Still same error
Used powershell, cmd and steam
Steam is open, I am online.
Those are three different errors; in the right-most window the uploader program is the one actually showing the error. The program is working, but it tells you to keep the Steam service opened in the background. Funnily enough logging into SteamCMD logs you out of the normal Steam client and service until you restart it. So that's probably what's causing the issues with the TaleWorlds uploader program.
In the blue window it would show the same thing if you started the line with
./mbw_workshop_uploader.exe
. You shouldn't use SteamCMD to launch other programs, see below.
--
There's an alternative way of uploading mods by bypassing the TaleWorlds uploader and directly using Valve's SteamCMD, which is what I actually use.
A bunch of us have talked about it before,
see here. But you need to create a
.vdf
file in a different format with some configuration data and then use it on a special
workshop_build_item workshop_entry.vdf
command. Either from the prompt after login, or in a single multi-command line, as shown below:
Here's a sample
workshop_entry.vdf
that we should use the
first time around, when you need to create a new
Steam Workshop entry, you can try it by uploading a blank folder with just a
module.ini
, or something:
JSON:
"workshopitem"
{
"appid" "48700"
"contentfolder" "MyModFolder"
"previewfile" "preview.jpg"
"visibility" "1" # swy: see here for the numbers: https://partner.steamgames.com/doc/api/ISteamRemoteStorage#ERemoteStoragePublishedFileVisibility
"title" "My Warband mod" # swy: can be changed later from the Web UI
"description" "My description, supports BBCode." # swy: can be changed later from the Web UI
"changenote" "My changelog, supports BBCode." # swy: can be changed later from the Web UI
}
Then call SteamCMD like this with your own account information. Careful about that, as it may ask you another
second-factor code the first time you use it if you have
Steam Guard enabled:
Code:
steamcmd +login myLoginName myPassword +workshop_build_item workshop_entry.vdf +quit
If the upload is successful it will give you a published file ID (in our case
299974223
) which you can use it to find the mod in the Web UI, but you can also see your published Workshop entries in your Steam profile:
https://steamcommunity.com/sharedfiles/filedetails/?id=299974223
Then, every time you want to update it we need to use a slightly different
workshop_entry.vdf
with the bare minimum to avoid overwriting any previously set field (like nuking the title or description, or marking it private) by mistake. Here's another example, notice how this time around we provide a
publishedfileid
with the correct number, anyone from the team added as mod author after the fact can upload new versions:
JSON:
"workshopitem"
{
"appid" "48700" # swy: this is M&B Warband's AppID on Steamworks, you can find it in these pages: https://steamcommunity.com/app/48700/workshop/
"publishedfileid" "299974223" # swy: if we don't add this it will create a new entry instead of updating an existing one
"contentfolder" "MyModFolder"
"changenote" "My changes."
}
Then we use the same command again. If everything goes well the update should appear in the
Change Notes tab.
More info here:
https://partner.steamgames.com/doc/features/workshop/implementation#SteamCmd