Texmod not working after Guild Wars update (read on)

lorazcyk

lorazcyk

Krytan Explorer

Join Date: Jul 2007

guildwiki.org/User:Lorazcyk

Mo/

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

Join Date: Jul 2008

United States

Lords Of Noh [LoN]

Me/

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 Sometimes old mods get outdated and won't work anymore.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

Join Date: Jul 2007

guildwiki.org/User:Lorazcyk

Mo/

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

Join Date: Aug 2010

Gameamp Guides [AMP]

W/

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

Join Date: Jul 2007

guildwiki.org/User:Lorazcyk

Mo/

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

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Join Date: Aug 2010

Gameamp Guides [AMP]

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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

Join Date: Jul 2007

guildwiki.org/User:Lorazcyk

Mo/

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.

Chthon

Grotto Attendant

Join Date: Apr 2007

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

Join Date: Apr 2010

Belgium | Antwerp

Howling Voids [hv]

W/

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)

Lyra Padfoot

Academy Page

Join Date: Oct 2010

UK (GMT)

Guild of Legendary Donkeys

R/Rt

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

Join Date: Nov 2010

W/

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

Join Date: Jan 2008

Rubbing Potassium on water fountains.

LF guild that teaches MTSC (did it long ago before gw2 came out and I quit...but I barely remember)

N/A

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

Join Date: Nov 2010

W/

Fml..................

MisterB

MisterB

Furnace Stoker

Join Date: Oct 2005

Planet Earth, Sol system, Milky Way galaxy

[ban]

W/

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.