I'm sorry, I don't know what causes that. Usually when I run into problems like that, I repair my Inquisition install with Origin and force rescan in the Mod Manager.
I'm running into the same issue. The patch 12 requirement won't go away. Forced re-scan,re-installing, tried changing with notepad but it just crashes Mod Manager.
This issue is sometimes caused when making and applying a new mod, especially if your using DAI Tool Suite. The problem is easily solved though. Go to your installation folder, then to your update folder, then finally to your patch folder.
For example C:\Program Files (x86)\Origin Games\Dragon Age Inquisition\Update\Patch
Inside this fold is Package.MFT file. Edit this with a program like Notepad. After the line that says "Version", change the number down one digit, eg; if it says 13, make it 12. This should solve your patch error problem.
I used it today and it worked intermittently; when I first switched to the Crafting tab the mod wasn't working, then all the added materials appeared when I switched away and back, then after a while it stopped working again. ¯\_(?)_/¯
GloriamVoice wrote: So I have JoH, have all the DLC actually, and I cannot seem to get this mod to work at all. It doesn't cause any problems with my game or anything, and merging the patch goes fine (doesn't say there are conflicts with any other mods), but then when I visit the shop at the blacksmith in Haven there's nothing there.
badken wrote: Are you using any other mods? Are other mods working?
Stupid question, I know, but sometimes I forget to rename the Patch_ModManagerMerge folder.
GloriamVoice wrote: All my other mods appear to be working, but it's somewhat unusual in that I have both a merged folder (where I have my merged file saved) and a patch_modmanagermerge folder. Unsure why, when I deleted the patch_modmanagermerge one, thinking it was just a replica or something from back when I had mods (before all the patch 6 headache nonsense), I couldn't run any of my character saves, so I restored that. Should I be saving the merged file in the patch_modmanagermerge folder and just delete the other merged one?
(Sorry it took me a couple days to get back to you - I've been obsessed with the newly released game Rebel Galaxy!)
Yes, when merging mods, always start with a fresh "Patch" directory with the most recent official patch. The least error-prone way to do this (though it can take a little while) is to delete any directories named "Patch*" from the Inquisition installation Update directory, and use Origin's "Repair Game" feature to make sure everything is fresh. Right-click on the game's icon in the Origin window and one of the options is Repair Game.
It can be easier to just keep an official "Patch" folder around and rename it as needed, but sometimes you can lose track of which folder is the right one. It has happened to me before.
The Mod Manager takes the official Patch directory, merges the mods, and creates a Patch_ModManagerMerge directory. Rename the original official "Patch" directory to something else, then rename Patch_ModManagerMerge to Patch. If you need to run Mod Manager again, just delete the Patch folder that has mods in it and rename the official Patch folder back to "Patch". You can delete the old Patch folder with mods in it, because the Mod Manager will always create a new one.
Speaking of Rebel Galaxy... I hope someone starts making a tool to use to mod that game. I would love to play with the weapons in Rebel Galaxy.
Same! Rebel Galaxy is amazing, but they definitely some better options for paint jobs. Being able to use more ships would be awesome as well. You got good taste.
Very nice for replays with the Golden Nug. Thank you (+endorsed). Your Mod combines nicely with the "Unlock Master Crafting Mod (#995). Only one minor issue, while you included a nice selection of rune "essences" the player still needs to use another store Mod to get "blank runes" or wait until Skyhold (second entry). Would you consider a second version where "blank runes" replaced one of the "lesser" fade materials?
So I have JoH, have all the DLC actually, and I cannot seem to get this mod to work at all. It doesn't cause any problems with my game or anything, and merging the patch goes fine (doesn't say there are conflicts with any other mods), but then when I visit the shop at the blacksmith in Haven there's nothing there.
All my other mods appear to be working, but it's somewhat unusual in that I have both a merged folder (where I have my merged file saved) and a patch_modmanagermerge folder. Unsure why, when I deleted the patch_modmanagermerge one, thinking it was just a replica or something from back when I had mods (before all the patch 6 headache nonsense), I couldn't run any of my character saves, so I restored that. Should I be saving the merged file in the patch_modmanagermerge folder and just delete the other merged one?
(Sorry it took me a couple days to get back to you - I've been obsessed with the newly released game Rebel Galaxy!)
Yes, when merging mods, always start with a fresh "Patch" directory with the most recent official patch. The least error-prone way to do this (though it can take a little while) is to delete any directories named "Patch*" from the Inquisition installation Update directory, and use Origin's "Repair Game" feature to make sure everything is fresh. Right-click on the game's icon in the Origin window and one of the options is Repair Game.
It can be easier to just keep an official "Patch" folder around and rename it as needed, but sometimes you can lose track of which folder is the right one. It has happened to me before.
The Mod Manager takes the official Patch directory, merges the mods, and creates a Patch_ModManagerMerge directory. Rename the original official "Patch" directory to something else, then rename Patch_ModManagerMerge to Patch. If you need to run Mod Manager again, just delete the Patch folder that has mods in it and rename the official Patch folder back to "Patch". You can delete the old Patch folder with mods in it, because the Mod Manager will always create a new one.
Yeah, that makes sense. I started using the DAI Tools Suite and forgot to delete stuff left over from the last time I used modmanager, so everything was acting weird with each other. I finally got the mod to work and oh my gosh thank you so much, using cheatengine for all the crafting materials is just too much some times.
22 comments
For example C:\Program Files (x86)\Origin Games\Dragon Age Inquisition\Update\Patch
Inside this fold is Package.MFT file. Edit this with a program like Notepad. After the line that says "Version", change the number down one digit, eg; if it says 13, make it 12. This should solve your patch error problem.
Speaking of Rebel Galaxy... I hope someone starts making a tool to use to mod that game. I would love to play with the weapons in Rebel Galaxy.
but they definitely some better options for paint jobs.
Being able to use more ships would be awesome as well.
You got good taste.
Stupid question, I know, but sometimes I forget to rename the Patch_ModManagerMerge folder.
Yes, when merging mods, always start with a fresh "Patch" directory with the most recent official patch. The least error-prone way to do this (though it can take a little while) is to delete any directories named "Patch*" from the Inquisition installation Update directory, and use Origin's "Repair Game" feature to make sure everything is fresh. Right-click on the game's icon in the Origin window and one of the options is Repair Game.
It can be easier to just keep an official "Patch" folder around and rename it as needed, but sometimes you can lose track of which folder is the right one. It has happened to me before.
The Mod Manager takes the official Patch directory, merges the mods, and creates a Patch_ModManagerMerge directory. Rename the original official "Patch" directory to something else, then rename Patch_ModManagerMerge to Patch. If you need to run Mod Manager again, just delete the Patch folder that has mods in it and rename the official Patch folder back to "Patch". You can delete the old Patch folder with mods in it, because the Mod Manager will always create a new one.
Yeah, that makes sense. I started using the DAI Tools Suite and forgot to delete stuff left over from the last time I used modmanager, so everything was acting weird with each other. I finally got the mod to work and oh my gosh thank you so much, using cheatengine for all the crafting materials is just too much some times.