Texmod not working after Guild Wars update (read on)

1 pages • Page 1
lorazcyk
lorazcyk
Krytan Explorer
• #1
I know this happens after GW updates if there are new textures.
Doing an -image fixes it, so I've been doing that after each update.

Earlier today I was playing (with texmod, as usual), and there was a new build. I logged out, updated with -image, then launched GW with Texmod.
But Texmod doesn't work now! My mods aren't shown in GW at all.
I logged out and did -image again, but that didn't fix it.

Anyone know what I can do?
SpyderArachnid
SpyderArachnid
Wilds Pathfinder
• #2
Depends slightly on what you have changed as well. If they changed a texture that you edited, you'll have to redo the mod. Sometimes old mods get outdated and won't work anymore.

Also make sure that you aren't loading Texmod and then an update happens. Otherwise you'll have to exit and restart again. Wish I could help ya more, but unsure what exactly you use Texmod for, so can't tell you specifically what might of went wrong. Good luck getting it going again though.
lorazcyk
lorazcyk
Krytan Explorer
• #3
Wow, I'm a cheater :P
I use texmod to remove the red flash that enemies have when you attack them, because the flashing gives me REALLY bad migraines.
Cheating just doesn't get more evil than that!

Until I get texmod working again, I'm going to keep my eyes closed whenever there are enemies being attacked around me. Which is whenever you are fighting. Did I mention I'm the monk? Oops.

Anyway.
Quote:
make sure that you aren't loading Texmod and then an update happens.
No, I always do an -image normally, then after that's done, I log in with texmod.

Oh, and none of the mods work, none at all. My guild cape mod doesn't work, nor the tattoo-remover mods.
Chrisworld
Chrisworld
Krytan Explorer
• #4
Sometimes Texture Addresses change in games like this that can be updated by developers. Why? No one knows, but it DOES happen. I've compared texture addresses and they do differ sometimes, rendering a mod completely useless.

The BIGGEST flaw with the .tpf format used with TexMod is that it is strangely impossible to crack. If it could be cracked, you'd be able to input the new texture address and be good to go.
lorazcyk
lorazcyk
Krytan Explorer
• #5
Quote:
Originally Posted by Chrisworld View Post
Sometimes Texture Addresses change in games like this that can be updated by developers. Why? No one knows, but it DOES happen. I've compared texture addresses and they do differ sometimes, rendering a mod completely useless.
Ah that stinks. I'll check the addresses and compare to see if they've changed.
Quote:
Originally Posted by Chrisworld View Post
The BIGGEST flaw with the .tpf format used with TexMod is that it is strangely impossible to crack. If it could be cracked, you'd be able to input the new texture address and be good to go.
I'll try re-making the mods. I didn't think to because none of the mods worked at all, not just 1.
Thankfully I still have all the source files, so I can do that.
Chrisworld
Chrisworld
Krytan Explorer
• #6
If you re-compile the mods, you need to keep in mind, you should re capture the textures from the game NOW, that you modified originally. This is because, if you re-compile with your old files, you retain the old addresses (in the texmod log file) and therefore, of course, it will most likely not work.

Also remember, TexMod can be very temperamental. Most will shoot my words down, but texmod DOES NOT MODIFY GAME FILES. It modifies the system process, the textures WITHIN the system process, which lives IN ram, hence the number next to the process showing how much ram it takes up. A change in GW isn't always the case when texmod stops working. Drivers, Direct X..etc.. can be to blame.
lorazcyk
lorazcyk
Krytan Explorer
• #7
Quote:
Originally Posted by Chrisworld View Post
If you re-compile the mods, you need to keep in mind, you should re capture the textures from the game NOW, that you modified originally. This is because, if you re-compile with your old files, you retain the old addresses (in the texmod log file) and therefore, of course, it will most likely not work.
Oh sorry, I meant that I have the images that I've modified (for example, redflash turned transparent), so I can just get the new addresses/images and replace them quickly.


Edit: I figured it out. I have 2 installs of GW, and even though I was launching the correct GW, Vista forced the other path to be used. That path's GW hadn't been updated.
C
Chthon
Grotto Attendant
• #8
Quote:
Originally Posted by Chrisworld View Post
If you re-compile the mods, you need to keep in mind, you should re capture the textures from the game NOW, that you modified originally. This is because, if you re-compile with your old files, you retain the old addresses (in the texmod log file) and therefore, of course, it will most likely not work.
Can't you just edit the logfile before you repack? I see to recall fiddling with them in notepad. Of course, if the address has changed, you'll need to relog to get the new address.
Marco_vd
Marco_vd
Ascalonian Squire
• #9
Same problem,
i like to explore my last 2% (then i'm donne) but texmod isn't working
I run texmod with the mods i need, but they aren't in-game (they where yesterday)
L
Lyra Padfoot
Academy Page
• #10
My TexMod recently started getting blocked by my Norton 360 antivirus. Obviously I got a message saying that it had gotten blocked and so I now have to switch off the AV temporarily whilst I activate Texmod.

Is it possible that your firewall / AV has updated and is blocking Texmod but not telling you???

Just a thought.....
Bloodthirsty_Wolf
Bloodthirsty_Wolf
Pre-Searing Cadet
• #11
So I can get Texmod to load GW IF I don't have any mods loaded, but when I select a mod it gives me the Doh! error. I am trying to load the cartographer mod only. I have tried both the Tyria only and the GWEN with no success. I have read through all the treads on this I can find and nothing I've found works.

What exactly is re-compiling and recapturing all about? I am at 99.6% for Tyria and kinda need Texmod to finish.
End
End
Forge Runner
• #12
Quote:
Originally Posted by Bloodthirsty_Wolf View Post
So I can get Texmod to load GW IF I don't have any mods loaded, but when I select a mod it gives me the Doh! error. I am trying to load the cartographer mod only. I have tried both the Tyria only and the GWEN with no success. I have read through all the treads on this I can find and nothing I've found works.

What exactly is re-compiling and recapturing all about? I am at 99.6% for Tyria and kinda need Texmod to finish.
You don't NEED texmod to finish...and it basically means someone has to go and remake those mods since something about the fog or something that it's modding has had its address changed (it moved down the street from north memory lane to south)...until someones goes and recaptures the fog and all that and remakes the mod your sol. Unless ofc you did it yourself.

the recapturing and all that is going into guild wars with texmod in logging mod finding the fog (and whatever else needs to be found I'm really not sure since i haven't used those mods in ages) and capturing it...
Bloodthirsty_Wolf
Bloodthirsty_Wolf
Pre-Searing Cadet
• #13
Fml..................
MisterB
MisterB
Furnace Stoker
• #14
Quote:
Originally Posted by Chrisworld View Post
The BIGGEST flaw with the .tpf format used with TexMod is that it is strangely impossible to crack. If it could be cracked, you'd be able to input the new texture address and be good to go.
Actually, someone cracked the format. Read about it on page 10 (default forum settings) of the Glazed Interface mod, or just click below.

http://www.guildwarsguru.com/forum/g...#post484 0511

Drag and drop a .tpf to the opentpf.exe, and it will output a .zip in the same directory as the .tpf.