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 Cortex Command Mod Manager / Activities Manager [2.1] 
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Joined: Wed Aug 04, 2010 3:14 pm
Posts: 132
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Post Re: Cortex Command Mod Manager / Activities Manager [2.0]
@Sparko
The MM seems to disable activities a lot randomly. You might want to check your Missions.rte Index.ini.


Wed Oct 27, 2010 2:38 pm
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Joined: Sun Dec 27, 2009 9:31 am
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Post Re: Cortex Command Mod Manager / Activities Manager [2.0]
danieltan1995 wrote:
A little help here, every time i start up the MM i get this,
Error Message:
The device is not ready.

EXCEPTION:
System.IO.IOException: The device is not ready.

at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.Directory.InternalCreateDirectory(String fullPath, String path, DirectorySecurity dirSecurity)
at System.IO.Directory.CreateDirectory(String path, DirectorySecurity directorySecurity)
at CortexCommandModManager.ModManager.CheckDisabledFolderExists()
at CortexCommandModManager.MainWindow..ctor()

NO INNER EXCEPTION


Sounds like CC or CCMM is in program files.


Thu Oct 28, 2010 2:12 am
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Joined: Wed Oct 27, 2010 11:12 am
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Post Re: Cortex Command Mod Manager / Activities Manager [2.0]
I've checked a few times but theres no CC or CCMM in the program files...


Sun Oct 31, 2010 9:56 am
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Joined: Tue Nov 06, 2007 6:58 am
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Post Re: Cortex Command Mod Manager / Activities Manager [2.0]
SneakyMax wrote:
The problem is that the mod manager is unable to autoload the mods correctly. I am not sure why this would be the case. Could be a permissions issue (program files?).

For any of you, does a small window show up that shows the mods being loaded? It might show up only for a fraction of a second.

I had this exact problem much deeper in the thread, solved it by disabling incompatable mods. Disable the following rtes to fix it:
AAL.rte
RZombies.rte
Flying Saucers.rte

If you disable the rtes and the problem still exists, disable half your mods, if the problem persists, renable those mods and disable half the mods, if it's stopped, renable half the disabled mods, repeat untill you find your troublesome mod.
EDIT:
Don't forget to purge your modcache after disabling them, thanks to below post for reminding me.


Last edited by mail2345 on Sun Oct 31, 2010 8:06 pm, edited 1 time in total.



Sun Oct 31, 2010 5:41 pm
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Joined: Mon Aug 24, 2009 8:23 am
Posts: 63
Location: Michigan, USA
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Post Re: Cortex Command Mod Manager / Activities Manager [2.0]
Aha. Nice. I just disabled all my mods (Via the manager), then tried to do a random skirmish. Crashed again. Deleted the .modcache. Restarted it...
And it works. However, I have only vanilla things activated at the moment. I'll check my mods and list what causes problems. If it's AAL though that'll be disappointing, it's fun to fight the overpowered monsters.

Edit1: Yep, AAL and RZombies both cause it to error out...

Oh and SneakyMax, I do get that window for a brief half second (with AAL and RZombies on) Odd. Going to enable everything but AAL and RZombies...

Edit2: These all work (longish list)
Code:
All Vanilla stuff
CrowGuard
Cyborg Zombies
DarkStorm Industries
EcoGun
Ghost.rte
Hill.rte
Hueg Pack o' Mods (I do have a lot of this mod disabled though <_<)
Incredidoor
invasion.rte
Lua firearms/modules
Metroids
Minimap.rte
Module.rte
Prefabs.rte (What exactly is this?)
Prison Escape EP2.rte
Radar.Rte
Scenes for the kill (SFK)..sniper mission
Stratosphere
Swarm
Tek Troopers
Apollocalipse (I didn't even notice this was spelled wrong intentionally. Apollo. Ha. :|)
Legend of Zalo
UniTec Online Shop


What does not work (that I have)

Code:
AAL
RZombies


Last edited by Dragon239 on Mon Nov 01, 2010 10:48 pm, edited 2 times in total.



Sun Oct 31, 2010 7:42 pm
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Joined: Sun Dec 27, 2009 9:31 am
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Post Re: Cortex Command Mod Manager / Activities Manager [2.0]
I had some trouble with AAL when developing it. I'll see what I can do.


Sun Oct 31, 2010 9:44 pm
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Joined: Sun Jan 17, 2010 7:15 am
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Post Re: Cortex Command Mod Manager / Activities Manager [2.0]
Hey my CCMM suddenly started not to modify the starting funds of Red/green teams while on 2+ players skirmish!
Can someone help me! and teach me how to fix this issue!. PM me please with the answer since im not sure I'll be able to check this post in the next 3-5 days. thanks and a 1,000,000$ to the author os this mod and to DATA


Sat Nov 20, 2010 2:07 am
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Joined: Mon Oct 19, 2009 9:04 am
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Post Re: Cortex Command Mod Manager / Activities Manager [2.0]
This doesn't work for me... It loads my mods and stuff but If I make myself a skirmish or generate one it fails when I select a difficulty. So....Help? (Pm please)


Fri Nov 26, 2010 9:08 am
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Post Re: Cortex Command Mod Manager / Activities Manager [2.0]
You don't have an activity file enabled.


Fri Nov 26, 2010 2:17 pm
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Post Re: Cortex Command Mod Manager / Activities Manager [2.0]
I make one...How do i enable it..


Sat Nov 27, 2010 10:24 am
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Joined: Sun Feb 21, 2010 10:40 pm
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Post Re: Cortex Command Mod Manager / Activities Manager [2.0]
Is the 2.0 glitch fixed? Or will it be fixed anytime soon?


Tue Nov 30, 2010 10:39 pm
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Post Re: Cortex Command Mod Manager / Activities Manager [2.0]
Does this work with B24?


Wed Dec 22, 2010 1:43 am
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Joined: Thu Dec 09, 2010 5:22 am
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Post Re: Cortex Command Mod Manager / Activities Manager [2.0]
sam123486 wrote:
Does this work with B24?


It does, but there is a separate "skirmish defense" activity for whatever guys you chose to fight. Scroll near the bottom.


Wed Dec 22, 2010 1:50 am
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Joined: Sun May 02, 2010 3:39 pm
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Post Re: Cortex Command Mod Manager / Activities Manager [2.0]
killionaire wrote:
sam123486 wrote:
Does this work with B24?


It does, but there is a separate "skirmish defense" activity for whatever guys you chose to fight. Scroll near the bottom.


Better description please?


Wed Dec 22, 2010 2:11 am
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Post Re: Cortex Command Mod Manager / Activities Manager [2.0]
I personally haven't downloaded B24 yet. I'm glad that some of the functionality still works.

I heard that changing the starting gold no longer works in the same way. Is that true?


Wed Dec 22, 2010 3:02 am
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