NOTE: The file on nexus may be a few versions behind, but dont worry! The application will download latest update to install automatically when you first launch it :) ### v0.8.87 - Added redirect to settings for 'play' page when app not setup. - Fixed issue of mod not opening correct page when clicking file link.
### v0.8.85 - Fix for 7z archives crashing the application (due to checking their pak file for logic mods) - Hid servers tab from popup navbar (available when application window is small) - Updated popup navbars description for about page. - Added option to disable/enable auto updates. - Added BG images for some supported games. - Added orcs-must-die3 & deathtrap games. - Set user counter to update each hour. - Changed theme selection design from beta. - Added changelog info to about page of app. v0.8.75 - Fix for manually installed mods not showing unless 'downloaded mods' have also been added. - Fix for certain zip archives with logic mod pak file installing to ~mods folder rather than LogicMods. - Fix for installed mods page not properly updating after a mod is added/removed - Fix for locally installed mods popup not closing on uninstall mod
Can your Mod Manager be used for downloading the Party Mod Menu, or the Final Fantasy VII ReMenu (or both) without issues? Has anyone had any issues or hiccups downloading either of those using the Manager? I watched some videos of people installing the Menus and those who did showed themselves doing a Manual Download so it got me thinking.
Whenever I try to install the hub, it downloads automatically to Windows Media Player. When I open the file it just opens an empty video window. What should I do differently?
Is there a way to have it see/check for mods I already have manually installed for rebirth? I installed a few manually a while back & want to transfer over to a manager, but can't get any to see the ones I've already installed
can confirm that this installs with no problem on the steam deck via proton experimental. Only problem is getting UE Mod Hub to recognize the file path to my FFVII Rebirth install folder. If anybody has any tips, this should be the last obstacle to easily modding this game on the deck.
So, this program is not ready for linux yet. We overcame a few hurdles just screwing around in Dekita's discord, but in the current state there are quite a few things to overcome before its ready for linux.
First, is that if you install it via proton (as far as I know) it gets compartmentalized in the fake windows file structure that proton creates. This means it won't be able to see the game. So the solution to this is to build it in linux. No problem there, the github exists with instructions. I got it running natively in linux yesterday and able to see the game directory. (this took a few hours)
Next problem is interfacing with NXM files that nexus mods downloads for mod managers. Because this program hijacks those files for its own management, we need a way for the linux system to successfully pass them to the mod manager. I'm not sure if I completed this step or not manually as I got weird results but the mod manager is not initially set up to do this with linux file system managers.
Third, and most expensive problem, is getting the mod manager which runs natively in linux to launch the steam version of the game which runs in proton. This might be as simple as just calling a steam API, but it is definitely not just running the EXE. I call this the most expensive problem because its the one I know the least about. It could be easy or hard, who knows!
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End result: There are hurdles to get this running on linux, join the discord :)
Does this only work on Final Fantasy 7 Rebirth? If so, are there different kinds of ModHubs? Reason why I'm asking is cuz I'm trying to add FF16 as a game however when pasting my installation path it says "games.undefined.name Game Installation Path" and the option to "Unmanage Game"
it only works on games i've already added support for. theres a list on the 'about' page of the app. it can only do games made with unreal engine im afraid. afaik, 16 uses a custom engine. :(
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The application will download latest update to install automatically when you first launch it :)
### v0.8.87
- Added redirect to settings for 'play' page when app not setup.
- Fixed issue of mod not opening correct page when clicking file link.
### v0.8.85
- Fix for 7z archives crashing the application (due to checking their pak file for logic mods)
- Hid servers tab from popup navbar (available when application window is small)
- Updated popup navbars description for about page.
- Added option to disable/enable auto updates.
- Added BG images for some supported games.
- Added orcs-must-die3 & deathtrap games.
- Set user counter to update each hour.
- Changed theme selection design from beta.
- Added changelog info to about page of app.
v0.8.75
- Fix for manually installed mods not showing unless 'downloaded mods' have also been added.
- Fix for certain zip archives with logic mod pak file installing to ~mods folder rather than LogicMods.
- Fix for installed mods page not properly updating after a mod is added/removed
- Fix for locally installed mods popup not closing on uninstall mod
High-Five via Patreon
DISCORD SUPPORT SERVER
FULL APP CHANGELOG
I watched some videos of people installing the Menus and those who did showed themselves doing a Manual Download so it got me thinking.
i remember in ff7Remake i can change the mod without closing the game but i forgot what mod i use can this one do that? and how to do it exactly
If anybody has any tips, this should be the last obstacle to easily modding this game on the deck.
First, is that if you install it via proton (as far as I know) it gets compartmentalized in the fake windows file structure that proton creates. This means it won't be able to see the game. So the solution to this is to build it in linux. No problem there, the github exists with instructions. I got it running natively in linux yesterday and able to see the game directory. (this took a few hours)
Next problem is interfacing with NXM files that nexus mods downloads for mod managers. Because this program hijacks those files for its own management, we need a way for the linux system to successfully pass them to the mod manager. I'm not sure if I completed this step or not manually as I got weird results but the mod manager is not initially set up to do this with linux file system managers.
Third, and most expensive problem, is getting the mod manager which runs natively in linux to launch the steam version of the game which runs in proton. This might be as simple as just calling a steam API, but it is definitely not just running the EXE. I call this the most expensive problem because its the one I know the least about. It could be easy or hard, who knows!
----
End result: There are hurdles to get this running on linux, join the discord :)