Philip_J
Skirmisher
posted 05-07-17 10:53 AM EDT (US)
Hi everybody!
I have developed my own mod of AoE3 and I used to launch it using the SCP ModLoader v1.41 to keep modded files separated from the original ones.
I didn't play AoE3 for a few time and now, when I launch my mod, it does not start anymore and SCP ModLoader show the following error message: "An error occurred (does folder exist)".
Does anybody know how can I solve this problem?
So far I've tried to delete and restore all the mod files and the ModLoader, but it didn't work. My PC is running the latest release of Windows 10.
Philip_J
Skirmisher
posted 05-09-17 01:58 PM
EDT (US)
2 / 8
Hello Mister SCP,
thanks for your reply.
Yes, I'm using TAD.
I checked the registry key in the screenshot and I have the same value for the path entry. In fact if I try to launch the original TAD game with the button in the ModLoader it works fine.
I don't know how exactly the ModLoader works, but I suppose the system registry is involved to allow the game to read only customed files from the mod folder. My suspect is that an update of Windows may have changed something in the registry and prevent now the Modloader to work as supposed. Are there any other registry keys or files to be checked?
Philip_J
Skirmisher
posted 05-16-17 12:07 PM
EDT (US)
3 / 8
Does anyone else have this problem with the modloader?
Is there any other way to load my mod without copy and rename the game folder everytime?
I was also thinking about writing my own modloader as a workaroud, but I can't realize how to force the game to read files from the mod folder. Does anybody know a tutorial about it or maybe an open source code that can be used as a starting point?
Philip_J
Skirmisher
posted 05-20-17 10:35 AM
EDT (US)
5 / 8
I finally solved the problem!
Here is what I did: maybe it could be helpful if someone else gets the same problem in the future.
As you suggested I tried the Modloader Version 1, but when I launched it, a message said that msvcp100.dll and msvcr100.dll were not found on my system even if the required C++ Runtime libraries were installed.
After a few search I found out that these two files were indeed missing from my Windows\SysWOW64 folder.
I copied them from another PC where the mod was running fine and after that I was able to run the mod using Modloader version 1.
Restoring the dlls also fixed Modloader v.1.41 (I guess the 'Does folder exists' error message was caused by the missing runtime libraries rather than by a wrong entrance in the registry key).
Thank you very much for your support.
PredatoR_TR
Skirmisher
posted 05-22-17 03:07 PM
EDT (US)
8 / 8
Thank you for the answer.
It means that, if I change the directory somehow to the modfolder for the wav sound in soundsetsy.xml, then it should work without any problem. Although I do not know if it will be possible to do that since the directory ignores the first (sound) folder.