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Teardown Mods Manager

Teardown Mods Manager may be used to update, backup, and remove installed Teardown mods during the wait for Steam Workshop availability in Teardown 0.6, and possibly after.

Recent Changes (v2.0.0 --> v2.1.2)

  • Added an EXE version TeardownModsManager_NoAdmin.exe that does not require local admin privileges. (v2.1.2)
    • Note: This means you cannot update or remove mods from a folder outside of your user profile space or anywhere that requires elevated privileges. (v2.1.2)
  • Fixed missing variable that prevented some mods from properly being removed (v2.1.1)
  • Added feature to display and change current mods folder location; Mods list reloaded automatically after changing directory
  • Improved ModDir logic and basic mod validation. Requires info.txt to contain mod name or otherwise is ignored and not in mods list.
  • Increased main window default size
  • Changed Exe to require elevation to allow non-default mods locations outside of user profile
  • Added additional help info
  • Other various code fixes and improvements

Previous Changes (v1.2.1 --> v2.0.0)

Teardown Mods Manager is now fully functional, including the following recent changes:

  • No longer in beta status
  • Added "Update All Mods" functionality
  • Added "Delete Selected Mod" functionality
  • Optimizations around updating all mods at once
  • Added log function and improved logging
  • Added Export Logs button
  • Added ability to export log
  • Removed Sign-in button
  • Removed Update Selected Mod button
  • Combined functionality of 'Update Selected Mod' and 'Update All Mods'
  • Added multi-select enhancement
  • Visual improvements
  • Minor code enhancements
  • Minor code fixes
  • Fixed 'Gravity Gun' mod support

Now fully functional, but still a work in progress, at least until Steam Workshop implementation in Teardown 0.6 potentially makes this obsolete.

If there are any issues, please message me or preferrably, report them here: https://github.com/tjgruber/TeardownModsManager/issues!

v2.1.1 (new)
 Screenshot1

v2.0.0
 Demo1

How to use

There are two methods to using Teardown Mods Manager and the choice is yours to make. There is a Windows executable (TeardownModsManager.exe) and a raw PowerShell script (TeardownModsManager.ps1). Due to the nature of the .exe conversion, some platforms may falsly detect the .exe, in which case, if you have any doubts, you should look over and use the PowerShell script. The PowerShell script is open source (you're free to look at the code and download directly from GitHub).

Via EXE:

The EXE is created using PS2EXE (PowerShell to EXE converter). Info about this is located here: https://github.com/MScholtes/PS2EXE

  1. Download the TeardownModsManager.exe file.
  2. Double click the .exe file to open.
  • Use TeardownModsManager_NoAdmin.exe if you do not have local administrative privileges on your PC, or if you do not want to run it with elevated privileges.

Via .PS1 script:

If you don't feel comfortable using the .exe, you may download the PowerShell script and follow the instructions below:

  1. Download the TeardownModsManager.ps1 file to desktop.
  2. Right-click on the .ps1 file, then click "Run wtih PowerShell".

General

All mods are checked against teardownmods.com. If you have any issues with a specific mod (or the app itself), use the Export Logs button to examine the logs and include them in your report.

Tip: If you delete a mod by mistake, you can reinstall it by selecting it, and clicking the Update All Selected Mods button. Once you reload the mod list, this is no longer possible, as the mod will no longer be shown in the Installed Mods List.

Installed Mods Tab

Select the mods you wish to update, then click the Update All Selected Mods button. This can take some time if you select a lot of mods at once. Sometimes the downloads are slow, you can export logs while processing if needed.

On app load, all mods in the default mods folder should be displayed. The Cresta weapon pack is an exception, which handles them all as a single mod.

  • Changing the default mods location is now supported, and will automatically reload the mods list with validated mods. Click the mods folder path textbox to change.
  • Basic mod validation is used. If 'info.txt' does not exist or include mod name, it is ignored and not included in the list.
  • Make sure to back up your mods folder. By default, this is your Documents\Teardown\mods folder. You may use the Backup All Mods button to do this for you.

Note: When a mod developer fixes naming consistency of a mod that was previously inconsistent, you may get an error saying the mod could not be found after extraction. This is expected. Try reloading mod list, and trying again, as the error is correct, but it still likely updated just fine.

Backup All Mods

It should be said that the first thing to be done is backing up your mods. You can do this automatically by clicking the Backup All Mods button.

  • This will back up your Documents\Teardown\mods folder to a zip file: Documents\Teardown\mods_backup_132566554489856810.zip.
  • You can also do it manually and likely faster by copying and pasting a copy of your mods folder to somewhere else.

Note: This process can take awhile depending on how big your mods folder is. It can take around 30 seconds per gig. In my test, it took about 30 seconds to back up a mods folder that is 1.4GB.

Mod Compatibility

Teardown Mods Manager supports updating mods archived with 7-Zip (.7z), WinRAR (.rar), and Zip (.zip).

As a mod creator or developer, the following practices can help ensure mod compatibility with Teardown Mods Manager:

  1. Mod name consistency is the biggest factor in your mod working with this app.
  2. Ensure mod name = in mod info.txt matches the name of your mod at teardownmods.com.
  3. Ensure mod name matches folder name, i.e. Documents\Teardown\mods\mod name.
  4. Ensure version = in mod info.txt is current released version at teardownmods.com. Something meaningful to the most amount of people, such as 2021.01.31.x or preferably 1.5.2 for example. See semantic versioning: https://semver.org/
  5. Ensure the last file in the downloads list at teardownmods.com for the mod is the regular default or preferred mod download. This app selects the last file listed to download.
  6. Ensure name of mod folder is properly archived: so extracting to Teardown\mods will result in Teardown\mods\Mod Name
  7. Instead of having multiple mods/maps, use mod options to control lighting, time of day, weather, etc. If that doesn't work for you, create separate mods for them on teardownmods.com
  8. Try to package mods together in the same mod folder that are part of the same mod package. That way I don't have to hard code a workaround.

 

Edited by Banshii
updated description


What's New in Version 2.1.2   See changelog

Released

Recent Changes (v2.0.0 --> v2.1.2)

  • Added an EXE version TeardownModsManager_NoAdmin.exe that does not require local admin privileges. (v2.1.2)
    • Note: This means you cannot update or remove mods from a folder outside of your user profile space or anywhere that requires elevated privileges. (v2.1.2)
  • Fixed missing variable that prevented some mods from properly being removed (v2.1.1)
  • Added feature to display and change current mods folder location; Mods list reloaded automatically after changing directory
  • Improved ModDir logic and basic mod validation. Requires info.txt to contain mod name or otherwise is ignored and not in mods list.
  • Increased main window default size
  • Changed Exe to require elevation to allow non-default mods locations outside of user profile
  • Added additional help info
  • Other various code fixes and improvements

Previous Changes (v1.2.1 --> v2.0.0)

Teardown Mods Manager is now fully functional, including the following recent changes:

  • No longer in beta status
  • Added "Update All Mods" functionality
  • Added "Delete Selected Mod" functionality
  • Optimizations around updating all mods at once
  • Added log function and improved logging
  • Added Export Logs button
  • Added ability to export log
  • Removed Sign-in button
  • Removed Update Selected Mod button
  • Combined functionality of 'Update Selected Mod' and 'Update All Mods'
  • Added multi-select enhancement
  • Visual improvements
  • Minor code enhancements
  • Minor code fixes
  • Fixed 'Gravity Gun' mod support
  • Like 1

User Feedback

Recommended Comments



Can all or most the people that downloaded this approve that it's not a virus, it detected a trojan in it and im not sure, it seems to good to be true.

 

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2 hours ago, BobblMan said:

Can all or most the people that downloaded this approve that it's not a virus, it detected a trojan in it and im not sure, it seems to good to be true.

 

That might because of the PS2EXE converter (PowerShell to EXE converter) that I used. The explanation of the reason it could be falsely detected as a virus is explained here: https://github.com/MScholtes/PS2EXE

But all it is, is a PowerShell script. You can choose not to use the EXE file, and just run the PowerShell script manually using instructions in description.

It's all open source, the full code is visible, and you can download directly from the open source code and look at the code yourself.

There's no virus!

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8 hours ago, BobblMan said:

Can all or most the people that downloaded this approve that it's not a virus, it detected a trojan in it and im not sure, it seems to good to be true.

 

I got no warnings from Defender when downloading and running the .exe file. I'd say it's clean.

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14 hours ago, Mudsox said:

I got no warnings from Defender when downloading and running the .exe file. I'd say it's clean.

Does it actually work tho too? with thee updating? That's all i want, maps update so much and i love seeing updates.
Also mudsox i love your map... SO MUCH.

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6 hours ago, BobblMan said:

Does it actually work tho too? with thee updating? That's all i want, maps update so much and i love seeing updates.
Also mudsox i love your map... SO MUCH.

Yes as long as the mod author sets up the mod correctly, this program will auto update the mod.

Thank you 🙂

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33 minutes ago, Jbeam said:

why detecting windows defender a virus when i try to download it?

 

31 minutes ago, Jbeam said:

@Banshii if i have now a virus because you mod, i tell every one that you mod have a virus

It's explained in the description why the .exe might be falsely detected. 

Additionally, if you have doubts, use the PowerShell script (.ps1) file instead of the (.exe) file. 

I will likely use another method to package as an .exe in the future.

Edited by Banshii
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1 hour ago, Banshii said:

 

It's explained in the description why the .exe might be falsely detected. 

Additionally, if you have doubts, use the PowerShell script (.ps1) file instead of the (.exe) file. 

I will likely use another method to package as an .exe in the future.

ok, thanks

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For some reason the folder that this gets its mods from is not the same folder that my teardown  gets its mods from. 
i e if I move the folders to the right file for your mod they will no longer show up in teardown

if I get this working though this might be one of the most useful maps

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29 minutes ago, teardown80 said:

For some reason the folder that this gets its mods from is not the same folder that my teardown  gets its mods from. 
i e if I move the folders to the right file for your mod they will no longer show up in teardown

if I get this working though this might be one of the most useful maps

Which Teardown game version are you running? This mod is only tested working for the experimental branch.

Where is your mods folder located that Teardown uses? Is the mods folder that yours is using the default folder?

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11 minutes ago, Banshii said:

Which Teardown game version are you running? This mod is only tested working for the experimental branch.

Where is your mods folder located that Teardown uses? Is the mods folder that yours is using the default folder?

The one that works for your program is (c::, one drive, documents, teardown, mods)

The one that works for teardown is (this pc, documents, teardown, mods) 

 

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26 minutes ago, Banshii said:

Which Teardown game version are you running? This mod is only tested working for the experimental branch.

Where is your mods folder located that Teardown uses? Is the mods folder that yours is using the default folder?

And I have the experimental version 

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1 hour ago, teardown80 said:

The one that works for your program is (c::, one drive, documents, teardown, mods)

The one that works for teardown is (this pc, documents, teardown, mods) 

 

I see, my program is set to use this by default:

$env:USERPROFILE\Documents\Teardown\mods

So it looks like your issue may have to do with that your Documents folder is being redirected to OneDrive location, while Teardown game does not take that in to consideration is what I am gathering from your issue.

As a temporary work around until I'm able to release a fix to take that into consideration, in Teardown Mods Manager v2.0.0 (.ps1), you can edit line number 148 to specify your exact folder location in between the double quotes.

For example:

# Change line number 148 from this:

                $ModDir = "$env:USERPROFILE\Documents\Teardown\mods"

# to this:

                $ModDir = "$env:SystemDrive\OneDrive\Documents\Teardown\mods"
                  
# or this:
                $ModDir = "$env:USERPROFILE\OneDrive\Documents\Teardown\mods"

# whichever is the correct one for you ^

If you are using the (.EXE) version, you can download the PowerShell script to modify in the meantime. I'll work on a fix.

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1 minute ago, Banshii said:

I see, my program is set to use this by default:


$env:USERPROFILE\Documents\Teardown\mods

So it looks like your issue may have to do with that your Documents folder is being redirected to OneDrive location, while Teardown game does not take that in to consideration is what I am gathering from your issue.

As a temporary work around until I'm able to release a fix to take that into consideration, in Teardown Mods Manager v2.0.0 (.ps1), you can edit line number 148 to specify your exact folder location in between the double quotes.

For example:


# Change line number 148 from this:

                $ModDir = "$env:USERPROFILE\Documents\Teardown\mods"

# to this:

                $ModDir = "$env:SystemDrive\OneDrive\Documents\Teardown\mods"
                  
# or this:
                $ModDir = "$env:USERPROFILE\OneDrive\Documents\Teardown\mods"

# whichever is the correct one for you ^

If you are using the (.EXE) version, you can download the PowerShell script to modify in the meantime. I'll work on a fix.

thank you very much, you were very helpful

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15 hours ago, teardown80 said:

I did what you said and it worked thank you for being so responsive about it.

I have this fix in an upcoming update. It will include a way to change the mods folder location it looks in, and some other fixes and enhancements.

Expect it within the next day or two. Here's a preview:

If the default folder isn't correct, you can click the textbox to change it!

image.png.bc244cabd1038838d44c2d3daac8d24b.png

 

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