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Banshii

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File Comments posted by Banshii

    Teardown Mods Manager

       1,273    35
    12 hours ago, Jbeam said:

    I have no admin on this pc

    I added a version that does not require local admin or elevated privileges. But if you change to a non-default mods folder that is outside of your local user profile or somewhere that requires elevated privileges, updating and removing mods in that folder won't work.

    • Thanks 1

    Teardown Mods Manager

       1,273    35
    7 hours ago, Jbeam said:

    I have no admin on this pc

    I understand. I'll release a non-admin version of the exe. In the meantime, you can open up the PS1, remove the top part, and run it. 

    • Thanks 1

    Teardown Mods Manager

       1,273    35
    44 minutes ago, Jbeam said:

    Now i need admin for it

    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 code to verify and warn if proper privileges to the chosen mods folder aren't available, along with all the scenarios that are around that. It's a lot to account for, so I went with running as admin.

    The code is 100% public and open source on GitHub, and it's not that much to look over and I wrote it in a way that makes it obvious to what it's doing.

    Teardown Mods Manager

       1,273    35
    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

     

    Teardown Mods Manager

       1,273    35
    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.

    Teardown Mods Manager

       1,273    35
    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?

    Teardown Mods Manager

       1,273    35
    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.

    Teardown Mods Manager

       1,273    35
    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!

    Fernway Hub

       17,651    209
    On 1/13/2021 at 9:48 PM, xfreakazoidx said:

    Why do people care if something is zipper/rared? You can extract either with either program. I use Winzip and use it to extract both winzip and rar files. 

    Because it's quicker and easier. Requires less steps.

    Otherwise, you have to make extra steps and is less convenient. 

    When you have a bunch of mods to keep updating manually, until mod updating can be automatic, then every step to make the process faster and more efficient gets my vote.

    • Like 2
  1. 2 minutes ago, MyCresta said:

    Yea it should be possible, but i prefer having it this way, its easier to enable/disable each weapon and i also see that many people are for example only using the laser cutter, so then they can just take that folder and ignore the rest.

    Also having all weapons in same folder wouldnt allow for using custom vox models for each weapon.

    Rather i think the developers of the game should improve on the mod menu, the list is too small etc.

    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! 🙂

  2. 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.

    University Dorm (Bergwall Hall)

       9,914    28

    I really like the idea of this map, especially from seeing screenshots and such. But, it lags so bad I can't face the building or even enter it. Any way to optimize it a bit more? Perhaps a version without lights (if that's even the reason)?

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