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AS a GUESS. It sounds like you attempted to merge different types of packs into one file and the code for the launcher doesnt know how to read it.
EDIT: It is also possible when you stopped the process you stopped it copying into place all the data so it is simply a corrupted file.
All of the mods I tried to merge are compatible and I've been playing with them all enabled frequently. I do not know why the mod manager bugged out trying to combine them. I'm sick of having to go through and click every single mod every time I want to play (there's 87 total)
I want to add like 300 more for an ultimate lore accurate play through and I can't imagine checking off 300 items at once every time I want to play, I wanted to test how doing the 87 I knew worked before I tried 300. Guess I won't be combining anything else any time soon.
Do you know any special way to make the merge process work?
Thank you so much.
As for the mods, you dont have to click them all every time.
Mods are lines up on left in the main screen which can scroll if more mods are there than can be on one screen.
On the top right, the associated thumbnail will present.
Just under this is a text box.
Type in the name you want to give the mods you have selected a name and click save.
Any time you wish that mod setup again, open the launcher, use the drop down, and select that name. If you dont remember which mods you had loaded last time you ran WH2, select the last run selection and they will refresh as checked as well.
I currently have (I think) 780 mod files with even many in various levels of development plus every time there is an update I have to play test through some mods just to be sure nothing which has changed alters them outside of my intentions in the mods I make and keep running.
***"""CAUTION"""*** The more mods you have, especially the more you have connected to workshop, the LONGER the manager can take to both load and refresh. Simple answer here is mods you know will not ever change again or mods you dont want to change again you can simply unsubscribe through Steam and when you launch the launcher the base file is still there but no longer connected to Workshop. If it makes you nervous to lose the mod that way, rename the mod in the data folder first, but be aware, load order is alphanumeric by name. (To harmlessly change a mod's name to keep a copy, rename it the same name and simply add any character as the last character of the file name.)
As for merging same format mods, mods can be each anywhere from a few KB from script or base text to GB in size from added materials. Merging scripts is not very complicated, but a computer can only hold the volume in active page for assembly the page file has available which is not usually going to be enough if you are merging say 2 dozen mods or more on average. Computers will attempt to do it piecemeal (this is where you get not responding as it is not responding while dumping and copying more data over and over again). Base text is easy as that simply copies into place with the top line first accessed being the one used same as if the game is loading. It doesnt hang for this as once it has the first line it ignores any repeat of that line. If you do leave it long enough, it will likely sort itself out and refresh itself into the mod list automatically.
HOWEVER, finishing assembling does not mean it will not contain errors. Any standard running computer is going to hit about a dozen errors a minute on average. Programs are written to take this into stride and double check themselves, but when you get to enough volume then you get critical errors. Get enough critical errors and then you have cascade errors. The harder you push a system, the more heat is generated and the less precise the parameters of the information arriving in the same exact condition it was sent. On a standard computer, get the temps all down about 0oC and it will likely be able to perform the large scale function requires to assemble many mods all at once with few enough errors it will maybe load.
THAT is just same format. Mix in another format and what you end up with and all bets are off. Being fair, I am above 10K hours playtime which does include mod building and testing and ect... I love getting glitches to load to discover their unintended consequences. If they are something I want to keep, I dig them out and if not, then I have learned the consequence possibility for when someone has the same resulting problem.
Loading/Merging Mods...
Make sure the mods are in alphabetic order in Kaedrins. The order you see on the screen is the order it will both load mods or combine mods. Nobody ever really explains this much, but load order works like...
Mod number one has a line which says a unit's hair is black.
Mod number two has the same line, but is vanilla saying blonde.
Line number two is ignored.
In merging, you risk a data corruption dropping or even adding a space in a line. So when you merge say two or three mods, go back through and compare everything in that mod to everything in ALL three of the mods merged making sure the important line from each loaded first. You can do more than just a few at a time, but for that I suggest printing everything out, laying it out in a cafeteria or gymnasium where there is enough space, and comparing manually. Just remember, for error free, every single character (including a space as a character) has a place and meaning in its place.