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gMod

Continuation of the uMod project to improve performance and stability. Integrated with Guild Wars Launcher and Daybreak.

Usage is primarily intended with GW Launcher or Daybreak, but it can be used without.

Usage with manual gMod.dll injection:

  • Create a file called modlist.txt in either the Guild Wars (Gw.exe) folder, or the gMod.dll folder.
  • Inject gMod.dll before d3d9.dll is loaded.

Usage without dll injection:

  • Create a file called modlist.txt in the Guild Wars (Gw.exe) folder.
  • Place gMod.dll in the Guild Wars folder
  • Rename gMod.dll to d3d9.dll
  • Launch Guild Wars

Format of the modlist.txt file:

Each line in the modlist.txt is the full path to a mod you want to load (eg. D:\uMod\Borderless Cartography Made Easy 2015 1.3.tpf) gMod will load all these files on startup

Disclaimer about Reshade

Reshade in versions > 5.0.1 is known to cause glitches with TexMod, uMod and also gMod. If you would like to use Reshade in combination with gMod, we recommend running version 5.0.1 or 4.9.1.

Build from source

Requirements:

  • Visual Studio 2022
  • CMake 3.16+, integrated into the Developer Powershell for VS 2022
  • vcpkg, integrated into the Developer Powershell for VS 2022

Compile:

  • cmake --preset=vcpkg
  • cmake --open build
  • compile

TpfConvert Small utility to convert old .tpf files with invalid images into .zip files with working images. Usage:

  • put TpfConvert.exe and d3dx9.dll anywhere
  • create a folder "plugins" in that folder and put your .tpf/.zip files with invalid images there
  • run TpfConvert.exe, My_Texmod.tpf is fixed and copied into My_Texmod_.zip
  • copy My_Texmod_.zip into your GW Launcher plugins folder, delete My_Texmod.tpf from it, if it still exists