Steam Workshop Support [BETA] - GAMECHANGER

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So if I upload my module on Steam Workshop how can I manage it with my server then?
I upload the module with a name and I start a server with the module and exact same name but it is not compitable?
How to fix that?
 
But how are they not compatible?
If your Workshop mod title(the title has to be named as the mod folder) and the folder title you uploaded are mod_v_xx or something, and it's the same on the server - it's gotta work.
The only thing that really isn't mentioned here and I think usnavy or someone pointed it out that the folder name has to be the actual mod name on Workshop.
 
Well the module folder of the server is called "KoA" and the module on the workshop is called "KoA" as title aswell, so I am confused.
 
This is not really a Warband thing per se, but close enough, and since I doubt I can find help anywhere else I'll ask here:

I'm trying to upload a mod for B&G Caribbean to the Steam Workshop but I'm having trouble doing it. I've followed this guide posted in the Snowbird forums, which is apparently pretty much the same procedure to upload Warband mods (I would ask there but the forum seems to be pretty dead).
http://www.snowbirdgames.com/forum/index.php?threads/steam-workshop-guide.250/

However, I've run into a couple of problems. First, the input.ini file wasn't in the B&G folder, so I've had to copy the one from the Warband directory. It seems like it works the same though, so not that much of a problem.

Now, I've gone to cmd and entered the publish command with the correct file names for the ini file and the preview image, both placed in the main B&G folder
Code:
C:\Program Files (x86)\Steam\steamapps\common\Blood & Gold Caribbean!>bg_workshop_uploader.exe publish -mod input.ini -icon preview.png

But the upload keeps failing. This is what cmd says
Code:
Setting breakpad minidump AppID = 413710
Steam_SetMinidumpSteamID:  Caching Steam ID:  76561198028261358 [API loaded no]
Item created. Item ID is 1088418048
Uploading workshop item..
The item update is processing configuration data
The item update is reading and processing content files
Uploading item failed!

An item is created and added to my Workshop files everytime I try, but it's 0.000 Mb with no name, image or description. Any clues on what I'm doing wrong? Thanks
 
BNS Marko said:
For me it's always because I forget uploading something that isn't specified in the guide...like a changelog or something else.
It's just my first upload, not an update, so I don't think it needs a changelog.
 
Same problem as above, any solution? That russian website is not an option, since even trying to translate it gets me nowhere near a M&B download...
 
I'll report the solution as it was given to me in another thread:

Swyter said:
Hi there!


What I did for automating the Steam Workshop updates of TLD is this:
Code:
https://github.com/tldmod/tldmod/blob/master/.travis.workshop.sh#L111


Basically you can bypass the buggy TaleWorlds uploader altogether by using the official command-line version of the Steam client:
Code:
https://developer.valvesoftware.com/wiki/SteamCMD

--

There's a slightly under-documented parameter called
Code:
workshop_build_item
that, if paired with a correct .VDF configuration file, can create/upload/upgrade any Workshop item no matter the game.

You can see an example VDF file in the official Steamworks documentation site:
Code:
https://partner.steamgames.com/doc/features/workshop/implementation#SteamCmd

You basically need the correct Steam AppID of the game (for Warband is
Code:
48700
, you can find them in the URLs of the Workshop and Store pages:
Code:
http://steamcommunity.com/app/48700/workshop/
) and a
Code:
publishedfileid
you own (the one for The Last Days is
Code:
299974223
; again you can find it from the URL where people subscribe:
Code:
https://steamcommunity.com/sharedfiles/filedetails/?id=299974223
). If you don't include it will create a brand new entry. The preview image, base mod folder, hidden state and other parameters are optional and essentially identical to the counterparts provided by TaleWorlds, it all ends in the same place, so this way is less buggy and more interesting.


Right now our deployments are completely automated by a bot account, all under demand.

--

TL;DR: Create a text file with the Workshop item configuration, save it as
Code:
my_mod_conf.vdf
and run the SteamCMD client with the correct parameters, something like this:
Code:
steamcmd +login myLoginName myPassword +workshop_build_item my_mod_conf.vdf +quit
Code:
workshopitem
{
             "appid"  "48700"
   "publishedfileid"  "299974223"
     "contentfolder"  "C:\Warband\Modules\MyCoolMod\"
        "changenote"  "This appears in the changelog, but you can edit it later from the Web page."
        
    # swy: you can add more configuration keys here :)
}



Hope that helps!

SPOILER: it helped :mrgreen:
 
I updated using the method stated on the first page and for some reason it deleted the rest of my files. I used the same method a couple of days ago and everything was fine.

Now, when I re-uploaded the whole mod again to rectify the issue, it took around 2 mins. So the files must have still been on the server. Any one knows what happened?

Do I need to keep the whole module in the folder when updated and just stick my updates in that folder? Does steam know what files have been changed?



Cheers.
 
I presume you're updating ACOK so in the line update -mod <input.ini> -id <published_id> -icon <preview.png> -changes <change notes> just put changelog.txt(or whatever it's called) for -changes.

 
I'm getting error. What is the solution?
vPgRpR.png
 
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