![]() It would save a lot of headaches for all of us if there was a standard. the programmer of the GUI mod loader should know where the relevant Java libraries are from there and where to put the files. SteamLibrary\steamapps\common\Wurm unlimited then tell it what server files you're using, (ie: Creative or Adventure etc) and let it do the rest for you. This is where either Steam integration would help or some sort of GUI mod loader that can differentiate between a server and a client mod and act accordingly, (only needs a text file to tell it which one it is). There are no clearly defined errors IMO just a jumble of file references. I am a programmer in VB and Cobol but Java makes absolutely no sense to me at all. This is where the uninitiated gets screwed over simply because we don't understand what the difference is. I read the instructions that were on the thread and it said to put the files and the mod directory in that directory. A nexus style launcher or even something like the old FOMM would be so helpful. If not steam workshop, then please for the love of the community, something similar. The instructions given on these mods, while they offer some direction, are vague. I'm really enjoying the game, but trying to add in a mod (let alone several) is a nightmare. I love modding games, I've been doing it for years, and the benefit that I think Wurm Unlimited would have from better modding tools would be immense for the community. Do I install the mod loader then to the wurm server folder or the launcher folder? I had to figure it out with trial and error, furthermore, I had to edit the bats to function because as it was they popped up and instantly closed without doing anything. So what if you're playing solo? My wurm directory has no Unlimited Dedicated Server directory anywhere in it. I've been trying to install a single mod for hours and it's only half working. There really needs to be something more coherent than what is presently available. ![]() Nexus Mod Manager did that with Skyrim and it worked brilliantly. How about I unpack the files to a mod directory, tell the patcher where my game is and what server I'm using (creative or adventure etc) and let it do what it needs to from there. jar files.Įven tried Winrar to open the server.jar file and patch them in manually but a 1.4gb file doesn't patch very quickly that way 1.5 hours later and it still hadn't done it but it did succeed in corrupting my files so I had to delete all local files and download the game again. However, it might be me, it a bit vague "dedicated server directory" doesn't really help much, a path to the server directories would be better is it the base or do we create another directory? I assumed they would be the directories named 'Creative' and 'Adventure' but putting the files in there gives me the error when I run the batch file to patch the files into the appropriate. Originally posted by Holeron:Take a look here for an easy way to install mods: it and came up with a "file not found" error, it seems the batch file is referring to a file that doesn't exist or isn't where it's supposed to be. ![]()
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