This extension seems to look for the AnvilToolkit extracted files in <game root>\Extracted\<forge filename>\Extracted\<filename>.data When I extract things with Anvil they go to <game root>\Extracted\<forge filename>\<filename>.data There is no second Extracted folder. This is just me extracting the Pre September 20th patch files via Anvil. Vortex says there are no deployment methods available because of the issue with the double Extracted folder and so these files are not found.
There was a missing folder write check for the Individual Buildtable path. I will fix that. In the meantime, extract the 23_-_TEAMMATE_Template.data file and the message will go away.
The second Extracted folder is for extracting the 23_-_TEAMMATE_Template.data file for the Individual Buildtables mod.
Ok, so that mod is packaged in a way that even with my upcoming update to this extension to better handle ATK mods, it would still not be able to put it in the right place automatically. I'm afraid your gonna have to do some manual folder re-naming and add additional folders in the Staging Folder to get it set up right. It would be great if the author would fix that, but I don't really have time to go around begging mod authors to repackage their files to make them easier to install.
If a mod is showing the vortex simbol to download it means it will work without the use of Anvil? If not, how do I know which mod needs Anvil and which doesn't?
Hello dude i have a question about modding the Ghost Recon Breakpoint
İf i download this vortex extension am i gonna be able to mod the game without that painfull anvil extension thing or am i gonna need to use the anvil most of the time because i realy gave up modding this game because of the painfull phase
You still need to run Anvil to install mods if the mod requires it (most mods for this game).
I have an update coming that will attempt to make it a bit easier to get the folder paths right, but you will still need to run Anvil and unpack/repack the .forge files manually, using the tool available in the Vortex Dashboard tab.
This is because there's no reliable way for me to programmatically know which specific .forge file each individual mod will change. I would have to know that in order to use command line interface to Anvil to automate the process. And it would take WAY too long to just unpack and repack all of the .forge files at once.
Hello, I cannot launch the game through the Vortex, it says failed to launch code:0. Is there any way to fix this issue? Despite this launching issue, can I still use the vortex for modding the Breakpoint?
The full text is: Uplay failed to launch. Please contact the support team and provide this code: 0. This message appears when I try to launch the game from Vortex, otherwise I can normally launch the game through the Steam and nothing appears. So, since I can still use the mods despite launching the game through the vortex, I wanted to ask you how to start modding, should I still download pre-September patch like modding with Anviltool and repack the files like old times, or should I use Vortex to download the mods?
That's a problem with your Ubisoft Connect installation. You need to make sure you have the latest version installed and logged in. You need Steam and Ubisoft running for the game to launch properly from Vortex. This is clearly stated in the description.
You don't have to launch through Vortex for mods to work.
Vortex provides you an easy way to download, deploy, and update mods. You still need to use ATK for mods that require it. It is downloaded automatically when using Vortex.
If you'd take a commission to make the installs of anvil and buildtable mods a simple process that doesn't involve fiddling with Anvil, DM me. I mean this very seriously lol
I can usually add installers for specific mods, but I am not sure if I can make a general installer that will work for all mods. Sometimes there is no indication of which .forge file the mod is for (except in the mod page description).
Really appreciate the work, but could you explain how to install mods that are packaged correctly and how we can tell which ones those are? I'm just unpacking and repacking to no avail
unpack the .forge file with Anvil. Next, install the mod to Vortex. If the mod's folder structure matches the extracted files, you can simply re-pack directly. If it does not, you need to set up the folder structure in the mod staging folder to get things in the right place.
There's no simple way to set up the folders automatically for badly packaged mods, because there's no way to correctly anticipate which .forge file the mod will modify.
So your telling me i dont have to mess about with anvil and this will just "do it" for me? Seems to good to be true might have redownload the game again...
Edit: So i redownloaded game tried to use this cant get it to launch lol i posted in bugs but im probably the issue here
You still need to run Anvil for mods that require it. This extension will place mods in the game folder next to the .forge files so you can simply unpack and repack the relevant .forge files in Anvil, assuming the mods are packaged well.
If the mod author did not package mod in the correct folder structure, you will need to build it in the mod staging folder.
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When I extract things with Anvil they go to <game root>\Extracted\<forge filename>\<filename>.data
There is no second Extracted folder. This is just me extracting the Pre September 20th patch files via Anvil. Vortex says there are no deployment methods available because of the issue with the double Extracted folder and so these files are not found.
The second Extracted folder is for extracting the 23_-_TEAMMATE_Template.data file for the Individual Buildtables mod.
Edit: That did work, much appreciated.
İf i download this vortex extension am i gonna be able to mod the game without that painfull anvil extension thing or am i gonna need to use the anvil most of the time because i realy gave up modding this game because of the painfull phase
I have an update coming that will attempt to make it a bit easier to get the folder paths right, but you will still need to run Anvil and unpack/repack the .forge files manually, using the tool available in the Vortex Dashboard tab.
This is because there's no reliable way for me to programmatically know which specific .forge file each individual mod will change. I would have to know that in order to use command line interface to Anvil to automate the process. And it would take WAY too long to just unpack and repack all of the .forge files at once.
Yes, you can still install mods with Vortex and ATK and launch in Steam/Ubisoft. Mods will still work.
You don't have to launch through Vortex for mods to work.
Vortex provides you an easy way to download, deploy, and update mods. You still need to use ATK for mods that require it. It is downloaded automatically when using Vortex.
There's no simple way to set up the folders automatically for badly packaged mods, because there's no way to correctly anticipate which .forge file the mod will modify.
Edit: So i redownloaded game tried to use this cant get it to launch lol i posted in bugs but im probably the issue here
If the mod author did not package mod in the correct folder structure, you will need to build it in the mod staging folder.