Releases: Ironictw2st/TKModManager
Releases · Ironictw2st/TKModManager
Release list
v0.6.5
Added
- Script extender settings per profile. Every setting in
script_extender.cfgcan 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
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 asBehavior: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
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- Crash reports flag out-of-date mods first.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than the newest version on Steam is now always listed as out of date, with both dates.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
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.
- every loaded mod in load order, with its Workshop or Nexus page, the installed version
- Create mod report saves the same report as a text file on your Desktop, to send by hand.
v0.6.1
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, orMyMod_v2.zipwith 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
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.login its data folder and shows it at the next start.
v0.5.1
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
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 asmods/. 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
buildslist in itsmanifest.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
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 hasSE/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.ziponce, unpack it into a folder and startTKModManager.exe. Settings,
profiles, notes and downloaded DLLs are kept (they live in%APPDATA%\TKModManager).
TK Mod Manager v0.3.1
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 thanminimum_version. The details pane shows the author and notes.