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Michiyo

City Council
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Everything posted by Michiyo

  1. No, the installer does that for you, curiously in your first screenshot I see the line: Creating assets\mods And it is also in the log output you pasted above.. it should only ever print that the first time you use the installer. Also oddly the "Added the mod asset path to your HC Launcher!" line is in both as well, which should only ever show up the first time you use that option. Open your HC Launcher, click the "Screenshots" button, go up one directory, go into the "assets" directory, and verify you have a "mods" directory in there, if so open it and confirm you have "hc_vidiotmaps.pigg" in there. If all of that checks out, go back into the HCLauncher, click the gear icon top right, click "Homecoming", and make sure you have -assetpath assets\mods in the launch parameters box.
  2. I am unable to cause an invalid category entry by simply typing into the dropdown, I'm curious how that even happened. Glad you got it working, and no you shouldn't need to do anything else.
  3. So, while you can type into the drop down (I'll see about not letting that happen) you can't actually set it to an invalid option that way. It appears that something is not letting the program talk to the web service that gives it data. You mentioned something was deleting the actual program, so I assume you have some security software that may also be blocking it from talking to my server.
  4. I've updated the install instructions on the first post to add screenshots for setting the mod asset path, and using the "Add to Launcher" methods.
  5. Did you follow the instructions in the first post for adding the correct flags to your launcher? Either by clicking "Add to Launcher" then selecting whichever launcher you use, or by manually adding -assetpath assets\mods to your custom launch parameters as covered in this post:
  6. Right, my tool won't show your installed mods from CoHModder as they use very different formats for mods (and storing installed mods). The recommendation is to move/rename the existing "data" folder from your Homecoming install, to avoid conflicts between mods on my tool, and CoHModder. And reinstall those mods via this tool, all of the mods except one that the original author requested to be removed should be available to install.
  7. Does that happen to be one of the ones I converted from CoH Modder and uploaded already? If so I can assign that mod to you if you've signed up on the site.
  8. There is a single delete call in the entire program, which is called when you uninstall a mod, and it's targeted to the "assets\mods" directory. Your previous menus should either be in "data.disabled", or in "data\disabled-overrides". If neither of these folders exist then I have no idea how that could have happened.
  9. The Tool doesn't delete anything, it would have prompted you that it found stuff in your data folder, and if you clicked yes either (depending on version of the tool when you first ran it) either rename your data directory, or moved your menus into a folder "disabled-overrides", either way your menus are still in either the "data.disabled" folder, or in "data\disabled-overrides"
  10. Verifying files in your launcher will only verify the base game files, nothing added externally. My suggestion would be to uninstall the "Vidiotmaps for Homecoming" mod via the tool, then reinstall it and see if your issue goes away. Also verify you don't have anything in your D:/Homecoming/Homecoming/data/ directory that might be trying to override mods installed by the tool.
  11. Page 5 is on staging, so it's likely dropping tomorrow. The launcher splash page was updated a bit early, but it'll be fine soon. 😛
  12. Click the Gear Icon top right, then check "Allow multiple instances".
  13. Make sure you click Add to Launcher -> HC Launcher (or Tequila) depending on whichever you use. My tool uses a different method than others as stated in the original post. Other installers put loose files in the data directory which the client uses to override. Mine uses packaged data files that the client natively reads, but requires a change to your launcher. The "Add to Launcher" option automates that, or you can just add -assetpath assets\mods To your custom launch parameters. In Tequila that's here: And in HC Launcher that's here:
  14. https://forums.homecomingservers.com/settings/ click "Change" next to "Display Name" This won't change your login info, just the name displayed on posts and on your profile.
  15. I just converted and imported ~170 mods from the Modder tool over to the new format. I've not tested all of them, but I see no reason they wouldn't work. If you find non working mods please let me know. For the original authors of these mods, if you would like them assigned to you so you can edit them / update them please sign up to the mod site, let me know your username (if different) and I will assign them to you. You ARE currently credited in the mod description in the tool, and on the site's mod list. @Tarrquinn I've assigned the mods I could spot were yours to you on the Mod site.
  16. The installer has a utility for pigging your mods. Just put them into a data folder (not one in your city install) with the proper folder structure, then use Tools -> Create Mod enter a filename for your resulting .pigg, select the data folder you made, then click build. It'll package everything up as a .pigg which can then be uploaded to the website.
  17. I have edited the first post for the release of the program, and quick instructions, as this uses a very different method of modding the game.
  18. He did, however this isn't based on his code. I had already started on this tool when he posted the source on his thread. I will be releasing this likely later today, I'm currently dealing with my GPU dying. Sadly I bought an EVGA Card (back in February), and with them no longer making GPUs I'm not 100% sure if I'll be able to get a warranty replacement.
  19. The servers *ARE* up at that point, and those players were likely GMs logging in to make sure the servers are stable and have no issues loading maps.
  20. Hello All! I'm editing this post to announce the release of the City Mod Installer! You can grab the application here: https://cityofheroes.dev/mods End users do not need to register on the site to download mods, just download the installer from the link on the page, unzip it somewhere, launch it and point it at your City of Heroes install. (By default it will look in C:\Games\Homecoming, as this is the default location that HC installs to. If you've installed City elsewhere then just select that folder). If it finds an existing "data" folder it will prompt you to rename that folder, otherwise your new mods may not work correctly. My tool uses a different method than previous tools. Other installers put loose files in the data directory which the client uses to override. Mine uses packaged data files that the client natively reads, but requires a change to your launcher. If you use Tequila add this: -assetpath assets\mods To your custom launch parameters. In Tequila that's here: Currently all of AboveTheChemist's mods are available, as well as my old enhancement standardization pack from live (I still need to update it for HC...). Mod authors will need to sign up for an account on the mod site linked above, where they will then be able to upload their mods to the site. The program has a utility built in to assist in packaging your mod into a .pigg for uploading to the site. The website is VERY early in development, and will be updated ASAP to get full functionality available to creators, but I wanted to get this out into folks hands now.
  21. Thanks, looks like I'm implementing my own system from scratch then. Watch this space (and a new thread).
  22. Does anyone have the latest source then?
  23. This should be fixed, I upgraded the wiki and the config options for password security seems to have been changed.
  24. This won't work with City as it uses OpenGL. The games in the video are using DIrectX.
  25. If you've enabled Cel Shading in experimental graphics, turn it off and try again.
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