Steam Workshop Support [BETA] - GAMECHANGER

Users who are viewing this thread

Swyter said:
Also, it searches for the relative path starting from the
Code:
mbw_workshop_uploader.exe
folder (Warband's root). So, people wanting to upload folders from the classical Modules directory should prefix it with a
Code:
modules\\
or something like that to avoid the
Code:
Uploading item failed. File not found!
message.

I don't understand your part. How can I prefix the Module folder with a \\ ?!
Where should I post the \\ ..
Would be helpful! :smile:

Would be thankful for a more detailed answer, cause I don't understand what I have to do here :sad:
 
Hinkel84 said:
Swyter said:
Also, it searches for the relative path starting from the
Code:
mbw_workshop_uploader.exe
folder (Warband's root). So, people wanting to upload folders from the classical Modules directory should prefix it with a
Code:
modules\\
or something like that to avoid the
Code:
Uploading item failed. File not found!
message.

I don't understand your part. How can I prefix the Module folder with a \\ ?!
Would be helpful! :smile:

Use something like this so it searches for the correct folder at the correct location:
Code:
module_title = Modules\\Bello Civili
 
Thank you very much, but the problem is indeed still there..

File not found.

When I am using the update command, its working a bit longer, but then the uploader is crashing.

pylhzj92.jpg
 
Hinkel84 said:
Thank you very much, but the problem is indeed still there..

File not found.

When I am using the update command, its working a bit longer, but then the uploader is crashing.

Check out the spaces, it worked for me yesterday. Quote it or rename the folder to something without spaces, tabs or strange characters.


@Captain Lust: By the way, when it fails it still creates a dummy (blank, without icon, content, title or description) Workshop item in the account. I can see over fifteen items, like two pages of unpublished stuff I have to delete manually.
 
Swyter said:
Hinkel84 said:
Thank you very much, but the problem is indeed still there..

File not found.

When I am using the update command, its working a bit longer, but then the uploader is crashing.

Check out the spaces, it worked for me yesterday. Quote it or rename the folder to something without spaces, tabs or strange characters.

Will be hard to rename the folder. My mod is subscripted by 7.000 guys and it would be downloaded in a wrong module folder then. Cause there are servers named with the "correct" module folder name.. that would get troubles :smile:
 
Hinkel84 said:
Swyter said:
Hinkel84 said:
Thank you very much, but the problem is indeed still there..

File not found.

When I am using the update command, its working a bit longer, but then the uploader is crashing.

Check out the spaces, it worked for me yesterday. Quote it or rename the folder to something without spaces, tabs or strange characters.

Will be hard to rename the folder. My mod is subscripted by 7.000 guys and it would be downloaded in a wrong module folder then. Cause there are servers named with the "correct" module folder name.. that would get troubles :smile:

Then tell Taleworlds, it's pretty alpha quality to me. Once they iron out these rough edges, with the size limit lifted everything should be okay. Now it doesn't even downloads for subscribers, and the Workshop item key appended to the module name doesn't help to the multiplayer mods anyway.

Also, now that I think about it. A Fantasy category would be cool too.
 
Does anyone happen to have like screenshots of like first getting the mod set up in the command console cause i would like to see what im doing wrong with the steam is not open thing  :???:
 
Swyter said:
Hinkel84 said:
Swyter said:
Hinkel84 said:
Thank you very much, but the problem is indeed still there..

File not found.

When I am using the update command, its working a bit longer, but then the uploader is crashing.

Check out the spaces, it worked for me yesterday. Quote it or rename the folder to something without spaces, tabs or strange characters.

Will be hard to rename the folder. My mod is subscripted by 7.000 guys and it would be downloaded in a wrong module folder then. Cause there are servers named with the "correct" module folder name.. that would get troubles :smile:

Then tell Taleworlds, it's pretty alpha quality to me. Once they iron out these rough edges, with the size limit lifted everything should be okay. Now it doesn't even downloads for subscribers, and the Workshop item key appended to the module name doesn't help to the multiplayer mods anyway.
It should download for subscribers on the beta client. Can you confirm this is/isn't working?
 
Captain Lust said:
Swyter said:
Hinkel84 said:
Swyter said:
Hinkel84 said:
Thank you very much, but the problem is indeed still there..

File not found.

When I am using the update command, its working a bit longer, but then the uploader is crashing.

Check out the spaces, it worked for me yesterday. Quote it or rename the folder to something without spaces, tabs or strange characters.

Will be hard to rename the folder. My mod is subscripted by 7.000 guys and it would be downloaded in a wrong module folder then. Cause there are servers named with the "correct" module folder name.. that would get troubles :smile:

Then tell Taleworlds, it's pretty alpha quality to me. Once they iron out these rough edges, with the size limit lifted everything should be okay. Now it doesn't even downloads for subscribers, and the Workshop item key appended to the module name doesn't help to the multiplayer mods anyway.
It should download for subscribers on the beta client. Can you confirm this is/isn't working?

It downloads subscriptions, because I see the completed Workshop items in the Downloads section of the Library.
But the items themselves don't appear in the
Code:
\Modules
folder or anywhere for that matter.

ljPe7a7.png
 
Can confirm that subscriptions no longer work - at least for any of the items on the workshop thus far. I've tried rejoining the beta and without it, none of the subscriptions will update themselves. I have uploaded one module (I should hope successfully) with the new system but it remains to be seen whether it can actually be downloaded when somebody subscribes to it.
 
Hinkel84 said:
Swyter said:
Hinkel84 said:
Thank you very much, but the problem is indeed still there..

File not found.

When I am using the update command, its working a bit longer, but then the uploader is crashing.

Check out the spaces, it worked for me yesterday. Quote it or rename the folder to something without spaces, tabs or strange characters.

Will be hard to rename the folder. My mod is subscripted by 7.000 guys and it would be downloaded in a wrong module folder then. Cause there are servers named with the "correct" module folder name.. that would get troubles :smile:

Hinkel84, how did you fix this problem because I see your mod on the workshop?  I have the same problems you do (did).

8/6/14 UPDATE:  I got this working by using \\Module\\Module name
8/7/14 UPDATE:  I tried this again after the update above.  I get the same error even though it worked last time.  Something is odd.
 
Just a question, I probably know that answer is no, but I have to ask.

I created a new in-game report and it's a shame that a steam user has to load a whole new module to use my report.  Is there any way I can modify native instead to add the new report as a native plug-in?

Just thinking that his would be user friendly from a steam user standpoint.

As I understand, it just would require a couple of text file changes in the native folder to add my new report, so the feature file_module_name will not really work to only download a couple of files and keep it optimized.

Here is the link to the steam workshop item to get a better idea: http://steamcommunity.com/sharedfiles/filedetails/?id=296991793

Sorry if I missed a fundamental step somewhere, I just started modding with the python files yesterday.  But as I see it, steam workshop and modding Warband requires separate modules correct?  No way to update native as of now though steam workshop?

Thank you. I love this game!
 
I'm having trouble with the CMD part. It keeps on saying The system cannot find the path specified though it is \Program Files (x86)\Steam\SteamApps\common\MountBlade Warband\ help please
 
Somebody said:
Can confirm that subscriptions no longer work - at least for any of the items on the workshop thus far. I've tried rejoining the beta and without it, none of the subscriptions will update themselves. I have uploaded one module (I should hope successfully) with the new system but it remains to be seen whether it can actually be downloaded when somebody subscribes to it.
We had some issues on Steam's end with this (and our developer for it was away). The latest beta patch should be working fine now.

You may also need to opt into the latest Steam beta.

Yoshod said:
I'm having trouble with the CMD part. It keeps on saying The system cannot find the path specified though it is \Program Files (x86)\Steam\SteamApps\common\MountBlade Warband\ help please
Maybe you're missing C:\\ ?

SirRealz said:
Just a question, I probably know that answer is no, but I have to ask.

I created a new in-game report and it's a shame that a steam user has to load a whole new module to use my report.  Is there any way I can modify native instead to add the new report as a native plug-in?

Just thinking that his would be user friendly from a steam user standpoint.

As I understand, it just would require a couple of text file changes in the native folder to add my new report, so the feature file_module_name will not really work to only download a couple of files and keep it optimized.

Here is the link to the steam workshop item to get a better idea: http://steamcommunity.com/sharedfiles/filedetails/?id=296991793

Sorry if I missed a fundamental step somewhere, I just started modding with the python files yesterday.  But as I see it, steam workshop and modding Warband requires separate modules correct?  No way to update native as of now though steam workshop?

Thank you. I love this game!
Just set it as Native. It will appear as a separate module in the list, with the same name. Make sure to change "main.bmp" in the mod folder so people can it's your mod from the preview image.
 
We still cannot upload our mods to Steam.  Many of us are getting the file not found error.  There is just only over 1 page of mods on steam and if this was working, there would be a lot more.  Hinkel84 posted some screenshots about this earlier.  I personally checked over my settings like 20 times and I can't get it working.  I did get it working once only to upload my Empire Report, but that seemed to be a lucky fluke.  I cannot update it as I get the file not found error.  I am opted into beta btw.

Hinkel84 said:
Thank you very much, but the problem is indeed still there..

File not found.

When I am using the update command, its working a bit longer, but then the uploader is crashing.

pylhzj92.jpg
 
I can confirm it works now, there's also a small cosmetic issue in the launcher, with the addition of the delete button the arrow button that opens the combobox has moved a bit to the right and slightly down. It's a bit bothersome. All the skins seem to be affected.

6uW6JLQ.png



Again, a Fantasy tag/category would be great. There's already one for SciFi.

Also, a small note for modders and players: Modules downloaded from Warband's Steam Workshop are now saved and loaded from
Code:
<steam-dir>\SteamApps\workshop\content\48700\<workshop-item-id-module-folder>
, instead of being copied to the Modules folder like before.

SirRealz said:
File not found.
When I am using the update command, its working a bit longer, but then the uploader is crashing.

As I've already said, imagine you have something like this:
Code:
## The title which is shown in steam workshop interface
module_title = The Last Days

## The folder name of your module 
file_module_name = Native

The uploader thingie will use your
Code:
module_title
as folder name instead of using
Code:
file_module_name
, which is completely useless.

In this case the uploader will try to upload a subfolder from where the current
Code:
mbw_workshop_uploader.exe
is located, named after the mod title, so
Code:
<steam-dir>\SteamApps\common\MountBlade Warband\The Last Days\* {main.bmp, module.ini, ...}
. I can't make it easier for you to understand.
 
Swyter said:
The uploader thingie will use your
Code:
module_title
as folder name instead of using
Code:
file_module_name
, which is completely useless.

In this case the uploader will try to upload a subfolder from where the current
Code:
mbw_workshop_uploader.exe
is located, named after the mod title, so
Code:
<steam-dir>\SteamApps\common\MountBlade Warband\The Last Days\* {main.bmp, module.ini, ...}
. I can't make it easier for you to understand.

I am so sorry, my bad for missing your earlier post.  It worked by specifying the file path for the module_title even though the instructions say differently -- thank you Swyter for doing the work on this for figuring it out.  I'm not sure if the Taleworlds dev team is aware of this however, because the last beta update changed the ini file, but this was not corrected nor is there anything about it on the main post of this thread.

I can also confirm that everything (other than reported above) is working 100% automatically with beta warband users.  Non-beta still has to copy the mod folder over to modules after subscribing.
 
I am sorry.. but how do I update my mods now?
The update command does not work.. and when I tried the correct command in the cmd, the mbw_workshop_uploader.exe starts and crashes a short after, telling me I have a runtime error.. c++?
 
Back
Top Bottom