Left 4 Dead 2

Left 4 Dead 2

View Stats:
kri Nov 3, 2024 @ 3:07pm
I made a mod manager
Just wanted to show off a mod manager I've been working on for some time now.

Homepage [pukmajster.github.io] | GitHub [github.com]

I'd appreciate a look :balloon:
< >
Showing 1-13 of 13 comments
sʜᴀ Nov 3, 2024 @ 3:55pm 
I'll star it later. WP
geordiebroon58 Nov 3, 2024 @ 5:21pm 
dont think the post will be kept alive because itl be seen as advertising which would go against steam guidelines

However i hope this gets featured more than anything else and i commend you for making a well rounded mod maneger for this really old game that no one in the community has ever actually botherd to do
Mizu Nov 3, 2024 @ 9:18pm 
Originally posted by geordiebroon58:
dont think the post will be kept alive because itl be seen as advertising which would go against steam guidelines

However i hope this gets featured more than anything else and i commend you for making a well rounded mod maneger for this really old game that no one in the community has ever actually botherd to do

If that is the case he can always apply this same logic onto the workshop since that technically breaks no rules. Overall I like the manager I've just got an issue with conflicting mods. It seems to conflict with mods in the mod manager but not ingame, it's mostly mods that use the directorbaseaddon text file.

It would also be really cool to see a way to show the reason for the confliction maybe showing what files conflict with which files, because right now the game can show you what conflicts by opening up the console and seeing the small yet readable text of it saying what conflicts and which files it's doing it with. I'll definitely keep up to date with it however, it seems to be a very powerful tool for those who want to randomise the output of mods every single time they open the game and also a way for players to get into basic modding without using ancient tools like GCFscape. Since this mod manager has it's own UI and extraction formats.
kri Nov 4, 2024 @ 1:43am 
I read the guidelines, but since it's not "commercial" I just went and posted it.
Any and all feedback is appreciated, of course. I'll take a look at a more detailed conflicts menu.
geordiebroon58 Nov 4, 2024 @ 8:56am 
Originally posted by Mizu:
Originally posted by geordiebroon58:
dont think the post will be kept alive because itl be seen as advertising which would go against steam guidelines

However i hope this gets featured more than anything else and i commend you for making a well rounded mod maneger for this really old game that no one in the community has ever actually botherd to do

If that is the case he can always apply this same logic onto the workshop since that technically breaks no rules. Overall I like the manager I've just got an issue with conflicting mods. It seems to conflict with mods in the mod manager but not ingame, it's mostly mods that use the directorbaseaddon text file.

It would also be really cool to see a way to show the reason for the confliction maybe showing what files conflict with which files, because right now the game can show you what conflicts by opening up the console and seeing the small yet readable text of it saying what conflicts and which files it's doing it with. I'll definitely keep up to date with it however, it seems to be a very powerful tool for those who want to randomise the output of mods every single time they open the game and also a way for players to get into basic modding without using ancient tools like GCFscape. Since this mod manager has it's own UI and extraction formats.

its more that steam is very strict with the rules and basically dont let anything pass (when they bother to monitor that is) which then the workshop is gonna play by completly different rules

as for errors its not like valves is any better (prob does the same method) as itl have severeal addons tied to the one map and at times argue the maps are conflictions even tho they are seperate parts dedicated towords the one map (cant mind what custom campaigns i had that issue with)

and yea a in depth analysis on what it detects to be conflicting would be nice for the people familure with that sorta thing but that conflict issue really might just be how these detection systems work

and yea while its good some all rounder mod manegers exist out there i really do think a trusted part of the community should be behind it if not the corprate its self
kri Nov 4, 2024 @ 10:34am 
We all have to start somewhere, I guess. Regardless, I just put out an update[github.com] with an overhauled conflicts UI.
I like it. The interface is nice and it seems quite useful. I'll give it a go next time I play L4D2.
XMog Nov 5, 2024 @ 11:10am 
Looks interesting. It does not work on Windows 7, while the game itself still does, so I could not give it a try. Specifically a kernel call to DiscardVirtualMemory, but probably many others as well.

I understand if you don't increase the compatibility, as build tools may not have support anymore, and the number of affected users can probably be counted on one hand. But it doesn't hurt to mention.
kri Nov 5, 2024 @ 1:19pm 
Sadly Electron/Chromium has dropped support for anything pre-Windows 10 :( Sorry mate.
XMog Nov 5, 2024 @ 1:56pm 
Originally posted by kri:
Sadly Electron/Chromium has dropped support for anything pre-Windows 10 :( Sorry mate.
No problem, I understand. Thanks for checking.
grogcito Nov 5, 2024 @ 3:14pm 
it detects addonimage.vtf as a conflict, however the game doesn't use this file for anything (idk why some mods include this).
The "Extract entire VPK" button in Browse VPK doesn't seem to do anything at all, neither does the "Open in file manager".
And ngl, right click to show the addon details is annoying but it's pretty minor.
Maybe you could add the steam workshop link to the addon details so it opens on a web browser window to avoid giving out the steam web api key.
It seems nice but atm I prefer using the file explorer since I don't have that many mods.
That's about it.
R󠀡F Nov 5, 2024 @ 6:07pm 
Originally posted by grogcito:
it detects addonimage.vtf as a conflict, however the game doesn't use this file for anything (idk why some mods include this).
The "Extract entire VPK" button in Browse VPK doesn't seem to do anything at all, neither does the "Open in file manager".
And ngl, right click to show the addon details is annoying but it's pretty minor.
Maybe you could add the steam workshop link to the addon details so it opens on a web browser window to avoid giving out the steam web api key.
It seems nice but atm I prefer using the file explorer since I don't have that many mods.
That's about it.
Yeah the game actually uses "addonimage.jpg" and not vtf file. However it seems to be very picky which images work...
kri Nov 6, 2024 @ 12:30am 
Thanks for mentioning the bugs, i'll take a look at that soon.

Originally posted by grogcito:
Maybe you could add the steam workshop link to the addon details so it opens on a web browser window to avoid giving out the steam web api key.

Workshop mods should already include a "Open in browser" and "Open in steam" buttons for that
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: Nov 3, 2024 @ 3:07pm
Posts: 13