Didero wrote:Why are the settings for TorchLeech itself under the 'Options' button, but the options for the game under the right-click menu?
Omnifas wrote:IMO you shouldn't have to since Runic left sufficient warnings for changing mods and the effects on save files(red text everytime you change a mod), but its for the better anyways.
*** UNSUPPORTED VERSION - Doubleclick on this mod to read full description ***
The installed version is not supported (read FAQ on the website for more information).
That means you can de-/activate and play this mod but you will never get any updates automatically.
How to get a supported version:
1. Check if this mod is in the TorchLeech list.
2. Deinstall the unsupported version.
3. Reinstall the listed version.
REINSTALL MODS CAN BREAK YOUR EXISTING SAVEGAMES!
BE CAREFULLY AND BACKUP YOUR SAVEGAMES/OLD MODS!
*** UNSUPPORTED VERSION - Double-click on this mod for more details ***
The installed version of this mod is not supported (read the FAQ on the website for more information).
This means that you can de-/activate and play this mod but it will not be automatically updated.
How to get a supported version of this mod:
1. Check if this mod is in the TorchLeech install list.
2. Uninstall the unsupported version.
3. Reinstall the listed version.
IN RARE CASES, REINSTALLING MODS CAN BREAK SAVED GAMES.
BE CAREFUL, AND BACKUP YOUR SAVES/OLD MODS WHEN REINSTALLING.
TorchLeech wrote:aholman wrote:I just thought I should put this quote in here incase no one else mentioned or you didn't look at this particular topic(merging classes):
Merging classes: Sounds not really complex. As i understand your post, there is a layout-file (plain text) in every class mod which must be changed in some numbers like you quoted. Every additional mod +70 and the correct class mod counter. After this change the tool "Class Creator" correct all items in the mods with new IDs. We have already a category "Classes" or/and "Conversions" where we can mark new class mods. Maybe we can implement a "Class editor" or something where you can order the class mods in a list and autoassign the calculated IDs (+70 +70 +70). This editor could pop up when you install a new class mod. I don't know yet what "magical" things the Class Creator does with the item files. If it is a simple step (as run through all text files and replace a ID) we can implement this too. If this is a more complex process, we can look to work semi-automatic with the Class Creator tool.
I would be happy, if other users would post their way/experiences to work with multiple class mods in addition to aholman.
TorchLeech wrote:At our tests it's really annoying to pop up warnings every time you uninstall a mod. Really annoying.
Redattack34 wrote:Here, I'll try to proofread that for you. No offense meant...
Redattack34 wrote:When a mod is poorly constructed like the Tier 3 mod, wouldn't the GUID's break when TorchLeech updates it?
Perhaps you should only allow mods with fixed GUID's into the database?
It would also be very helpful to modders if you posted a list of what a modder has to do before a mod will be added to the database, or if there is nothing, say so.
mattdesl wrote:I'm sure there are plenty of useful mods that don't include fixed GUIDs. No point in removing all of them from the database!
mattdesl wrote:- When installing a mod, quickly scan the /units/items folder to determine whether any files are missing GUIDs. If so, flag the mod as "GUID-error-prone".
- When the user wishes to update/uninstall/reinstall a mod, show a warning message if the mod is flagged as "GUID-error-prone". In the warning dialog, you could also include a "Don't Show Me Again" checkbox, incase it gets annoying.
Hexx wrote:The use of mods may cause loss of data.
If you don't want to lose your hard work and time spent on your character's I advise you to stay away from user created content.
Jupiah wrote:Hexx wrote:The use of Torchleech will cause loss of data.
If you don't want to lose your hard work and time spent on your character's I advise you to stay away from Torchleech.
Torchleech is dangerous. If you're so horrified of losing data, you shouldn't have used it in the first palce.
Hexx wrote:Maybe the mod in question was theoreticly at fault but if torchleech had proper warnings this all may have been avoidable
coffinsnail wrote:hexx just cant install the mod manually and uninstall it manually to see its the mods fault not torchleech. jumping to conclusions does not solve problems it only hinders the finding of the true issue at hand. you can only fix things that you can prove are broken and in this case you cant prove the mod is not broken unless you do things manually. then if it works manually then the program is at fault. but untill you can prove the program is at fault you are just asssuming and that does no good for anyone.
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