TheVambrony Posted February 17, 2019 Posted February 17, 2019 not for me,but ive got a older dl saved to im good Quote
CaW Life Posted February 17, 2019 Posted February 17, 2019 On 2/16/2019 at 3:25 AM, TheVisitorX said: Do you have the latest CCT version? Did you try to regenerate your chunk file? There are two possible reasons for that issue: 1. You still have the original ltag file in your chunk file (in the current version CCT uses a copy of that file in the mods folder and should remove the original file from the chunk cache file). 2. CCT wasn't able to remove the reference from the ltag file. Try to check the ltag file from the mods folder. Is it there and was the last update time the same as your last time you have changed the render? But first check your chunk cache file if there is another ltag type a|b file. i wasnt using cct to regenerate the chunk now it seems to be working. Thank you! Quote
wildbill247 Posted February 23, 2019 Posted February 23, 2019 Hi there guys I am new to modding and trying to install my first character to the game, I am using CCT but so far have been unable to make any mods works, they simply dont show up in the game depsite following videos and putting the files in the correct place etc. I do get a message saying ' There was an error with creating the backup. Please check your user rights or try it again without backup' This comes up when I was importing moveset to the character in CCT. I have tried all day to try to get it to work but am having no luck with it and don't know what is going wrong, if anyone can help me to make it work I would be very thankful. Quote
thatintrovertkid Posted February 24, 2019 Posted February 24, 2019 4 hours ago, wildbill247 said: Hi there guys I am new to modding and trying to install my first character to the game, I am using CCT but so far have been unable to make any mods works, they simply dont show up in the game depsite following videos and putting the files in the correct place etc. I do get a message saying ' There was an error with creating the backup. Please check your user rights or try it again without backup' This comes up when I was importing moveset to the character in CCT. I have tried all day to try to get it to work but am having no luck with it and don't know what is going wrong, if anyone can help me to make it work I would be very thankful. Did you clear the Chunk0.arc and rebuild the Chunk0.def? Quote
vigymuh Posted February 24, 2019 Posted February 24, 2019 On 2/5/2019 at 2:30 PM, Zaiko619 said: Hi! I can not inject the Bobby Lashley render (type A) Thank you for reading. same here. it also has problem with Hanson render (type B). hope visitorx can fix this asap Quote
wildbill247 Posted February 24, 2019 Posted February 24, 2019 6 hours ago, thatintrovertkid said: Did you clear the Chunk0.arc and rebuild the Chunk0.def? Hi thanks for responding yes I did, and I followed step by step what tutorial videos suggested. Quote
thatintrovertkid Posted February 24, 2019 Posted February 24, 2019 3 hours ago, wildbill247 said: Hi thanks for responding yes I did, and I followed step by step what tutorial videos suggested. What specific mod are you trying to install? Quote
wildbill247 Posted February 24, 2019 Posted February 24, 2019 (edited) 19 minutes ago, thatintrovertkid said: What specific mod are you trying to install? It was from aznblusuazn hulk hogan mods I download all 4 parts I needed in order to have it work using only CCT. "real american" (WWE) Theme + hulk hogan 2k19 trons link 2k15 retro "yellow" shirt entrance/victory animations for 2k19 retro yellow tights with yellow entrance shirt (+ hair fix) 2k19 pofo + moveset files (WWE retro) I also tried a chris benoit mod from a different modder but still the same problem nothing is showing up or changing to my game. One thing I'm not sure about is do I need to use other modder tools than just CCT, I only using that as was told it was the best and easiest to use for mods. I thought the mods should work by just using CCT. Edited February 24, 2019 by wildbill247 Quote
thatintrovertkid Posted February 24, 2019 Posted February 24, 2019 3 hours ago, wildbill247 said: It was from aznblusuazn hulk hogan mods I download all 4 parts I needed in order to have it work using only CCT. "real american" (WWE) Theme + hulk hogan 2k19 trons link 2k15 retro "yellow" shirt entrance/victory animations for 2k19 retro yellow tights with yellow entrance shirt (+ hair fix) 2k19 pofo + moveset files (WWE retro) I also tried a chris benoit mod from a different modder but still the same problem nothing is showing up or changing to my game. One thing I'm not sure about is do I need to use other modder tools than just CCT, I only using that as was told it was the best and easiest to use for mods. I thought the mods should work by just using CCT. Yeah so here's how I install mods on my PC. 1. Copy the PAC files on the PAC folder in the game falder. 2. Install/Import the PAC files on the Superstars and Universe using CCT. 3. Rebuild the Cunk0.def file using CCT. 4. Open the Data Editor 2K19. 5. Open the 2K19 game. 6. While in the game menu (make sure the game is not open and not minimized), install the Pofo file and then the Moveset file using Data Editor 2K19. 7.Click the install Pofo and/or Moveset file using CCT (make sure to install in the Superstar and Universe 1 slots). 8. Make a save in the game, change crowd reaction or whatever, just make a save. Exit to menu and open character menu again. 9. The modded superstar should appear after that. Also, make sure that when inserting the Pofo file in the Data Editor 2K19 that the superstar is unlocked and usable in-game. Quote
wildbill247 Posted February 24, 2019 Posted February 24, 2019 2 hours ago, thatintrovertkid said: Yeah so here's how I install mods on my PC. 1. Copy the PAC files on the PAC folder in the game falder. 2. Install/Import the PAC files on the Superstars and Universe using CCT. 3. Rebuild the Cunk0.def file using CCT. 4. Open the Data Editor 2K19. 5. Open the 2K19 game. 6. While in the game menu (make sure the game is not open and not minimized), install the Pofo file and then the Moveset file using Data Editor 2K19. 7.Click the install Pofo and/or Moveset file using CCT (make sure to install in the Superstar and Universe 1 slots). 8. Make a save in the game, change crowd reaction or whatever, just make a save. Exit to menu and open character menu again. 9. The modded superstar should appear after that. Also, make sure that when inserting the Pofo file in the Data Editor 2K19 that the superstar is unlocked and usable in-game. Ok thanks, I will try this and see what happens. I will let you know if it has worked! Quote
wildbill247 Posted February 24, 2019 Posted February 24, 2019 7 hours ago, thatintrovertkid said: Yeah so here's how I install mods on my PC. 1. Copy the PAC files on the PAC folder in the game falder. 2. Install/Import the PAC files on the Superstars and Universe using CCT. 3. Rebuild the Cunk0.def file using CCT. 4. Open the Data Editor 2K19. 5. Open the 2K19 game. 6. While in the game menu (make sure the game is not open and not minimized), install the Pofo file and then the Moveset file using Data Editor 2K19. 7.Click the install Pofo and/or Moveset file using CCT (make sure to install in the Superstar and Universe 1 slots). 8. Make a save in the game, change crowd reaction or whatever, just make a save. Exit to menu and open character menu again. 9. The modded superstar should appear after that. Also, make sure that when inserting the Pofo file in the Data Editor 2K19 that the superstar is unlocked and usable in-game. Hi I followed your instructions and at first it still didn't work, but I however have identified the reason why CCT was not allowing me to import pofo and moveset, I had to uncheck the enable save game backup in the options on CCT. Is it ok to have that option unchecked, is it important? I have already backed up my save and game files before installing the mods. Also although the game model and movesets pofo is working, the titantron and music on entrance did not work. Don't suppose you know how to make that work? Quote
thatintrovertkid Posted February 24, 2019 Posted February 24, 2019 42 minutes ago, wildbill247 said: Hi I followed your instructions and at first it still didn't work, but I however have identified the reason why CCT was not allowing me to import pofo and moveset, I had to uncheck the enable save game backup in the options on CCT. Is it ok to have that option unchecked, is it important? I have already backed up my save and game files before installing the mods. Also although the game model and movesets pofo is working, the titantron and music on entrance did not work. Don't suppose you know how to make that work? Personally I don't use the enable save game backup because I make my own backups after I play every time, so I don't think it's that important so you can uncheck it if you want. So the mod, pofo and movesets already work? That's good! For the trons, I don't really install them but for the music, use the sound editor to inject it on the game. Make sure it's the latest version of Souned Editor and Wwise. Quote
wildbill247 Posted February 24, 2019 Posted February 24, 2019 6 minutes ago, thatintrovertkid said: Personally I don't use the enable save game backup because I make my own backups after I play every time, so I don't think it's that important so you can uncheck it if you want. So the mod, pofo and movesets already work? That's good! For the trons, I don't really install them but for the music, use the sound editor to inject it on the game. Make sure it's the latest version of Souned Editor and Wwise. Ok will do, yeah it seems to be working ok now that was the reason it wasn't working due to the save game backup on CCT, I will try to get the trons and sound editor working then. Thanks very much for your help, hopefully I be able to get the trons and music to work now. 1 Quote
DDK78 Posted February 27, 2019 Posted February 27, 2019 (edited) wrong thread Edited February 27, 2019 by DDK78 Quote
SnakeSlippers Posted February 28, 2019 Posted February 28, 2019 Does this tool inject team info? The tutorial page says it does, but I can not for the life of me find the option to do it. I right click on a team and I can only import Trons. Quote
Cave Waverider Posted February 28, 2019 Posted February 28, 2019 4 hours ago, SnakeSlippers said: Does this tool inject team info? The tutorial page says it does, but I can not for the life of me find the option to do it. I right click on a team and I can only import Trons. Of course it does. Naturally, you can only inject things into memory when your game is running, though. The menu entries should appear when you run the game and the save is loaded, just as the menu entries you can only utilize while the game isn't running appear only when it isn't. Quote
Kmaster Posted March 1, 2019 Posted March 1, 2019 hello, first this tool from the beginning I liked it a lot ... especially for being very friendly and intuitive for someone who has just begun to learn to add mods ... (Maybe they miss something more than a more visual tutorial ... since the videos that I've seen are quite different from the way they are explained here https://smacktalks.org/wiki/index.php?title=Installing_Mods#Character_Pac_Files , becoming a bit confusing if those tutorial videos are correct or not, in fact many seem as if this tool will be used almost the same as the wrestle +, which I see is a mistake) in short, better step to the question of nobb XD - should the files that are installed in the "mod" folder (ch, SuperString, Perfecplextra, titantron fix) be left as they are ... Or should one of them be copied in its corresponding original folder of the game? thank you! (sorry for my prehistoric English ... it's not my native language and it helped me a little bit with the translator) Regards! Quote
Cave Waverider Posted March 1, 2019 Posted March 1, 2019 5 hours ago, Kmaster said: (Maybe they miss something more than a more visual tutorial ... since the videos that I've seen are quite different from the way they are explained here https://smacktalks.org/wiki/index.php?title=Installing_Mods#Character_Pac_Files What you find in the Installing Mods Wiki page is usually the most accurate, the "safest" way and takes the best practice into account. Alas, many of the video makers don't take best practice into account, don't bother to read the Installing Mods tutorial or are simply outdated (text is far easier to update than a video), and thus it is what it is. 5 hours ago, Kmaster said: in short, better step to the question of nobb XD - should the files that are installed in the "mod" folder (ch, SuperString, Perfecplextra, titantron fix) be left as they are ... Or should one of them be copied in its corresponding original folder of the game? Yes, they should remain where CCT installs them (although you can move them to other sub-folders in the \mods\ folder and regenerate the .def file with CCT if you like to organize things differently, but that isn't necessary and only recommended for advanced users). Placing .pac files inside the \mods\ folder (and/or sub-folders within) is the "safest" and best practice for various reasons (ease of mod deinstallation, ease of finding mods, no need to replace original game files, ease of troubleshooting, ease of backup/restoration, ease of moving your mods to a new/different PC, Steam won't alter/overwrite files in the \mods\ folder with patches or when verifying game files unlike when they are in the same folder as game files, just to name a few). Those suggesting to move them into the same folder as the regular game files are rather ignorant and giving bad advice for that very reason (it may not be apparent immediately, but could lead to way more trouble later on than what you'd get when using the mods folder). On a side note, it's also important that whenever you want/need to regenerate the .def file, you use CCT's .def file regenerator and not the .batch scripts out in the wild. CCT's variant is the most advanced and will take duplicate file names into account, give priority to those in the mods folder, etc.. Quote
SnakeSlippers Posted March 1, 2019 Posted March 1, 2019 On 2/28/2019 at 5:42 AM, Cave Waverider said: Of course it does. Naturally, you can only inject things into memory when your game is running, though. The menu entries should appear when you run the game and the save is loaded, just as the menu entries you can only utilize while the game isn't running appear only when it isn't. Ok I got it, thanks. Didn't know the game had to be running for the teams. Out of nowhere yesterday my antivirus picked up your tool. Jesus what a battle that was to let me use it lol Quote
Kmaster Posted March 1, 2019 Posted March 1, 2019 (edited) 8 hours ago, Cave Waverider said: What you find in the Installing Mods Wiki page is usually the most accurate, the "safest" way and takes the best practice into account. Alas, many of the video makers don't take best practice into account, don't bother to read the Installing Mods tutorial or are simply outdated (text is far easier to update than a video), and thus it is what it is. Yes, they should remain where CCT installs them (although you can move them to other sub-folders in the \mods\ folder and regenerate the .def file with CCT if you like to organize things differently, but that isn't necessary and only recommended for advanced users). Placing .pac files inside the \mods\ folder (and/or sub-folders within) is the "safest" and best practice for various reasons (ease of mod deinstallation, ease of finding mods, no need to replace original game files, ease of troubleshooting, ease of backup/restoration, ease of moving your mods to a new/different PC, Steam won't alter/overwrite files in the \mods\ folder with patches or when verifying game files unlike when they are in the same folder as game files, just to name a few). Those suggesting to move them into the same folder as the regular game files are rather ignorant and giving bad advice for that very reason (it may not be apparent immediately, but could lead to way more trouble later on than what you'd get when using the mods folder). On a side note, it's also important that whenever you want/need to regenerate the .def file, you use CCT's .def file regenerator and not the .batch scripts out in the wild. CCT's variant is the most advanced and will take duplicate file names into account, give priority to those in the mods folder, etc.. Thank you very much for the explanations and clarifications ... They really got me many doubts. This week I just got into this insert of mods (based on YouTube tutorial) and, the truth ... XD has been a disaster ... and reading all the post of the topic (and the wiki) I realized that I was not taking everything the benefit to the CCT and the DT. Well, thank you very much again! P.D: is it possible to use mod's ch of 2k18 in 2k19 ... (with pofo and mov for 2k19 of course) as well, or should they be modified before? Edited March 1, 2019 by Kmaster Quote
Lashley93 Posted March 2, 2019 Posted March 2, 2019 (edited) This is weird, had an old Omega mod but decided to install a newer one, anyways it works fine for the entrance model but the in ring model is the old one. I imported the new one to both entrance and ring, but no luck Also theres no option in CCT for me to import renders? It says empty next to characters that are actually in game Edited March 2, 2019 by Lashley93 Quote
Cave Waverider Posted March 2, 2019 Posted March 2, 2019 29 minutes ago, Lashley93 said: This is weird, had an old Omega mod but decided to install a newer one, anyways it works fine for the entrance model but the in ring model is the old one. I imported the new one to both entrance and ring, but no luck Also theres no option in CCT for me to import renders? It says empty next to characters that are actually in game You probably have another .pac file of the old Kenny in-ring somewhere. You'll have to find and delete it. You can only import renders when the game isn't running. And you can only import them for characters that already have renders in the game. Right-click on the Wrestler to do so. If the wrestler has a render to import/replace, the option will show up under Import. The Empty thing is just ticked if the slot is empty by default in the game, not that you don't have anything installed in it. It's a bit misleading. This column will go away (likely replaced by a Slot type which will show users what type the slot is) in the next version of CCT so you can safey ignore it. 1 Quote
Lashley93 Posted March 2, 2019 Posted March 2, 2019 6 minutes ago, Cave Waverider said: You probably have another .pac file of the old Kenny in-ring somewhere. You'll have to find and delete it. You can only import renders when the game isn't running. And you can only import them for characters that already have renders in the game. Right-click on the Wrestler to do so. If the wrestler has a render to import/replace, the option will show up under Import. The Empty thing is just ticked if the slot is empty by default in the game, not that you don't have anything installed in it. It's a bit misleading. This column will go away (likely replaced by a Slot type which will show users what type the slot is) in the next version of CCT so you can safey ignore it. Yeah that was the problem mod is sorted now Ah, was hoping to add a render for Omega, but it's come in handy for Cody Rhodes since I was sick of seeing Cole Quinn haha Quote
El Guapo Posted March 5, 2019 Posted March 5, 2019 Anyone else having difficulty replacing the renders of certain DLC wrestlers? For example, I cannot seem to replace Hanson and Ricochet (I mean CCT will let me do it, and tell me it's successful, but the original images are still in the game) yet other wrestlers from the same DLC packs (Rowe, EC3 for example) seem to replace just fine. Any ideas anyone? Quote
TheVisitorX Posted March 5, 2019 Author Posted March 5, 2019 (edited) 10 hours ago, El Guapo said: Anyone else having difficulty replacing the renders of certain DLC wrestlers? For example, I cannot seem to replace Hanson and Ricochet (I mean CCT will let me do it, and tell me it's successful, but the original images are still in the game) yet other wrestlers from the same DLC packs (Rowe, EC3 for example) seem to replace just fine. Any ideas anyone? Please, if you find more which aren't working, please let me know so I can fix them for the next version. By the way, CCT 2019 v1.2.0.0 has been released via internal update tool! I would like to ask all of you to upgrade to this version. It contains a lot of bigger and smaller improvements. Thanks to @Cave Waverider for testing, feedback and the suggestions. Edited March 5, 2019 by TheVisitorX 1 1 Quote
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