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A little sneak peek for 0.6.0 : https://imgur.com/a/PXmsX

Major modifications are for the code structure :)

Still need to work on better resize UI... And correct discovered bugs.
 
Update to Beta 0.6.0 :
- Add conflict detection
- Add auto-updater (download and extract new versions)
- Improve new version information UI (see changelog, direct download...)
- Main windows now in 800x600 (min and default)
- Better window resize
- Add a reload and back function in list manager window (no need to restart the app to change game or reload mods anymore !)
- Add option to import the list of mods activated from the game ‘settings.txt’ (in list creation widow)
- Add option to clear the selection (in list creation widow)
- Fix the bug of “Missing Mod” when the .mod file name was different than the one stored in the list, if a .mod is missing, check if there is a mod with same remote file id present (case occurs mainly with list import)

Hope you will like it.
 
Hi,

Sorry for my long absence. I was very busy, didn't find lot of time or motivation to improve the tool. And i don't really think it would be different in the future...

BUT !
I still manage to make a 0.7.0 ! So...

Update to Beta 0.7.0 :
  • Mod Ordering : You can now make your own mod order and chose which mod will be loaded first !
  • Imperator Rome : Add support for this new Paradox game
  • Click on steam icon for a mod will now open the mod's workshop page through steam app (right click on the line will still open it with web navigator)
  • Add a "select all" button to select (or deselect) all mods during a Modlist edition
  • Mod conflict : add parameter to show the conflicted files (since this information is useless for common user, it's now hidden by default)
  • Add new confirm dialogs (we don't like to make mistakes...)
Last version is in the drive : https://drive.google.com/open?id=0B2162Wd9vePmRXdieVc2QzdraFU

Thanks.
 
A question if I may: Is it at all possible to detect which mods are 'achievement compatible' through you mod manager? As far as I understand, they are only if they overwrite specific files and touch nothing else, so is it even possible to include a feature show those?
 
So, I'd like to suggest a couple extra feature that would further increase the easiness with which this app allow to manage mods:

1) When creating/modifying a list, add another tab/list with already existing lists so that we can embed one list into another.

For example, let's say I have two lists of mods I use very commonly (say, cheatModList and cosmeticsModList. With this feature, if I have an AGOT list, a HIP list, etc, I can just plug in the two accessory lists instead of individually having to select each cosmetic and cheat mod.

2) Allow us to select which base game folder and .exe shortcut to use. This would be helpful when we maintain an old copy of the game when in the process of updating a mod, so that we can quickly switch between the new and the old version. It also can help when one has several shortcuts with different flags set (so, say, one with debugging enabled and another without).
 
1) something similar was suggested and planned. Multi-select several ModList and apply the selection.
With recent changes some complexities to manage : which mod list set game language? Disable custom mod order for multiple select? Or how to adapt it?

2) Already think about multiple game folder settings (and also auto select last used). It's a really simple improvement to add, in fact most of the logic is here (just need to do the setting creation, ie give a name)
 
1) something similar was suggested and planned. Multi-select several ModList and apply the selection.
With recent changes some complexities to manage : which mod list set game language? Disable custom mod order for multiple select? Or how to adapt it?

2) Already think about multiple game folder settings (and also auto select last used). It's a really simple improvement to add, in fact most of the logic is here (just need to do the setting creation, ie give a name)

For 1) my thought was to modify the system so that, when you are editing a list, you have the "output" list on the right (as it is right now), the list of individual mods in the center, and a list of already defined lists on the right. You would add a list to your corrently edited list just as you would add a normal mod, and could rearrage lists and mods as if a list was just another mod.

So, if the list you are currently editing is
  1. ModA
  2. LisX
  3. ListY
  4. ModB
whereas ListX = [ ModC, ModD], listY = [ ModE, ModF], then, if you sekect custom order, this would result in

  • 1_ModA
  • 2_1_ModC
  • 2_2_ModD
  • 3_1_ModE
  • 3_2_ModF
  • 4_ModB
I had no idea language had any relation with mod lists whatsowever, so I can't give any input in that regards, I fear.
 
New update with 0.7.1, mainly to support the new launcher (from Imperator) to Stellaris and EU4, auto-update still doesn't work.

I take the opportunity to announce that I'm still struggling with finding time to maintain and improve the tool. I'm also a bit in lack of motivation and I have to focus on my studies ^^'

My main objective now is to migrate from Java 8 to Java 11, which should make simpler the build and also solve some launch problems (with JavaFX for Unix systems). I almost did a big part of the job, but I have a problem with the build due to a library used for XML parsing. So I have some ideas about what I can do: rebuild the library to be compatible (no update since 2015), find another XML library which means readapt the code or maybe recode all the system that save/read/import/export ModList to store everything in JSON (which I already have a good library for).

Furthermore, the project is still open for peoples who would like to participate in the project, mainly Java development (if you have good basis in Object-oriented programming), but something like helping update the doc (and fix typo) could also help ^^

Finally, I would like to thank you all for your returns and improvements ideas.
 
Many thanks for everything. I tell ya, I wouldn't have sunk so many hours into Stellaris was it not for the modding community and your tool to manage and debug conflicts. ;)
 
How do you launch the application? I extracted it to a folder and tried to launch it but nothing happens. I click the Launch Windows file and a little black box pops up for half a second and disappears and that's it.
 
Last edited:
You need to have jave 8 installed (and updated, it's better)

Then there is one thing to do :
- use the launchers (.cmd file for windows /.sh for Linux based systems)
 
So I'm a bit confused.

My understanding (from reading various forum posts on the subject) is the mods further down the load order overwrite mods higher up the load order.

After cleaning up and adjusting my mod list since the last time I played, I've reordered everything so the mods that need to overwrite everything else (District Overhaul, Universal Resource Patch etc.) are right at the bottom of the mod list in the PMM window (in this case, somewhere around position 70).

However when I load the game and go to create a new empire, I notice that some of the traits are using the version of a trait mod around 20 positions higher in the load order than the other trait mod I'm using (which is right near the bottom of my load order.

So I'm now wondering if I've ordered everything one and that I should have the mods that I want to load last at the top of the PMM window instead.

Does anyone have any insight on this?

Thanks in advance for any help or guidance.
 
Hi,

I made some major progress in my port to Java 11.
In fact a pre-release of 0.8.0 is on the github repository, search for "ParadoxosModManagerRework" on Google (or at the top of the readme from the original repository)

Just for info, the 0.8.0 won't have real major fix, I just worked on the update from Java 8 to 11, understand and learn how to build my app, needed to change some librairies, rewrite all the save/import/export system of mod lists to work with Json instead of XML, clean some dead code.

The main results of that work are:
- No need to have Java installed anymore, now the app comes with its own JRE packaged (but now PMM folder is near 50MB instead of 5MB and there is a specific build for each OS)
- More easy and automated build (less manual operations)
- Should work better on Linux now, since there isn't problems with missing JavaFX for Java 8 anymore
- Return of some motivation because now I've done this rework and I'm able to update my app again

I would like to release the 0.8.0 asap, maybe this weekend... So don't hesitate to test, above all if you are on Mac! (it's the only one I can't test to run PMM)

This version of PMM will work like the 0.7.1.
Download the zip for your platform, extract (other folder than 0.7.1) and run (windows gain a basic .exe file which do the same thing as the .bat, Linux have the classic shell script, and macOS the shell script and the same script as .command since I've read that with that file extension it can launch with a double click).
All user list from PMM 0.7.1 and bellow won't work this 0.8.0

After I will go through all the messages about functionality suggestions and bug report I missed, sort and write all that in issues on the git repository.
Thus I will be able to separate easy from hard implementation, and major from minor bugs.
 
Update to Beta 0.8.0 :
  • Java 11 Update (No need to install Java 11 ! A custom JRE come with PMM)
  • Change git repository
  • App setting and mod lists are now stored in JSON (lists made with the previous version will be lost)
  • [List Creation] Separate "save" action in list creation into "save" and "save & close" actions
  • [List Creation] Add multi-selection of mods in list creation (use shift and ctrl)
  • [List Creation] Change left-click on mod from "open web workshop" to "empty list selection"
  • [List Creation] Add a check during save to avoid create lists with the same name
  • [List Creation] Add some tooltips
  • [List Manager] Add a warning at "apply list" action to inform about possible visual errors for the Paradox Launcher mod order visual
  • Update documentation
 
Be informed that this is a false positive due to the exe file not being signed and executing a script file.
You can see what this script do by opening the .bat file which does exactly the same thing as the exe.

The command script file will execute the following commands :
Code:
set DIR="%~dp0"
set JAVA_EXEC="%DIR:"=%\java"
%JAVA_EXEC% -Djavafx.userAgentStylesheetUrl="application.css" -p "%~dp0/../app" -m com.pmm.ParadoxosGameModManager/com.pmm.ParadoxosGameModManager.ModManager  %*
Which basically set 2 variables (for the main command -> first 2 lines) and start the java program (third line)
 
Hi,

Just a small message for Windows users, I released a patch (zip linked with this comment) with new exe and bat files which shouldn't be flag as trojan/virus by antivirus
Here the report of the exe file: https://www.virustotal.com/gui/file...396601330e6a38d21a5661dc68cf307c8ae/detection

A full 0.8.2 pre-patched is was also re-uploaded on the repository for peoples who want to re-download (or first downloads).
Indev release was updated too in the latest version.

Simply extract the files from the zipped patch in PMM main directory

@Ferrum Princeps
 

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