Porting mods over to the new launchpad.
FLuX
Join Date: 2002-12-30 Member: 11633Members, NS2 Playtester, Subnautica Playtester
I noticed there is a bit of confusion in regards to porting over your already existing mods into the new Launchpad system (Especially in regards to inadvertently creating new mods when you intend to just update your old mod.)
This guide is to simplify the process of porting over your existing mods so can continue to update them if you encountered trouble with the steam workshop. Chops has provided a detailed video displaying the features of the new Launchpad and can be viewed here.
Porting your existing mods to the new Launchpad. Step by step process...
1. Open Launchpad. Create a new mod that points to your existing mod files (and name it as you would want it to appear in the workshop). A new file will be generated called mod.settings within your root mod folder, this replaces your /.publish/info.xml of the original implementation.
2. Now to be able to update your mods without having to create a new workshop entry, you'll have to retrieve your publish_id info either via the info.xml in the .publish folder of your pre existing mod files (or via the url on the workshop). This ID is in Decimal (base10) format, to covert your mod over into the new system this number will have to be converted into Hexadecimal. You can do this with your common calculator program by switching between Decimal and Hexadecimal mode. (See screenshot.)
2. Once you have your Hexadecimal mod ID. Open mod.settings in a text editor and add the following line... publish_id = "<your mods id#>"
4. Now to prevent the Launchpad from creating a new mod in the workshop at this time you'll have to close out your Launchpad completely and then execute it again. At that time you'll have to click the "Open" option and open the mod you're porting into the new system. Now you may update your original workshop mod without creating a new mod within the steam workshop.
(Do not skip this step otherwise you will create a brand new mod and it will automatically overwrite the publish_id contained within your mod.settings file.)
5. Now you may (if you wish) relocate the preview.jpg originally located within your /.publish/ folder to your root mod folder to replace the generated default preview.jpg. Now you may safely delete the /.publish/ folder and info.xml contained within it as it no longer contains any needed information or data.
6. Now you can update your pre existing mods on via the new Launchpad. Enjoy!
Special notes:
If you're simply creating simple cosmetic mods such as crosshairs you simply need to place the modded files within the output folder. (No need for builder process.)
Example:
/output/ui/crosshairs.dds
/output/ui/crosshairs_hit.dds
This guide is to simplify the process of porting over your existing mods so can continue to update them if you encountered trouble with the steam workshop. Chops has provided a detailed video displaying the features of the new Launchpad and can be viewed here.
Porting your existing mods to the new Launchpad. Step by step process...
1. Open Launchpad. Create a new mod that points to your existing mod files (and name it as you would want it to appear in the workshop). A new file will be generated called mod.settings within your root mod folder, this replaces your /.publish/info.xml of the original implementation.
2. Now to be able to update your mods without having to create a new workshop entry, you'll have to retrieve your publish_id info either via the info.xml in the .publish folder of your pre existing mod files (or via the url on the workshop). This ID is in Decimal (base10) format, to covert your mod over into the new system this number will have to be converted into Hexadecimal. You can do this with your common calculator program by switching between Decimal and Hexadecimal mode. (See screenshot.)
2. Once you have your Hexadecimal mod ID. Open mod.settings in a text editor and add the following line... publish_id = "<your mods id#>"
4. Now to prevent the Launchpad from creating a new mod in the workshop at this time you'll have to close out your Launchpad completely and then execute it again. At that time you'll have to click the "Open" option and open the mod you're porting into the new system. Now you may update your original workshop mod without creating a new mod within the steam workshop.
(Do not skip this step otherwise you will create a brand new mod and it will automatically overwrite the publish_id contained within your mod.settings file.)
5. Now you may (if you wish) relocate the preview.jpg originally located within your /.publish/ folder to your root mod folder to replace the generated default preview.jpg. Now you may safely delete the /.publish/ folder and info.xml contained within it as it no longer contains any needed information or data.
6. Now you can update your pre existing mods on via the new Launchpad. Enjoy!
Special notes:
If you're simply creating simple cosmetic mods such as crosshairs you simply need to place the modded files within the output folder. (No need for builder process.)
Example:
/output/ui/crosshairs.dds
/output/ui/crosshairs_hit.dds
Comments
My overviews are in the following:
source/mapsrc/overviews/
Just to clarify, they are the old ones. But I am assuming this did not matter since we are creating a new mod folder.
Thats all i get when attempting to publish.
Also having multiple mods in the launchpad list causes the names to get out of order. If i have 3 mods list and open the second, it becomes the first next time i open the list, but one of the other ones will have the same name.
Also the builder tool doesnt copy over .entry files from the source, so if your mod uses them to get loaded you need to manually copy them, else it wont be loaded.
Just work in the output folder in the same way you worked with your old launchpad setup, the builder isn't needed for maps, it'd be cool if it generated the overviews, though.
Tried to republis my laser mines for test and only a .modinfo file is now on workshop when suscribing to it.
Seems like the bad LaunchPad is now even more worse ...
Editor is not loading my editor_setup.xml in the source folder...
LaunchGame does not start the mod...
You can't now even unpublish anything, or delete mod entrys in the launch pad.
Even if I create a whole new mod, publish that, just .modfile in my workshop folder.
So I can'd debug, can't map with my new entities, can't publish, so I'm out till this is working ...
Intuitive, right?
Edit: Actually, are you using Builder -> Build? That should copy/create the files in the output folder which is what gets published to the workshop...
I copied all files to output manually and its now working, BUT.
Decoda not, when i start debugging decoda will load Combat, cause it was my last
mod in the old builder. How to load other mods there?
I'm sure everybody would have figured out that launchpad restart to get old ids working and how to publish simple cosmetics like crosshairs on their own... but giving credit would have been nice.
edit: ofc its not hard to figure out, or an scientific discovery - its the reddit upvote greed consuming our souls, just that its called awesomes here :P
I guess since you two are being silly and arguing about it. Frankly, I posted right before you mensap (>:3) in that same thread :P apparently you didn't even read where I said to close Launchpad :P so both of you are being silly :P
Says the guy who's post is edited too. >:3
I would like to bring it to the attention of the community that current1y can't even publish his own crosshair mod. *snicker*
Lol Flux +1 haha!
I tried every combination, search the steam-forum, nothing.
In my opinion 246 hurts the modscene more than it helps.
But... but... modjam... new mods... who cares if every mod made so far is FUBAR!
You have to start another Steamgame like Team Fortress for example to get access to the steamoverlay.
After pressing "publish" in the launchpad it says "Publish was successfull!!" after 1 second, but the only thing i published is the .modinfo file.
Ok, pressing publish again, switch to Team Fortress and after open Steamoverlay it says:
So I click VIEW to open the workshopitem.
But there is NO option to accept.
http://steamcommunity.com/sharedfiles/workshoplegalagreement
Where are these buttons?
http://steamcommunity.com/workshop/workshopsubmitinfo/
"By submitting an item to the Steam Workshop or accepting a revenue allocation for an item, you agree to the Legal Agreement."
Submitting, COOL
wait
well, WTF
Are you running Editor/Decoda from Launchpad?
Did you build your mod before publishing it? If it said it was successful and published a .modinfo file but nothing else, it sounds like that is the problem, and perhaps this stuff with the EULA is a red herring.
If i have a game running so that prompt is displayed, the publish succeeds (I dont even need to click on anything). When I do attempt to click on the View item button, it just displays the workshop page for the mod I am publishing.
I had to fix it using the process dePARA describes.
But that's all you have to do, although you don't accept anything it does resolve the issue of updating the mod afterwards if you know to go through that process. It made no sense though and I spent 4 hours figuratively tearing my hair out trying to figure out what was going on before someone suggested I do that.