Followed Steps to use new launchpad: Still created a new mod.
Ironsoul
Join Date: 2011-03-12 Member: 86048Members
I'm looking at two copies of my mod in the workshop now, kinda annoying.
My mod isn't released yet so this isn't a problem for me specifically, yet for others who have a released mod, such as combat... that's definitely a pain. I think the problem was caused by the fact the hex version of my mod id had letters in it (I know letters are used to represent hexadecimal numbers above 9).
Just letting you know there is a problem here and a better system should be set up to get the id of existing mods. Something inbuilt into launchpad that just gets your workshop files so you can see their current status perhaps.
My mod isn't released yet so this isn't a problem for me specifically, yet for others who have a released mod, such as combat... that's definitely a pain. I think the problem was caused by the fact the hex version of my mod id had letters in it (I know letters are used to represent hexadecimal numbers above 9).
Just letting you know there is a problem here and a better system should be set up to get the id of existing mods. Something inbuilt into launchpad that just gets your workshop files so you can see their current status perhaps.
Comments
As I've been porting over quite a few mods to the new system and have discovered this issue I've been completing the following steps.
Retrieve your publish_id either via the info.xml in the .publish folder (or via the url on the workshop)
You'll need to covert your original mod ID from decimal number to a hex digit (via calculator in windows), you'll need this to publish your mod now. Example: publish_id = "46EF23D" <- note the hexadecimal based number.
Now I found that no matter what when you publish it will create a new mod (you can simply delete this mod via the steam workshop browser), however if you close out the Launchpad completely, enter the retrieved publish_id in your mod.settings file you will then be able to update all your old mods.
Special note: If you're simply making cosmetic mods such as crosshairs for example you can simply place the /ui/ folder within the /output/ folder on your mod, no builder required.
At least it's how I did it and I didn't create any new modIDs. Use lowercase for the letters btw.
2. reads to close launchpad
3. closes launchpad*
4. edits files
5. opens launched > publish
6. test ingame
7. fail
8. repeat step 4-7 a few times
9. copies folder & start at step 1 & repeats till 6.
10. suddenly works
grumble grumble. a lot of work for a simple skin update.
heh, the second you forget you do not need builder for skin mods for view model, you corrupt the whole bloody directory it seems.