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Releases: Ironictw2st/TKModManager

v0.6.5

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@Ironictw2st Ironictw2st released this 26 Sep 19:22

Added

  • Script extender settings per profile. Every setting in script_extender.cfg can now be
    changed in the app: Settings… next to "Script extender" in the launch panel sets them for
    one profile, and Settings > Script extender sets the default for the rest. The settings are
    grouped into the ones every multiplayer player must match, local ones, and the main-menu text.
    Edit as text… opens the whole file for anything else.
  • Multiplayer: compare script extender settings. A profile export now includes the settings
    that change the campaign. "Verify against an export" lists any that differ (they keep players
    out of each other's lobby), and importing an export offers to use your partner's.

Fixed

  • Saving the script extender's main-menu text no longer deletes every other line of
    script_extender.cfg. Your existing file becomes the default settings, hand edits included.

v0.6.4

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@Ironictw2st Ironictw2st released this 26 Sep 18:53

Fixed

  • No more Workshop downloads at every Play. Before a launch the manager used to ask Steam to
    download every enabled Workshop mod, and Steam fetched them all again each time. It now checks
    the mods against Steam first and only updates the ones that really have a newer version. When
    everything is current, the game starts right away.
  • Likely fix for the game sometimes starting without DLC. When an update ran, the game
    started the moment the update helper closed, while Steam still counted the helper as the
    running game. The launch now waits until Steam has let go (a few seconds at most), and most
    launches no longer run the helper at all.

Changed

  • The script extender is loaded by a separate tkmm-inject.exe. Windows Security can flag
    DLL injection as Behavior:Win32/DefenseEvasion.A!ml. The manager no longer does it itself, so
    a block only stops the script extender, never the manager. When that happens, the launch panel
    says so and explains how to allow the file.

v0.6.3

v0.6.3 Pre-release
Pre-release

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@Ironictw2st Ironictw2st released this 25 Sep 02:30

Fixed

  • Crash reports flag out-of-date mods first. A Workshop mod whose installed copy is older
    than the newest version on Steam is now always listed as out of date, with both dates.
    Before, an unlisted item (such as a test build) was only reported as "not public", which
    hid the real problem: a stale copy that Steam had not updated yet.
  • Unlisted Workshop items are no longer described as unavailable to other players; unlisted
    items still download and update for everyone subscribed.

v0.6.2

v0.6.2 Pre-release
Pre-release

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@Ironictw2st Ironictw2st released this 25 Sep 02:01

Added

  • Send report to Discord. When the game crashes, the new Send report button (also in the
    profile menu) posts a crash report to the 190 Expanded Discord. You can say what you were
    doing, and the mod team gets everything needed to find the cause:
    • every loaded mod in load order, with its Workshop or Nexus page, the installed version
      against the newest one, and the file on disk;
    • warnings about common causes: Workshop items that are gone from Steam, pending updates,
      required items that are missing, movie packs, and duplicate copies of a pack;
    • the game's latest crash dump, Windows' crash record and the ends of the game's logs.
  • Create mod report saves the same report as a text file on your Desktop, to send by hand.

v0.6.1

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@Ironictw2st Ironictw2st released this 24 Sep 16:09

Added

  • Workshop mods update before each launch. Steam and CA's launcher bring Workshop mods up
    to date before starting the game, and now the manager does too: Play asks Steam for any
    pending updates of the enabled mods first, then starts the game. Pressing Play without
    waiting
    starts it straight away. Turn it off in Settings with "Update enabled Workshop mods
    through Steam before each launch".

Changed

  • One copy per pack name. The game loads packs by file name, so two copies of the same pack
    (a Workshop item and a Nexus install, or an old copy in data/) competed and the older one
    often won. Only the newest enabled copy is loaded now, switching one copy on switches the
    others off, and a newly installed pack takes the old copy's place in the load order. The mod
    details list the other copies and warn about ones in data/.
  • A second download of the same archive (MyMod (1).zip, or MyMod_v2.zip with the same packs)
    is added as a new version of the installed mod instead of a second mod.

Fixed

  • No more false "Update pending". When Steam's Workshop manifest goes out of sync (a Steam
    client update can do this), a mod you already have the newest version of could keep the red
    dot, and Force update could not clear it. A pack downloaded after the newest version came out
    now counts as up to date.

v0.6.0

v0.6.0 Pre-release
Pre-release

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@Ironictw2st Ironictw2st released this 22 Sep 18:29

Added

  • Install mods from Nexus Mods. Add your Nexus API key in Settings > Nexus Mods and let the
    manager handle "Mod Manager Download" links: one click on a mod's Files tab installs it. Free
    and Premium accounts both work. Archives you downloaded yourself (.zip, .7z, .rar) install
    with Actions > Install mod from archive…. Nexus mods live in the manager's own folder and
    load from there; the game folder is never touched. If an archive ships alternative versions
    of the same pack in different folders, you pick which one you want.
  • Switch between versions of a Nexus mod. Installing another file of a mod keeps the old one.
    Right-click the mod > Version switches between them, and the load order and on/off state
    stay as they were. Delete this version… removes one.
  • Nexus update check. Installed Nexus mods get the red dot when the author uploads a newer
    file. It runs at startup (with the same cache age as Workshop data), or on demand with
    Actions > Check Nexus mods for updates.
  • Force a Workshop update. Force update from Steam (right-click a Workshop mod, or the
    button on a mod with a pending update) makes Steam download the newest version now. Actions >
    Force update pending Workshop mods
    does it for every mod with the red dot.
  • Crash log. If the manager ever closes because of an internal error, it writes
    crash.log in its data folder and shows it at the next start.

v0.5.1

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@Ironictw2st Ironictw2st released this 21 Sep 03:32

Changed

  • Unsubscribed mods disappear from the list. A mod you unsubscribe from (or delete) no longer
    sits in the list as a struck-through "missing" row. Its place in the load order is still kept,
    so re-subscribing puts the mod back exactly where it was, still enabled - but it is out of the
    way until then. Show missing in the list toolbar brings the rows back when you want to see
    them, and Remove missing clears them out for good, from every profile.
  • The list now rescans when the window comes back to the front, so subscribing or
    unsubscribing in Steam and switching back is enough; there is also a Rescan button in the
    list toolbar, next to Sort A-Z. Newly subscribed mods pick up their Workshop title straight
    away instead of showing the raw file name until the next restart.
  • "N enabled", the number beside each profile and the counts in the list no longer include packs
    that are not installed. Those are skipped at launch, so the counts now say what will load.

Fixed

  • Profiles could be lost. Saving removed the old file before renaming the new one into place,
    which left a moment where a crash or power cut lost it entirely - and a profiles file that
    failed to load was then overwritten with an empty one. The save now replaces the file in a
    single step, and nothing is ever written over a file that could not be read.
  • The app could close itself while fetching Workshop details. Reading a mod's "Required items"
    cut the page at a fixed length, which crashed on any page with an em dash, or a Chinese,
    Japanese or Cyrillic title near that point. Required items are also read more accurately now:
    links further down the page are no longer listed as requirements.
  • A movie pack from the Workshop loaded even when you turned it off, if another pack from the
    same mod was on. Data-folder movie packs were already handled; Workshop ones now are too.
  • The script extender's log is read from the point of injection, not from the top. A line from
    a previous session could report "Script extender active" when nothing had loaded, or keep
    reporting a build mismatch after the right version was installed.
  • An interrupted script-extender download left a folder behind that was listed as an installed
    version and could be injected, even though the file was incomplete and never checked.
  • Right-clicking a mod that is not installed no longer offers Enable/Disable, which used to mark
    an entry as on although it could never load.

v0.5.0

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@Ironictw2st Ironictw2st released this 19 Sep 22:23

Added

  • Epic and Game Pass copies. The manager finds every copy of the game on the PC (Steam
    libraries, the Epic launcher's installs, XboxGames) and you pick which one to manage: a
    Copy box next to Play and the full list in Settings. Each copy keeps its own profiles,
    so Steam Workshop packs no longer show up as "missing" under Epic.
  • Packs in the game's own mods\ folder (where the Epic and Game Pass builds keep them) are
    listed and loaded, shown as mods/. The Workshop row is Steam-only and becomes "Mods folder"
    for the other stores.
  • Launching the Epic copy. Epic will not let anything but its own launcher start the game, and
    CA's launcher passes its own mod list, so the profile is written to the game's
    user.script.txt, which the game reads on every start. The manager opens Epic, you press Play
    in CA's launcher, and it then injects as usual. The file is removed when the game exits, and if
    the app was closed mid-launch. If CA's launcher has mods of its own ticked, the manager says so
    before launching. The Epic build ignores a save passed on the command line, so "Load save" is
    refused there.
  • Mod list row size: Compact, Normal or Large, in the list toolbar and in Settings. Normal is
    the new default and is taller than the old rows. Double-clicking a row enables or disables it.
  • Every published script-extender version is listed by "All versions…", with its date and the
    game build it was made for. Installing an older one pins it, so it is injected instead of
    the newest match until you choose "Always use newest" (rollback). The installed list has the
    same buttons.
  • Startup update offers: the app checks for app and script-extender updates as before, but now
    asks before installing anything, with Install, Skip this version and Not now.
    A skipped version is never offered again.
  • Pre-release channel for the app. Pre-releases are only offered when Settings →
    Behaviour → "Include pre-releases" is picked; the stable channel stays on full releases.
  • A DLL release can support several game builds through a builds list in its manifest.json
    (script extender 0.36.1 uses it for the identical Steam and Epic 1.7.2.0 builds).

Fixed

  • "Open folder" and "Show file in Explorer" opened Documents when the path contained a space.
  • Nothing downloads or installs without asking first, app or DLL.

v0.4.0

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@Ironictw2st Ironictw2st released this 19 Sep 01:45

Changed

  • Native Qt app. The window is now built with Qt Widgets from Rust instead of an embedded web
    page (HTML/CSS). Same layout: header over the mod list, details and launch controls on the
    right. The look follows the Windows light/dark setting, with the Windows 11 style where it is
    available and a neutral Fusion style on Windows 10.
  • Groups are real tree rows: fold them with the arrow, tick the header to turn the whole group
    on or off, and drag a group to move all of its mods.
  • The app now ships as a zip (TKModManager-x64.zip: the exe plus its Qt files) and updates in
    place from it.

Removed

  • The per-mod manual script-extender override. A mod needs the script extender only when its
    pack has SE/script_extender.json.

Upgrading from 0.3.x

  • 0.3.x looks for a single exe in the release and will say there is no update. Download
    TKModManager-x64.zip once, unpack it into a folder and start TKModManager.exe. Settings,
    profiles, notes and downloaded DLLs are kept (they live in %APPDATA%\TKModManager).

TK Mod Manager v0.3.1

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@github-actions github-actions released this 19 Sep 00:01

Changed

  • Script-extender mods are now declared by one file in the pack, SE/script_extender.json
    (author, minimum_version, maximum_version, notes). The v0.3.0 marker file and the Lua
    scan are gone. The manual override in the details pane stays.
  • The launch panel warns when the installed DLL is newer than a mod's maximum_version, as well
    as when it is older than minimum_version. The details pane shows the author and notes.