Banshii
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You only need to run it as admin if you want to use a mods folder that is outside your user profile. Otherwise, you can use the TeardownModsManager.ps1 script, and remove that top part of the script that makes it ask for admin. When I added the feature to allow the selection of a non-default mods folder, I ran into an issue where the app couldn't extract a mod update or remove a mod if the app didn't have proper privileges to the chosen folder, one outside of C:\Users\YourProfile. Outside of that, you need admin privileges, and it was easier to run it as admin than to add in a bunch of co
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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 t
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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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Version 2.1.2
1,273 downloads
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 rem- 35 comments
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It looks and feels great! Awesome work! My suggestion: 1. The "blocks" are too big. I can't jump high enough to jump on top of anything at all. I can't jump up on top of the chest, crafting table, or anything thing that is "1 block" high, and this is rather annoying. Would it be possible to scale it down a tad? 2. I really like this, and can see a great future with more added and a bigger world 🙂
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I can't speak for others, as I don't have insights into how everyone uses the mod and which weapons they use. But in my case in particular, I like to have them all enabled. Every time there is an update, I have to open up the teardown\mods folder, and in there are 50-100 folders, which means I have to go through and multi-select each one that's part of the weapons pack mod to delete. Although it's not a show-stopper, it's still a pain to do. Just a suggestion to ease my pain, nothing more. If it would cause more or worse issues than it fixes, then no worries! 🙂
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Would it be possible to configure this mod pack to work as a single mod, as in it's all contained in a single folder in the mods folder? Perhaps, then re-doing the mod options to enable/disable individual weapons and configure their options? It's way easier to manage the mods that way from an end-user perspective.