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For anyone having problems installing mods on Windows through the Launcher (mods not showing up in the game's launcher, see my post above) : make sure you're using the default location for your "My Documents" folder. I had remapped mine to another drive and it broke the mod installation process. Reverting it to the default location (ie. %USERPROFILE%\Documents\) fixed the problem. It looks like the path is hardcoded, or at least not dynamic.

Stirling work locating the source of the problems! Bugfix for that should be in the next release.
 
Please tell me I’m wrong it is not all as bad as it appears to me!

As much as we at PDX regret your ordeal, I'm afraid I can give you no solace on the matter - at present we don't have a solid "resume download" function in place. We are developing these capabilities, but it's slow going at the moment due to a host of other engagements. And no, your OS does not matter in this case.

Speaking of other engagements: We are in the process of switching CDN providers in order to increase download speeds, so hopefully that will improve your situation somewhat. I'll get back on that topic when we are ready for the migration - A lot of little fiddly bits need to fit before we get it working nicely though.
 
Good to hear you managed to get your connection to stay stable and so finish the download!

What I had been hoping for would be a workaround like “take the line from the manifest file, write the parameters like this, and you get an URL you can use”.
The URL:s are of the one-time-use kind - we are in the "selling games" business, remember ;)

The launcher doesn’t have a file integrity check either, does it?
The launcher does both authenticity and integrity checks.
 
The last few days I've repeatedly tried and failed to download the 1.5.1 BATTLETECH (STOMPYMECH) patch via the PDX launcher. "An error occurred"-> "Dismiss".

I might be a Paradox fanboy, but I'm wondering - is there a better solution to this than to download the entire game again but via Steam and wait until the PDX launcher is properly seaworthy?

Odd - I just tried downloading the very same patch (Version 1.5.1-477R - Minus the STOMPYMECH, clearly) and it seems to work on my side. Of course that means little in the grand scheme of things, but at least it indicates that stuff is not broken for everyone. Does your cpatch.log file give a more detailed error message perhaps?
 
Is it planned to add this function?

It is - But as mentioned before, the launcher has taken a bit of a back seat to other things in the production pipeline, so I can't give you a date on whe it'll be introduced.

Oh, btw, aborting a download/patch without closing the program isn’t possible either currently, is it?

Correct. Stop/Pause/resume are just some of the features on our long, long backlog of stuff we want to do but haven't managed to get around to.
 
@Deuterium Oxide I have asked the user above to post those details, as I was unable to help them in a support ticket. It looks to me like his ping times show our client is timing out even as part of the installation process. Would you agree, if so is there anything can be done about that? Thanks!

Those ping times look rather odd, yes. Would it be possible to attempt the launcher installation from some alternative internet provider - Mobile perhaps? I wouldn't suggest installing games over mobile internet, but the launcher itself should be on the "not too big" end of the spectrum...
 
okay. well that isn't working with Autodesk anyways. I am going to have to go into town and download AD on my tablet. can I download the Stellaris file with on my tablet and not execute it and then move the .exe to my desktop after via thumbdrive? Is there a bandwidth requirement that I will need to consider for playing Stellaris?

If your tablet will run the launcher (persumably a Windows tablet then?) you could certainly move the game from the tablet to your computer once downloaded. The game itself does not require the launcher to be present in order to run.

Stellaris does not require any online capabilities in order to run, though your news feeds might look a bit barren.

If you want to play multiplayer, you'll need a stable internet connection with relatively low latency. Taking what I know about your internet into account, I'd be surprised if you would be able to enjoy the multiplayer experience without regular "out of sync" problems, but it's worth a shot I guess ;)
 
Are there any plans to enable mod support in the launcher?
It's been about half a year now and the launcher still utterly fails to recognise mods.

Our distribution client, a.k.a Launcher v1, that this thread concerns itself with has only rudimentary support for mods and is not going to see that support expanded. Our current efforts are centred around mod support in the "unified game splash screen", a.k.a Launcher v2.

I suspect, though, that your complaint concerns Launcher v2 - For what game in unclear from your post, the launcher is in use with eight games at the time of this writing. For the games that are intended to have mod tooling enabled, there are no open bugs and as far as the launcher team is aware mod support is largely working as intended. If you have problems you should contact our support - Most of these problems are eminently solvable.

As en end-note: Further discussion is better had in relevant Launcher v2 threads.
 
So.... are you unaware that the only way many Stellaris modders can update their mod to a new patch is by deleting or editing mods_registry.json, and that users are simply unable to get an update to a mod with a higher patch number, that they need to unsubscribe and resubscribe to the mod?

Please submit a bug report with as much information as you can through support.paradoxplaza.com for further investigation. It is possible it's a known issue of sorts, and maybe it's unknown. It's important to remember that Deuterium Oxide is working with the launcher exclusively, and does not possess any game specific insights. There are issues tied to specific games which may not by in the scope of what he's working on, or it is. The best way of getting to the bottom of it and finding the quickest resolution is to submit a ticket with the bug description.

Thank you!
 
So.... are you unaware that the only way many Stellaris modders can update their mod to a new patch is by deleting or editing mods_registry.json, and that users are simply unable to get an update to a mod with a higher patch number, that they need to unsubscribe and resubscribe to the mod?

That sure sounds like a bug - alas, it seems that modders have not contacted support about it, and hence we are unaware of the issue and also of how common it is. I do monitor the Stellaris modding subforum where I have seen no discourse concerning this.

If you wouldn't mind, could you send a report off to support detailing expected behaviour, actual behaviour and steps you need to take to work around the problem?