-bit
Processor: AMD Phenom II X6 1045T (6 CPUs), ~2.7GHz
Memory: 8192MB RAM
GiGaBaNE
Trained
Trained
Posts: 262
Joined: 24 Jun 2007, 17:51

Re: Problems with running ALL mods

Post by GiGaBaNE »

some basic double checking is required to make life easier for the devs here bud.
what OS
pls copy and paste the shortcut you use to activate the game with the mod
e.g
"C:\Games\Warzone 2100\warzone2100.exe" --mod_mp aivolution.wz
(this link will only work for multiplayer and linked to thst is the fact that the mod using that link needs to be in
C:\Games\Warzone 2100\mods\multiplay folder.
single player and global mod shortcuts are written slightly differently and the file is stored in a ifferent location.


confirm where you are putting the mod e.t.c

wz comes with a few built in mods for example can you get Aivolution running?
User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: Problems with running ALL mods

Post by milo christiansen »

Use my mod manager it makes things simpler ;) . The download thread is in the showcase.
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
User avatar
Mach10chocobo
Greenhorn
Posts: 14
Joined: 15 Sep 2008, 13:17

Re: Problems with running ALL mods

Post by Mach10chocobo »

haha, nice plug :P
Anything is possible, it's all about probability
User avatar
Buginator
Professional
Professional
Posts: 3285
Joined: 04 Nov 2007, 02:20

Re: Problems with running ALL mods

Post by Buginator »

You can't just go running *all* mods, since they can, and do conflict with each other...
It is best to only run certain mods together, so you know they don't touch each others files, or your just asking for trouble.
and it ends here.
User avatar
Arreon
Trained
Trained
Posts: 324
Joined: 15 Feb 2009, 05:57

Re: Problems with running ALL mods

Post by Arreon »

Buginator wrote:You can't just go running *all* mods, since they can, and do conflict with each other...
It is best to only run certain mods together, so you know they don't touch each others files, or your just asking for trouble.
That's not what I meant by all mods. I meant I'm having trouble running every single one that is not from the original installation.

I think the compression of the wz files messes the files up.

When I want to try and edit one, I make the changes, compress it, switch it to .wz and try to run it. Nothing happens. All it says in the stderr file is "Mod does not exist."
OS: Windows 7 Home Premium 64-bit
Processor: AMD Phenom II X6 1045T (6 CPUs), ~2.7GHz
Memory: 8192MB RAM
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA

Re: Problems with running ALL mods

Post by Zarel »

Remember, computers are exact. You can't do things "mostly right" and have them work. You have to do them "exactly right". One spelling error or similar problem, and it won't work.

Make sure your .wz's actually have the exact directory structure of the originals. If you just extract and compress, you'll have an extra directory you never wanted.
User avatar
Buginator
Professional
Professional
Posts: 3285
Joined: 04 Nov 2007, 02:20

Re: Problems with running ALL mods

Post by Buginator »

Zarel wrote:Remember, computers are exact. You can't do things "mostly right" and have them work. You have to do them "exactly right". One spelling error or similar problem, and it won't work.

Make sure your .wz's actually have the exact directory structure of the originals. If you just extract and compress, you'll have an extra directory you never wanted.
Beside what Zarel said, everything is CaSe SenSitive!
and it ends here.