Giter VIP home page Giter VIP logo

wh3-mod-manager's Introduction

Warhammer 3 Mod Manager

Mod manager for the Steam version of Total War: Warhammer 3, Total War: Three Kingdoms and Total War: Warhammer 2.

Features not present in the CA launcher:

  • incredibly fast
  • mod filtering and presets
  • options to skip into videos or enable script logging
  • view database tables of mods or the base game
  • merge mods to get around the mod limit
  • compatibility checker to inspect which mod will have priority and overwrite another
  • can also update your mods directly like the CA launcher
  • add tags/categories to organize your mods
  • customize individual mods by disabling units, buildings or agents (lords and heroes)

 

App image

Run in development

yarn start

Build for Windows

yarn make

I build with yarn 1.22.19 and node v18.12.1.

Note that yarn start does hot-reloading, but hot-reloading files related to the main Electron process (basically index.ts, the stuff related to the OS and files) won't work but hot-reloading the renderer process works (basically everything user facing).

wh3-mod-manager's People

Contributors

atp-tha avatar shazbot avatar thesheeep avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar

wh3-mod-manager's Issues

When I launch the mod manager a specific pack file is always deleted from my data folder.

the file is !!!!!!Blood_Knight_Champions_warbands.pack. It was one of the few mods checked, but it was important to keep my copy in the data folder because I had fixed some bugs the original author hadn't yet gotten to in the workshop copy. When the mod manager deleted this pack file, my game reverts to the workshop entry and things go awry.

Any ideas?

I unselected the mod since I don't actually launch the game with your mod manager, just use it to easily track what is in my data folder vs what is not.

image

Check Compat button leads to permanent spinner

Hi,

I am running into the issue where clicking the Check Compat button leads to a permanent spinner the first time it is pressed leads to "Reading And Comparing Packs..." popup, but nothing is actually happening.

I checked disk activity using process monitor and wh3mm.exe is not accessing any files in the mod folders
I tried testing with only having subscribed to as that only touches one table and having made a renamed (file not tables) copy in data, where I would have expected a conflict.
https://steamcommunity.com/workshop/filedetails/?id=2789864837
Running on Windows 10, and the mod manager works just fine for everything else.
Starting the mod manager from command line logs the following


PS E:\Games\mod\wh3 mm> .\wh3mm.exe
[3080:0909/234325.285:ERROR:cache_util_win.cc(20)] Unable to move the cache: Access is denied. (0x5)
[3080:0909/234325.286:ERROR:cache_util.cc(145)] Unable to move cache folder C:\Users\schos\AppData\Roaming\wh3mm\GPUCache to C:\Users\schos\AppData\Roaming\wh3mm\old_GPUCache_000
[3080:0909/234325.286:ERROR:disk_cache.cc(196)] Unable to create cache
[3080:0909/234325.286:ERROR:shader_disk_cache.cc(613)] Shader Cache Creation failed: -2
(node:3080) ExtensionLoadWarning: Warnings loading extension at C:\Users\schos\AppData\Roaming\wh3mm\extensions\lmhkpmbekcpmknklioeibfkpmmfibljd:
  Manifest version 2 is deprecated, and support will be removed in 2023. See https://developer.chrome.com/blog/mv2-transition/ for more details.
  Permission 'notifications' is unknown or URL pattern is malformed.
  Permission 'contextMenus' is unknown or URL pattern is malformed.

(Use `wh3mm --trace-warnings ...` to show where the warning was created)
Added Extension:  Redux DevTools
Found libraryfolders.vdf at C:\Program Files (x86)\Steam\steamapps\libraryfolders.vdf
Found appmanifest_1142710.acf at D:\\Games\steamapps\appmanifest_1142710.acf
Content folder is at D:\Games\steamapps\workshop\content\1142710
Game path is at D:\Games\steamapps\common\Total War WARHAMMER III
READING PACKS
(node:3080) [DEP0005] DeprecationWarning: Buffer() is deprecated due to security and usability issues. Please use the Buffer.alloc(), Buffer.allocUnsafe(), or Buffer.from() methods instead.
[5036:0909/234325.946:ERROR:cache_util_win.cc(20)] Unable to move the cache: Access is denied. (0x5)
[5036:0909/234325.947:ERROR:cache_util.cc(145)] Unable to move cache folder C:\Users\schos\AppData\Roaming\wh3mm\Cache\Cache_Data to C:\Users\schos\AppData\Roaming\wh3mm\Cache\old_Cache_Data_000
[5036:0909/234325.947:ERROR:disk_cache.cc(196)] Unable to create cache
readPacks: 434.748ms
READ PACKS DONE
Error: Cannot find module 'binary-file'
Require stack:
- E:\Games\mod\wh3 mm\resources\app\.webpack\main\readPacksWorker.js
    at Module._resolveFilename (node:internal/modules/cjs/loader:940:15)
    at Module._load (node:internal/modules/cjs/loader:785:27)
    at c._load (node:electron/js2c/asar_bundle:5:13343)
    at Module.require (node:internal/modules/cjs/loader:1012:19)
    at require (node:internal/modules/cjs/helpers:102:18)
    at Object.<anonymous> (E:\Games\mod\wh3 mm\resources\app\.webpack\main\readPacksWorker.js:1:1791)
    at Module._compile (node:internal/modules/cjs/loader:1118:14)
    at Module._extensions..js (node:internal/modules/cjs/loader:1173:10)
    at Module.load (node:internal/modules/cjs/loader:988:32)
    at Module._load (node:internal/modules/cjs/loader:829:12) {
  code: 'MODULE_NOT_FOUND',
  requireStack: [
    'E:\\Games\\mod\\wh3 mm\\resources\\app\\.webpack\\main\\readPacksWorker.js'
  ]
}
failed for 2790577984
TypeError: Cannot read properties of null (reading '1')
    at E:\Games\mod\wh3 mm\resources\app\.webpack\main\index.js:2:719536
    at process.processTicksAndRejections (node:internal/process/task_queues:96:5)
failed for 2790577984
TypeError: Cannot read properties of null (reading '1')
    at E:\Games\mod\wh3 mm\resources\app\.webpack\main\index.js:2:719752
    at process.processTicksAndRejections (node:internal/process/task_queues:96:5)
TypeError: Cannot read properties of undefined (reading 'replace')
    at E:\Games\mod\wh3 mm\resources\app\.webpack\main\index.js:2:720137
    at process.processTicksAndRejections (node:internal/process/task_queues:96:5)
failed for 2812844625
TypeError: Cannot read properties of null (reading '1')
    at E:\Games\mod\wh3 mm\resources\app\.webpack\main\index.js:2:719536
    at process.processTicksAndRejections (node:internal/process/task_queues:96:5)
failed for 2812844625
TypeError: Cannot read properties of null (reading '1')
    at E:\Games\mod\wh3 mm\resources\app\.webpack\main\index.js:2:719752
    at process.processTicksAndRejections (node:internal/process/task_queues:96:5)
TypeError: Cannot read properties of undefined (reading 'replace')
    at E:\Games\mod\wh3 mm\resources\app\.webpack\main\index.js:2:720137
    at process.processTicksAndRejections (node:internal/process/task_queues:96:5)
failed for 2799504999
TypeError: Cannot read properties of null (reading '1')
    at E:\Games\mod\wh3 mm\resources\app\.webpack\main\index.js:2:719536
    at process.processTicksAndRejections (node:internal/process/task_queues:96:5)
failed for 2799504999
TypeError: Cannot read properties of null (reading '1')
    at E:\Games\mod\wh3 mm\resources\app\.webpack\main\index.js:2:719752
    at process.processTicksAndRejections (node:internal/process/task_queues:96:5)
TypeError: Cannot read properties of undefined (reading 'replace')
    at E:\Games\mod\wh3 mm\resources\app\.webpack\main\index.js:2:720137
    at process.processTicksAndRejections (node:internal/process/task_queues:96:5)
failed for 2804425815

Please let me know if I can provide more information, and thanks for creating this tool :)

Extremely unresponsive when high mod count...

When subscribing (not activated) over 600-700 mods the app it's just unusable, it becomes extremely sluggish or even frozen most of the time. Doing any simple task takes several minutes and becomes a chore. Hope the code can be optimized.

Mods order is not saved in the preset

Steps to reproduce the issue

  • change order of a mod (order number becomes red)
  • replace existing preset or create new preset
  • reset order by right clicking the order column name
  • select preset where the order got created or saved previously - doesn't restore the saved order

Merging Improvements to A Great Concept

Hello!

The Merging Function is great, at least conceptually (I getting it to work & bypass a CTD has thusfar eluded me, but that's not why I'm here!)

May I Suggest Two Things that I believe Greatly Improve it's Effectivity & Wide-spread Adoption?

1: Interface to Edit Merged bundles, with these qualities;

A) Clean & Clear "Show/Print"for the Merge's Modlist Function, as seeing what The Merged bundle contains is more work than just a Do-Over presently. Perhaps somehing akin Regular Modlist Organize Fields in the "Show/Print" function so that putting them A-Z, searching for a mod, etc is a simple & clear process. (This is esp. Important if some mods in the list need to have Order Precedence in order to boot)

B) The Ability To Simply & Easily Add or Subtract Mods from Merged. Some stuff breaks, some stuff isn't needed & some stuff needs to be put in. (Having to re-build an 80 mod merge and remember all that is nyte-mareee)

C) Some form of simple "Print/Compile/Merge" modlist command that's transferable from player to player.
Getting my bro to even migrate to the Much Better, Smoother & More Capable & More Elegant option of the illustrious Shazbot WH3MM Special was already, I know as BaseGod as as my witness there is not possibility of dragging him through the broken glass of telling him, even through SS's, which ones to merge. My guess is probs for a lot of multiplay/co-op this is a thing (he was like "just make another meticulous & tedious collection on steam, like you did last time that I didn't use and had to do over again cause I changed factions and didn't tell you" and I was like: "...........BOOOI-")

Anyhow, thanks for the great Mod Manager, it's one of my favorites, this is right up there with the good minecraft launchers in terms of UX/UI & viability of product

Merging Dependent Mods Creates Broken Merged Pack File

Hi guyz,

I have 80+ mods to merge. When first time i did, game crashed on start. When i looked at merged pack file with rpfm i see that there are some broken files in there. After that i dive little deep, found some broken tables.
image
It appears that this tables comes from mods that have dependency to other mods.
I try to divide dependent and parent mods and YES it were dependent mods brokes the pack file.
mod_bundle_1: have no broken table or anything
mod_bundle_2:
image
As you can see there are pack files in the pack file which has been somehow created.
Also packfile size is hugeee, names are broken too.
image
18gb dude.. Normally its around 800mb. It happens because of the created pack files.

Is this a bug or am i doing something wrong?
If it is a bug I hope you guys find a way to fix it.
Is there any workaround till its fixed?

Thank you all for all your efforts

Mod Manager Reset Position After Right Click - Go to Workshop Page

As per title, currently the mod manager will reset scroll bar back to the highest position after I right click on a mod and choose to open the workshop page. This is kinda of an issue as I am scrolling through dozens of mods and need to scroll back to where I was everytime after opening the wokrshop page.

I would suggest on having the scroll bar not reset up back for this one

Symbolic-linked mods are marked as red text.

Symbolic-linked mods are marked as RED text, not BLUE.
I think this issue occured since v1.36.2 or v1.37.0. So I thought someone would report this issue and would fixed soon.
But considering still no one reported this issue yet, seems others don't using this feature often as much I do...

Error when `Load Mods From Save` if using `swc-loader`

Copied from #12 , to keep track of the problem.

Actually found an issues where this breaks something: I noticed this breaks Load Mods From Save where we load mod names from a save (located using the green arrow next to continue).

With ts-loader we send mainWindow.webContents.send("packsInSave", await getPacksInSave(saveName)); where we send a string[] of mod pack names and we then receive string[] in renderer.ts

window.api.packsInSave((event, packNames: string[]) => {
  console.log("packs in save: ", packNames);
  store.dispatch(enableModsByName(packNames));
});

with swc-loader in the renderer we receive packNames as a string instead of string[] and it seems to be the value of packNames[0]

Originally posted by @Shazbot in #12 (comment)

New tooltips really get in the way of using the field columns

The new tooltips are much more legible and easy to read. Their implementation however is intrusive & gets in the way of actually using the mod. I had to make 3 or 4 tries just to get the cursor over to order by "enabled", because anytime I got even remotely close to it the mod order warning popped up and made it impossible. God help someone who actually wanted to re-arrange mod orders with this thing on (though I guess that's the point, eh? ;) )!
wh3mm_0nYY2P6gwb

Wrecked UI

I think Tzeentch fucked with the code
This only happens in windowed mode, but it used to be fine when sized down, now it's unusable unless full screen.
wh3mm_4jM4dpuyDE

Go Three Bears icon error. Cannot Build from master

From researching this online, it seems you have a persistent version of react-icons that hasn't been updated to the newest 4.11. GoThreeBears was removed.

Could you address this? I was planning to setup a script that, every time you made a new build, allowed me fork a macos version for your mod. I could work around this issue by downloading 4.08... still....being up-to-date would be nice. :)

`ERROR in ./src/flowbite/components/Navbar/NavbarToggle.tsx:3:10
TS2305: Module '"react-icons/go"' has no exported member 'GoThreeBars'.
1 | import type { ComponentProps, FC } from "react";
2 | import React from "react";

3 | import { GoThreeBars } from "react-icons/go";
| ^^^^^^^^^^^
4 | import { excludeClassName } from "../../helpers/exclude";
5 | import { useTheme } from "../Flowbite/ThemeContext";
6 | import { useNavbarContext } from "./NavbarContext";

webpack 5.88.2 compiled with 1 error and 1 warning in 41585 ms`

Presets contents are deleted.

All my presents "contents" are deleted. Like, my presets are still there, I can select them, but selecting them enables absolutely NO mod. This affected my 7 different created presets.

Edit: I've checked config.json in \AppData\Roaming\wh3mm to find all the presents and included mods in each one ARE STILL there, but for some reason they are not being loaded (mods are not ticked) when selected in the app.

Launching mod manager exe brings up microsoft store.

When I try to launch the exe for the mod manager it brings up microsoft store saying I need to find an app for that, I have it installed on steam and haven't had this issue on my old pc but I got my new one and now this happens.

Merging mods on mod manager

Hey I was wondering any way of explaining the merge mod section abit more cause I can’t seem to get it to work at all, no Matter how little or big the amount merged constant ctd , and am I meant to take it out of the merged folder and place it in my data folder thanks .

Doesnt removed unsubscribed mods

I've unsubscribed from a few mods but they still show in the mod list and there's no way I can see that will recheck subscribed list against Steam.
So now the mod manager sees 99 mods when I only have 92 subscribed in Steam.
The official mod manager sees the 92 correctly.

mod manager completely blank.

Screenshot 2022-09-03 025348
Screenshot 2022-09-03 025244

ive tried full reinstalls of the manager including older versions and purging the %appdata% , it was literally working this morning and has just out of the blue gone blank.

Stuck on "Reading and Comparing Packs..."

As title says.
In Task Manager it's utilizing 5-10% CPU continuously and (weird) 4% GPU.
Been doing this for over 20 minutes right now. I have a modern system capable of running WH3 on VH.

Would be nice to see what it's doing, at least since there's no progress bar (advanced option?).

Manager not picking up some required mods

Hey guys,

Thanks so much for the manager! I've noticed some required mods not being flagged. This screen shot shows the required karank mod not being flagged as missing mod, even although it is on the steam workshop. I feel like I had this issue with another mod the other week as well.

Regards,
Jack
image

Presets Vanished

After a restart, all my presets vanished and the config.json only has the mod data in it. Is there any way I can get them back?

Custom mod order

Hey, is there a possibility to add something so that you can make the sub mod order dependent on the main mod. Currently it is so that you have to adjust the order every time you subscribe to a new mod.

Force download/Update mod

Hi!
I've recently decided to return to the game after a few months. Some mods were outdated, yet Force download/Update mod button would not trigger mentioned actions. Have I missed some kind of setup step in the meantime?

Version: wh3mm-win32-x64-1.39.0 portable, updated from 1.33.1

Merged Pack - CTD on Startup

I created a merged pack of 100 mods that load without merging but do not load when merged. Any ideas why that would be happening?

My Modlist: (there are more than 100 active but all load without the first 100 merged)
2789999718|2861185989|2789898215|2789898126|2816715399|2789877676|2857602959|2881751969|2881355010|2797285526|2797285695|2840691327|2840690836|2797285787|2789842998|2810508859|2870732947|2866673136|2864556562|2862052342|2860203054|2855193935|2863475012|2800204693|2799350487|2857172528|2862798756|2878423760|2859968660|2789887182|2870464661|2872642385|2872645933|2837702906|2852872304|2876531798|2795725577|2870172362|2857187582|2790136503|2801957739|2866861283|2874009018|2789857474|2794696516|2861861497|2826930183|2853411796|2824164139|2803817483|2858308116|2868695669|2866599121|2855238321|2789858755|2790949528|2867514081|2861995234|2874672190|2879095418|2863393121|2861674142|2870486076|2807293664|2865854966|2853343800|2791636543|2790007728|2877685936|2864517340|2855994433|2863391715|2873912948|2790055541|2793731221|2793720664|2871612719|2875947979|2789854789|2789978667|2856019044|2856717088|2877014709|2853983770|2866313981|2864936382|2872414131|2857838647|2799572937|2872414549|2790206209|2789898034|2798635540|2858295501|2803479610|2859718528|2802810577|2802811244|2853477423|2825728189|2790566124|2789884957|2789881693|2864165834|2789921931|2792284475|2789914172|2789878031|2865736851|2854667379|2852724610

Unable to load mods on Linux

I'm running PopOS 22.04 and tried running the mod manager through Steam's Proton compatibility layer. The mod manager runs, through the downloaded workshop mods never appear and downloading new ones through the mod manager does nothing (no downloads on Steam's end start). The folder paths seem to be correctly set, matching Proton's Z: drive path.

Merging Additions

Hello,

currently, when you merge mods with a predefined order, the order is changed back. Therefore you can't merge mods with changed orders correctly.

Presets not saving

When realoading the application presets that were created/updated are no longer there. The list of presets is empty and no mods are selected.

Option to load steam subscribed order

As an option can we have a way to follow the order of subscription on steam?
It's important because some collections already have a specific order that should be followed.

show mod's name in workshop

Thanks for your great work
I want to know if it possible to show mod's name in workshop. I guess mod's name shown in your manager is extract from database, and it is too hard for me to guess what the mod is like the name is van_mct.
I hope you can get what want to express since my english is poor
Finally, thanks for your work again

Make a Mac OS version of the mod manager

Hello,
The game is available on Mac OS and most (if not all) mods work on Mac but we are stuck with Steam's shitty mod manager. Would you consider developping a mac version of your mod manager?
Thanks in advance.

Enabled mod tooltip obscuring play button

When dragging your mouse down to the Play button, passing the "Enabled mods: X" text, the tooltip pops up instantly and very often prevents Play from being pressed until you wait for it to go away (or try to make it do so.)

A tiny tooltip delay would perhaps fix it?

1.32.0 goes Not Responding when enabling/disabling mods.

I just downloaded 1.32 (deleted old one) and tried using it, upon disabling then enabling all mods (via right click) then ticking one of the mods (its located in the tww3 data files) the mod manager goes into perma Not Responding.

Tried twice, happened both times.
Got a total of 35 mods.

Some mod name are not displayed.

Some mod which marked as nudity or sexual content in workshop has no name in WMM.
Such as More Cathay Variants Compilation (Fixed for 3.1)
image
image

Game Crashing When Selecting Lords

IDK if it's directly Mod Manager related, but since the last update the game crashes immediately when attempting to select a Lord on the map when loading a Save file, either from the Mod Manager or in-game.

Sharing Mod lists does not share order correctly

When sharing mod lists, it tells the most position via having ';x' at the end, but if players have different mods this can cause mods to be in the wrong order, causing incompatibility that can be hard to fix

Trying to merge mods that used to have entries in the dependency manager, but no longer do, is not possible.

Hopefully I've done enough troubleshooting to isolate this issue. I Am the author of the following two mods and initially I was going to make them dependent on another mod for effect scopes, but removed the dependency entry in RPFM. However, the mod manager is still refusing to merge them with the rest of my merged mods. Any potential solutions?

https://steamcommunity.com/sharedfiles/filedetails/?id=2918908409
https://steamcommunity.com/sharedfiles/filedetails/?id=2922040927

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.