Hi guys I am fairly new to this mod stuff .when I start rise of tomb raider it says i must enable ROTTR in file "[rootgamefolder]\mods".I have looked all though rottr and game files and I do not have this file. I have downloaded the Mod Manager ROTTR four times and can not fide file I even done a search in my pc and it states not found. Running windows 11 .Can someone please help me ???.
Is it somehow possible to extract the models of geothermal valley inhabitants? Because if I try e.g. female_rem_lower_body_new, female_rem_upper_body_new or any of the remnant_female* models, nothing happens when I open the *.tr10objectref file in Blender.
Those can, however, be extracted with the other (older?) ROTTR specific extractor. The female_rem_lower_body_new and female_rem_upper_body_new do not contain skeletions, but the remnant_female* ones have some section*.skl files that seem to work for the first two. I can convert the *.tr2mesh files inside to FBX and open them in Blender. But then the trouble starts with finding the right materials and textures.
Btw/ it is perfectly possible to extract named NPCs like Nadia, Sofia and Ana with the new extractor, open the *.tr10objectref file in Blender, and use the modded models in the new mod organizer.
The very helpful documentation linked on the mod's description page lists all outfits for Lara in all three TR games. However, in case anybody is interested in modding Ana, Sofia and/or Nadia, the relevant drm file prefixes to extract are:
I am trying the game-independent modding tool set and I am currently struggleing with a mod for Sofia. I got the mesh to work (prototype) and be visible in game. However, I cannot for the love of it bring the texture I modded into the game as well. One mesh uses an existing material (I can choose different -existing- materials and the are being used as intended) but I cannot exchange the texture that material refers to. It always uses the original texture it appears.
In other words: I export the model with a modded mesh using material M1 refering to texture T1.dds, and in-game everything works But I cannot replace T1.dds with a modded version because in-game it still uses T1.dds. I am not able to add the replacement T1_modded.dds via Mod Manager. Just throwing it into the mod folder with the same name T1.dds does not do the trick.
What am I missing here?
Edit: OK I guess I figuered it out. It *is* very complicated stuff. My problem was a mixture of wrong UV mask in combination with a texture/material where I guess the game engine does some hard coded stuff. Anyway, I now use a modified head texture and did some UV editing and now I see some results.
A far way still to go, though...
Edit 2: Finally got it to work, as you can see in my new mod Nudes of the Tomb Raider ;)
latest version mod manager included in modding tools 1.4.1 doesnt work for me. I launch the mod manager. picking the game. finding the exe, and then its gone. no errors no nothing
I can share that if you encounter Unable to select exe file from within games install folder you can change the TombRaider.exe file name under the game folder to ROTTR.exe and you will be able to run normally which is crazy
Please update mod manager ( which support. Net framework 4.8 ) because everytime i open this manager it gives me net framework error which is so annoying.
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.IO.EndOfStreamException: Unable to read beyond the end of the stream. at System.IO.__Error.EndOfFile() at System.IO.BinaryReader.ReadByte() at RottrModManager.Shared.Util.IoExtensions.ReadZeroTerminatedString(BinaryReader reader) at RottrModManager.Shared.Cdc.CdcTexture..ctor(Stream stream) at RottrModManager.Shared.Cdc.ResourceNaming.GetName(Stream stream, ResourceType type) at RottrModManager.Shared.Cdc.ResourceNaming.GetName(ArchiveSet archiveSet, ResourceReference resourceRef) at RottrModManager.Shared.Cdc.ResourceUsageCache.Refresh(ITaskProgress progress, CancellationToken cancellationToken) at System.Threading.Tasks.Task.Execute() --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at RottrModManager.MainForm.<MainForm_Load>d__7.MoveNext() --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.8.9139.0 built by: NET481REL1LAST_B CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll ---------------------------------------- RottrModManager Assembly Version: 1.0.8.0 Win32 Version: 1.0.8 CodeBase: file:///D:/Manager/RottrModManager.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.8.9075.0 built by: NET481REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.8.9139.0 built by: NET481REL1LAST_B CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.8.9032.0 built by: NET481REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- RottrModManager.Shared Assembly Version: 1.0.8.0 Win32 Version: 1.0.8 CodeBase: file:///D:/Manager/RottrModManager.Shared.DLL ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.8.9032.0 built by: NET481REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.8.9139.0 built by: NET481REL1LAST_B CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.8.9032.0 built by: NET481REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- Ookii.Dialogs.WinForms Assembly Version: 4.0.0.0 Win32 Version: 4.0.0.0 CodeBase: file:///D:/Manager/Ookii.Dialogs.WinForms.DLL ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
I have the same problem with version 1.0.10 of the mod manager, and I already have .NET 4.8.1. I've also tried running as administrator. Nothing in Windows Event Viewer either.
Edit: Even though this error never goes away, mods still seem to work.
For whatever reason, unless Im doing something wrong since i am new to this, after downloading it and trying to open the mod manager application, a message pops up saying it cant automatically determine the installation folder.. i didn't manually select a folder for it, I just downloaded and opening using the normal zip program...so why cant it find it?
A short guide on how to use mods in Rise of the Tomb Raider on Steam Deck.
I have seen absolutely no discussion anywhere of how to successfully do this, and most posts just say you can't, which isn't true. To do this, all you really have to do is go to the compatibility settings and force proton so you have the .exe the mod manager wants. From there, enter desktop mode and move the installed game to your desktop folder so the mod manager being run through WINE can locate it. Now that you have the EXE in an easily accessible spot you can run the rise of the tomb raider mod manager and it will be able to find the exe on your desktop.
Install the mods as normal, following the instructions of the mod manager and for the final step go back to the steam apps /common folder and drag the Rise of the Tomb Raider game folder back and choose "link folder" this way, the installation stays on your desktop so you can add more mods with the mod manager but it can still run in gaming mode. Hope this helps someone because it took me a bit to figure out.
I have a question. I have two installations of ROTTR on my PC. First I installed the Epic Version ver. 1027, after that , when I noticed, that some mods work with steam version 813 only, I installed the steam version as well. Is it possible to choose, for which installation I use the program ? I installed two mods for my steam version, worked fine, but I would like to mod the Epic Version as well, if possible. Some mods do work with the Epic 20th Anniversary version. Because of more content I would like to play the Epic version. In the program window I do not find any possibilitiy to define the program folder, which is to be modded.
I can't mod it. When I put the file Cum Dripping Pussy-23-1-1657895732.z7 into the ROTTR Mod Manager and it finishes running, it says "sequence contains no elements." What does that mean? (All mod files report that)
230 comments
Those can, however, be extracted with the other (older?) ROTTR specific extractor. The female_rem_lower_body_new and female_rem_upper_body_new do not contain skeletions, but the remnant_female* ones have some section*.skl files that seem to work for the first two. I can convert the *.tr2mesh files inside to FBX and open them in Blender. But then the trouble starts with finding the right materials and textures.
Btw/ it is perfectly possible to extract named NPCs like Nadia, Sofia and Ana with the new extractor, open the *.tr10objectref file in Blender, and use the modded models in the new mod organizer.
ana_cine
ana_companion
sofia_cine
sofia_companion
dlc_by_nadia_puppet_gondolaride
dlc_nadia_cine
pdlc1_remnant_nadia_wickedvale
First, again thanks for the great tool set.
I am trying the game-independent modding tool set and I am currently struggleing with a mod for Sofia. I got the mesh to work (prototype) and be visible in game. However, I cannot for the love of it bring the texture I modded into the game as well. One mesh uses an existing material (I can choose different -existing- materials and the are being used as intended) but I cannot exchange the texture that material refers to. It always uses the original texture it appears.
Edit: OK I guess I figuered it out. It *is* very complicated stuff. My problem was a mixture of wrong UV mask in combination with a texture/material where I guess the game engine does some hard coded stuff. Anyway, I now use a modified head texture and did some UV editing and now I see some results.In other words: I export the model with a modded mesh using material M1 refering to texture T1.dds, and in-game everything works But I cannot replace T1.dds with a modded version because in-game it still uses T1.dds. I am not able to add the replacement T1_modded.dds via Mod Manager. Just throwing it into the mod folder with the same name T1.dds does not do the trick.
What am I missing here?
A far way still to go, though...Edit 2: Finally got it to work, as you can see in my new mod Nudes of the Tomb Raider ;)
using win 10
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at System.IO.__Error.EndOfFile()
at System.IO.BinaryReader.ReadByte()
at RottrModManager.Shared.Util.IoExtensions.ReadZeroTerminatedString(BinaryReader reader)
at RottrModManager.Shared.Cdc.CdcTexture..ctor(Stream stream)
at RottrModManager.Shared.Cdc.ResourceNaming.GetName(Stream stream, ResourceType type)
at RottrModManager.Shared.Cdc.ResourceNaming.GetName(ArchiveSet archiveSet, ResourceReference resourceRef)
at RottrModManager.Shared.Cdc.ResourceUsageCache.Refresh(ITaskProgress progress, CancellationToken cancellationToken)
at System.Threading.Tasks.Task.Execute()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at RottrModManager.MainForm.<MainForm_Load>d__7.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9139.0 built by: NET481REL1LAST_B
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
RottrModManager
Assembly Version: 1.0.8.0
Win32 Version: 1.0.8
CodeBase: file:///D:/Manager/RottrModManager.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9075.0 built by: NET481REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9139.0 built by: NET481REL1LAST_B
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9032.0 built by: NET481REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
RottrModManager.Shared
Assembly Version: 1.0.8.0
Win32 Version: 1.0.8
CodeBase: file:///D:/Manager/RottrModManager.Shared.DLL
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9032.0 built by: NET481REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9139.0 built by: NET481REL1LAST_B
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.8.9032.0 built by: NET481REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Ookii.Dialogs.WinForms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.0.0
CodeBase: file:///D:/Manager/Ookii.Dialogs.WinForms.DLL
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Edit: Even though this error never goes away, mods still seem to work.
I have seen absolutely no discussion anywhere of how to successfully do this, and most posts just say you can't, which isn't true. To do this, all you really have to do is go to the compatibility settings and force proton so you have the .exe the mod manager wants. From there, enter desktop mode and move the installed game to your desktop folder so the mod manager being run through WINE can locate it. Now that you have the EXE in an easily accessible spot you can run the rise of the tomb raider mod manager and it will be able to find the exe on your desktop.
Install the mods as normal, following the instructions of the mod manager and for the final step go back to the steam apps /common folder and drag the Rise of the Tomb Raider game folder back and choose "link folder" this way, the installation stays on your desktop so you can add more mods with the mod manager but it can still run in gaming mode. Hope this helps someone because it took me a bit to figure out.
THANK YOU IT WORKED. I HAD GIVEN UP!!
Is it possible to choose, for which installation I use the program ? I installed two mods for my steam version, worked fine, but I would like to mod the Epic Version as well, if possible. Some mods do work with the Epic 20th Anniversary version. Because of more content I would like to play the Epic version.
In the program window I do not find any possibilitiy to define the program folder, which is to be modded.