Talk:Player-made Modifications/TexMod

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Tonic Mod[edit]

Is it possible to mod your character to look like it is using a Tonic? I tried with the Phantasmal and Frosty Tonics but to no avail. If anyone can make a Phantasmal or Frosty Tonic look-alike mod, I would be extremely grateful. -- My Talk Lacky 21:53, 29 November 2009 (UTC)

You can only change textures with TexMod, not models. –Jette User Jette awesome.png 22:28, 29 November 2009 (UTC)
Dang...I thought so and I was afraid of that. So I was right about what TexMod stands for. =P
Still, what would be the closest you could come to it? And is there anyway you can mod the models in a texmod kind of way (not changing the actual game etc.)? -- My Talk Lacky 22:54, 29 November 2009 (UTC)
That would require extensive editing of the DAT, and probably enough to either cripple the game, or activate a fail-safe that Anet put in to prevent mods like that. I mean, it's potentially possible if you cracked the file system and was able to rewrite it, but only Anet has the tools to develop models and such for the game. ~Farlo Talk 01:45, 30 November 2009 (UTC)
*cracks fingers* Let's get to work, boys.
So there isn't like a skin texture or something you can put over your character to make it look like a Reaper/Rift Warden or Freezie/Ice thing? -- My Talk Lacky 01:54, 30 November 2009 (UTC)
Nope. A texture is the color and pattern, or even simpler put, the image that is wrapped around the model. So no matter what you do with Texmod, it will still be the exact same shape, just different colors. Texmod is kinda pushing it on EULA as it is, so I believe Anet would shutdown and ban anyone that tried to go about model modding. Lemme know if you make a break-though though :P ~Farlo Talk 04:13, 30 November 2009 (UTC)
So you're saying I have to go and learn programming again? -- My Talk Lacky 04:57, 30 November 2009 (UTC)
Modding-wise, there is no difference between changing textures and changing models. I doubt Anet would care more or less if there was a ModMod. ~Shard User Shard Sig Icon.png 02:27, 3 December 2009 (UTC)
That brings up an interesting question: is there a good way to change models in-game, short of writing a program for GW to do so? I assume it's possible by messing around with DirectX, and there are a number of models I'm interesting in changing, mostly related to armors. I seem to remember there being a program out there that could modify in-game models, but maybe it's my memory slipping again. –Jette 02:47, 3 January 2010 (UTC)
Hmm, just had a thought...if you edited the texmod image which showed the skin/texture of your character in say, PhotoShop, and deleted it all and made it transparent, and got rid of the alpha channels or whatever to get rid of the shiny bit thing, would that make you invisible and with like floating weapons/cape etc.? -- My Talk Lacky 11:23, 3 February 2010 (UTC)
I would assume you would just be a black or gray or something cardboard cutout. The character has to have some kind of graphic on him, even if it's "blank," I don't think texmod would project the environment over the character. -Auron 11:29, 3 February 2010 (UTC)
That's basically what would happen. There's no "magic transparency" channel, and even if there was, in many cases, there is nothing underneath the texture in question. If you wanted to take off somebody's glove, for example, you couldn't just make it transparent -- you'd just see right through the glove to the other side, there would be no hand underneath. –Jette 11:45, 3 February 2010 (UTC)
Darn, because it could have been a really cool way to take videos without having your character in the way and without having to zoom all the way in. -- My Talk Lacky 12:24, 3 February 2010 (UTC)

Texmod - virus? (NOT VIRUS SCANNER QUESTION)[edit]

I'm becoming more doubtful about TexMod ever since I used Spybot's process explorer tool to look at the modules it had loaded, and it had 61 modules loaded, including:

  • MSVCP71.dll, MSVCR71.dll, and DropboxExt3.dll, all used in Dropbox.
  • ASOEHOOK.DLL, part of Norton
  • (cba to list the names now) 8 processes that are part of TortoiseSVN
  • Many WINDOWS dll's that it should not conceivably need, such as MSWSOCK, which would most likely be used by a trojan.

I hope someone can answer this for me. —Cake! Ebany 18:46, 13 January 2010 (UTC)

I just thought I'd better add, it has no open network ports, so trojan is more unlikely. Still wondering whether it could open a backdoor while you're playing guildwars and unlikely to notice the extra network connection. —Cake! Ebany 18:47, 13 January 2010 (UTC)
Alternatively, it has been infected by some sort of virus; I'll try redownloading it and see what it has open then. —Cake! Ebany 18:48, 13 January 2010 (UTC)
MSVCP71.dll, MSVCR71.dll are the C++ runtime, and just about every application you ever run will pull those in. In addition ASOEHOOK.dll is a dll norton shoved in there that gets loaded anytime windows stuff gets loaded and is also perfectly normal (if you have norton installed); that is to say textmod didn't choose to load that dll, but norton made sure it did so it could monitor it. As of MSWSock, that is also perfectly normal, applications use sockets to communicate between processes on the same machine as much as they do over network ports. So I wouldn't be alarmed as the thing does have to interact with the OS and Direct 9x drivers. 76.240.78.118 09:31, 3 February 2010 (UTC)

Skill Textures[edit]

I'm an avid user of TexMod, and I've made numerous modifications to my armor, weapons, and interface. However, whenever I extract skill textures, they show up with a lot of contrast. I use the .BMP file type, but it's not working for skills. Thanks in advance. JuiceExplosive Growth.jpgPouch 23:19, 7 May 2010 (UTC)

You should use Targa, it supports multiple alpha channels. Guild wars uses a very weird system to display skills: the alpha channel is a greyscale version of the image, with the accordant dark areas converted to transparency. This is then overlaid on the image using the "multiply" blending method. I believe this has something to do with how GW makes skill icons flash when they're completed or interrupted, or maybe the programmer was wasted. In any event, it's possible to re-inject skill icons into GW that will work, but it requires converting the color black to alpha/transparency, then saving in a format that supports this. Targa works, and I believe PNG does in this case as well. I don't advise PNG, though, I suggest uncompressed DDS when feasible, or uncompressed Targa. TexMod compressed the .tpf automatically, so compressing the individual files just makes loading take longer. –Jette 23:41, 7 May 2010 (UTC)

Boss Auras[edit]

http://www.guildwarsguru.com/forum/personal-boss-aura-t10437399p2.html

How does? Ƹ̵̡Ӝ̵̨̄Ʒ аІiсә User Aliceandsven 1.png ѕνәи Ƹ̵̡Ӝ̵̨̄Ʒ 17:36, 13 May 2010 (UTC)

It uses a program to hack your client, allowing you to perform emotes and other various effects that can only be seen on your end. It's similar to texmod in effect, however, since it does involve a more invasive procedure than texmod, there's a possibility you could be banned for using the program. Until Anet says more on the matter, use at your own risk.--User Pyron Sy sig.png Pyron Sy 19:56, 13 May 2010 (UTC)
Can we document the procedures and ask some people then? Because they're not going to say anything unless they are spurred to. Ƹ̵̡Ӝ̵̨̄Ʒ аІiсә User Aliceandsven 1.png ѕνәи Ƹ̵̡Ӝ̵̨̄Ʒ 14:15, 14 May 2010 (UTC)

Recreate Texmod[edit]

I am personally a very fast learn when it comes to programming languages, but after a few hours of attempting to get anything even close to altering textures in memory, I'm wondering if anyone else has attempted to create a Texmod clone?

I am asking because I figure some type of open source project would be able to overtake the original by leaps and bounds if the proper users got involved, and from what I understand DirectX 10 is not supported (Which I assume GW2 could support). Command line is not accessible through the current TexMod, heck we could have a clone start through command line never showing an interface. There are the obvious graphical glitches I assume we could lessen or remove.

I'm just unwilling to accept that we have to deal with a pre-beta program that was posted on a forum and has never been developed past the "the basics are there, I am done" point forever.

Anyone else out there working on anything similar, or interested in trying? --Kairu 18:59, 17 May 2010 (UTC)

I'm definitely interested. I tried at one point, but couldn't from the sheer complexity of it all; Ended up settling for a Autoit script. As little as I know about this type of thing, I'm willing to help however I can! -- Cat Slayer Calli User Cat Slayer Calli signature.png 19:39, 17 May 2010 (UTC)
I don't develop for DirectX, find most C-based syntax to be illegible, C++ in particular to be like reading Malbolge, can't get off my high-horse about philosophical principles of computer programming, find most source revision control programs to be a total pain in the ass, can't connect to sourceforge for some odd reason and honestly believe that writing down bugs onto a yellow notebook pad and then leaving it alone constitutes "error handling." I do think this would be a helpful addition, though, and kindly suggest that you sane developer types try to make it work through Wine for all those "Linux users" out there. –Jette 07:42, 18 May 2010 (UTC)
Lol, it's not nearly that complicated. For instance, it did not take two years to create the first C++ Program, and loops are incredibly easy. (Especially when you compare the two).
I just know that there are many programmers out there who know enough to create this. I could possibly do it on my own, but I would need to teach myself the ways to replace textures in memory (either system RAM or Graphics RAM, not sure how that would be done). But I am sure that it is possible. Maybe I will open a sourceforge page and start a Wave on this.... I unno. Anymore user input? --Kairu 13:37, 19 May 2010 (UTC)
I'm not totally sure if that is the way TexMod works, but what definitely does work is injecting a DirectX proxy library to the game that then listens to the DirectX calls and in that way is able to save or replace textures (or even more complex things). I wrote such a proxy myself before, but I'm not an expert in DirectX so I had big problems figuring out what to do to get what working. But I would be definitely interested in helping to write such a tool. poke | talk 08:17, 20 May 2010 (UTC)
See? Already we are farther! I was assuming the changes were done on the fly in memory. Now, I'm just not sure about how to continue past the talking about it stage... Kairu 13:48, 20 May 2010 (UTC)
Start planning and making, that's my guess. On that note, I'm working on a program that can build TPF files from a texmod.log file. It works, but still has no error checking and some paths are hard-coded in. I might have a basic-releasable version done tonight. -- Cat Slayer Calli User Cat Slayer Calli signature.png 01:39, 22 May 2010 (UTC)
I have started a Google code project and also created a group for discussing the progress. If you would like to help, please join the discussion there. poke | talk 13:30, 24 May 2010 (UTC)
I'm interested if it works with 'wine'...
--Max 2 15:13, 24 May 2010 (UTC)

Before creating a clone, just contact original author first, he might just accept to release his source code in a GPL-like version, and that would just be the best base to make a new version or improvements.
If you can't get original source code, DX proxy DLL is probably the easiest to start with, there are many on web, some of them are actually used for wall hacking in some games, but the principle remains the same.
Later, nothing prevents you to make a specific injection like Texmod, rerouting specific DX calls (hijacking DX calls actually).
Some random ideas / remarks :

  • there are working opensource TPF unpackers on web, and soon a TPF packer according to Kairu ;)
  • You can make your own kind of packages (TPF is a non-readible passworded zip + specific crypt) or extend it for other resources like sounds, staying retro-compatible
  • In Texmod each texture is identified by a signature that is certainly a kind of checksum on image data, or its DX container/referer/whatever. You need to know how this signature is computed, otherwise you can't make any use of existing TPF mods.
  • If noone decyphers it, then you will need to design or find your own signature for textures you replace.
  • Best would be direct RS author' accurate inputs about how he identifies textures he wants to replace
  • When you launch GW in Texmod, Texmod creates a binary module (in your temp folder that is full of them... since they aren't automatically deleted), it loads with GW.
  • If you decide to reverse engineer signature/checksum computation : do that on a DX sample application. It simplify things a lot...
  • There are artefacts in GW with Texmod : whole texture replaced by red color. Is that a problem from Texmod interefering not perfectly with DX, or is that a problem due to overlaping signatures ?
  • GW time life is ending soon ?
  • Texmod works for DX9, and it will be gw2 compatible, any clone you make too.
  • Hope that RS author didn't just lose source code, yes, it happens when you use less than 2 backups... Hope he didn't use 3rd party code he can't release. ^^

Elephant 15:30, 24 May 2010 (UTC)

I've already made a TPF packer (finished yesterday). And ya, if we could get the orig source that would help alot. -- Cat Slayer Calli User Cat Slayer Calli signature.png 19:43, 24 May 2010 (UTC)
Does anyone even know how to contact the original author? Kairu 00:13, 25 May 2010 (UTC)
The texmod readme has a gmail address for the creator. I tried contacting him a while back about releasing the sourse code, but received no response.--User Pyron Sy sig.png Pyron Sy 00:56, 25 May 2010 (UTC)
"Before creating a clone, just contact original author first" - I did on saturday when I created the code project, so you don't need to do that again for a while. Anyway, thanks Elephant for your ideas, but I would still like to move this discussion out of the wiki, which is why I didn't really gave other details on it after posting the links to the group. Also I'll probably push some code later this week to start working on it. poke | talk 06:49, 25 May 2010 (UTC)
I will be awaiting that code to pick it apart, see how it works, and see about adding some improvements. Are you accepting co-developers on the google code page? Kairu 15:32, 26 May 2010 (UTC)
I actually create both the code project as well as the development discussion group, so that interested people could join together, discuss there, and write the code together. So yes, I am accepting co-developers, or rather, I actually don't plan to work on it alone but want people to participate.
So if you want to help, join the discussion group so we can organize how we start/work; and if you are able to work on code as well, of course you'll be accepted for the code project. poke | talk 15:45, 26 May 2010 (UTC)
Did this take off at all? Did the original author decide to release the source or continue development of the project? Kairu 06:10, 10 November 2010 (UTC)
Any updates on this or has the GW modding community finally died? It's been ages... ~Farlo Talk 17:28, 13 April 2011 (UTC)
I know the original author was contacted, and said they would give it some thought. But I think they decided against it (I guess? It's been months.) I'm wondering what contact info was used, and if the original author could be convinced to open source the project. After all they haven't done anything with it in years and it is most likely not going to be compatible with GW2 when it is released. Kairu 14:27, 1 August 2011 (UTC)
GW2 is using DirectX, so I see no reason TexMod wouldn't work. It would still be nice to have a more modern alternative, though, perhaps one with more features and better documentation. –Jette 14:57, 1 August 2011 (UTC)
Actually, TexMod only works with DirectX9. Since (in all likelihood) GW2 will run on DX10, the only chance that we will be able to use TexMod is if GW2 has a DX9 compatibility mode similar to GW's DX8 support. Mind you with performance and feature loss. And this mode would most likely only be available through command line which TexMod does not support in any way shape or form.
Bottom line, if TexMod isn't recreated by the userbase, or updated by the original author.... TexMod will not be possible with GW2. Kairu 16:56, 1 August 2011 (UTC)
Try bugging Kuntz about it. He wrote a GWTexturePack program or something similar a few years ago, it does the same thing but only for GW. He's refused to release the source code all this time since he thinks the userbase are idiots; I assume that this is some sort of Freudian projected anger about meeting normal people like us who don't gargle with semen instead of listerine. If he won't get the sand out of his cunt and release it, then ask someone with some 3-D experience. I can't use OpenGL for what you want and I won't touch DirectX with a 39½ foot pole, so you'll need somebody else. Maybe ask Smurf, he seems to know what the fuck he's doing and he doesn't mind sharing sources. Poke might help too, but I don't know if he's still onboard the project or not. –Jette 17:55, 1 August 2011 (UTC)
Quite enthusiastic aren't you Jette? haha. I'll poke around and see if I can't get a hold of the original author, but otherwise I think it's up to us (Or A-Net, if they really do love us! (propbably not though)) to make a newer version. I really wish I had any kind of 3D experience or something that could help here. Anyways, there's still the Google Project and it's discussion group if someone is willing and able to initiate some progress, although the page does say that the Texmod author has plans to make a new version. I guess I'll ask him that too, and maybe Poke has heard something? ~FarloUser Farlo Triad.pngTalk 18:41, 1 August 2011 (UTC)
I believe I have mentioned this already, but I've tried myself, but with very limited experience with DirectX I wasn't sure where to start. I would be very interested to hear if the original author would be willing to open source now, a year after he was last asked. Or maybe there are some users out there that have something started? Who knows... I wish you luck Farlo, and hope you can contact the original author. Kairu 17:33, 8 August 2011 (UTC)
Yeah, that would be quite amazing, although even if I got the source code I'd have no clue what to do with it besides hand it over to you guys :P However I couldn't see an email or "profile" on that website, so unless I go bug the admins, it's up to Poke and whether or not he'll let me have his email. ~FarloUser Farlo Triad.pngTalk 18:52, 8 August 2011 (UTC)
I actually emailed the admins at the tomb raider site where TexMod was initially released a week ago, and have still had no reply. I also tried to find RS on their forums, to no avail. I'm curious how Poke even made contact to begin with. Maybe he just got lucky.Kairu 18:58, 8 August 2011 (UTC)
Yeah, that was my first step, although I haven't emailed the admins there yet. I'm pretty sure that site is dead as well, although who knows. Poke! We need his email! ~FarloUser Farlo Triad.pngTalk 23:44, 8 August 2011 (UTC)
I saw you were attempting to talk to Argos on his site, was that related to this? His GwDressUp app seems like it could be similar to TexMod, at least in the basic sense, even though they do different things. Kairu 00:04, 9 August 2011 (UTC)
Nah, TexMod is a DirectX program. GwDressUp dicks with GW directly, by modifying what armors the program points to. Or something. Either way, no relation to DX. I use it to test dyes on various characters, and mix and match armors for various purposes on my rit and mesmer (hint: I do it one-handed). –Jette 01:09, 9 August 2011 (UTC)
Yeah, I was talking to Argos, but that was for the Interactive Maps and his free cam program. Also, Jette, that's slightly disturbing. ~FarloUser Farlo Triad.pngTalk 01:49, 9 August 2011 (UTC)
Ah, makes sense. And I would have to agree with that last point.... Kairu 02:36, 9 August 2011 (UTC)
I've actually got ahold of the original Dev, and though his decision to not go open source has not changed, he has started working on it again. I'm creating a new section since it no longer applies to this one. Kairu 16:05, 15 August 2011 (UTC)

Empty file?[edit]

In looking to download the Cartographer package for that last 3% of Cantha, I've downloaded the TexMod program from all three sources and I now have three texmod.zip files that are each exactly 0 KB in size. Did I miss something here, or is this just a bug for me alone? Could someone verify that these files actually contain something? Thanks. --The preceding unsigned comment was added by 69.177.92.242 (talk).

Looks like it's something on your end. All three download sites work fine for me.--User Pyron Sy sig.png Pyron Sy 19:36, 21 May 2010 (UTC)

Possibly virus protection taking the file out after assuming that it is a virus. That is what they end to do. Try disabling virus protection temporarily and see what that does. Kairu 20:14, 21 May 2010 (UTC)

Disabled Firefox's in-browser downloads scanner as well as my third-party virus scanner. Still getting 0 KB. Tried downloading an unzipped "texmod.exe" file and got the same error-- file was 0 KB. I am going to try downloading it on another computer and bringing it over via USB. Thank you guys for the help.

Vote to Remove[edit]

If some players truly were banned for using some of these I vote we remove them from the wiki. It gives players a false sense of security with them being on the official wiki and Arena Net staff have said on the forums they can't guarantee their safety or even their status as harmless unbannable 3rd party programs. If they change in the future they could become bannable (that is if players already weren't banned for them in the first place). I think we need to remove this guide from the wiki so as not to misguide players with it coming from an official source. I don't believe the warning messages are enough, especially when players can be linked to different sections of the page directly. 58.110.131.113 15:52, 30 May 2010 (UTC)

We don't vote here about the content, we run with community concensus.
And it's known TexMod is safe to use without the risk of being banned. It's only used to modify textures of the game for one's own liking, pimp your Guild Wars so to speak, which are only visible to the one using it. It can't be used for botting or actual game manipulation.
I can't say anything about other methods, like one which D3d included just today. - J.P.User J.P. sigicon.pngTalk 16:16, 30 May 2010 (UTC)
While the program linked by itself seems harmless, the site it links to advertises itself as a botting and exploit site. Such links need to removed.--User Pyron Sy sig.png Pyron Sy 16:29, 30 May 2010 (UTC)
Site it links to? What site is that? In any event, I have used TexMod extensively on GW and I have never been banned. I've also used KSMod and d3d9 and a half-dozen other "exploits," all during the period of time during which ANet got trigger-happy. I've also never had my account stolen or hacked. TexMod is not dangerous. Moreover, if you'll look just one section above, you'll see that other members of the community are trying to create a new version of the program, which will phase out TexMod once completed. –Jette 17:17, 30 May 2010 (UTC)
The only reason I've seen someone get banned for using this mod was because they were logging in and out much too fast. As long as you're not on speed or using a macro to log in and out to test mods, you'll be fine. ~Farlo Talk 23:01, 30 May 2010 (UTC)
While this is a bit older discussion, this issue has yet to be addressed. The program, in most cases, does not cause any concerns due to it only affecting the users' client. With that said, based on the official (guildwars.com) website rules of conduct #9, you agree not to modify any portion of the client, server or website. As far as I am aware, TexMod does not modify any actual client files but rather how they load into memory which is still a client modification and a violation of this rule. In addition, both statements under the Arena Net header do not list this as a supported nor a recommended action but rather say that they will not in any case support your account should something go wrong. The act of using TexMod for changing game play (particularly cartographer titles) is not addressed and cannot be presumed to be an acceptable action. As a source for many players of information, I recommend that either the page be removed from the wiki, or the warning updated to include the potential (if altogether rare) possibility that an individuals account may be banned.76.235.163.92 19:17, 20 August 2010 (UTC)
Yes, but telling players they'll be banned for using it would be lying. ANet's position has been unclear to many players for some reason. It's "we won't ban you for this, but be prepared to reinstall if something goes wrong." The only other note is that they can ban you for it, or for any other reason they wish, which is true whether or not you're using TexMod. –Jette 20:23, 20 August 2010 (UTC)
^ (what Jette said). Plus: I don't see any documented cases in which TexMod has turned out to be the culprit. People appealing bans often say, "I was only using TexMod to...," but the corporate response has always been, "we looked at your account history and, independent of TexMod, there's egregious behavior. Appeal denied." So, I think the current links and warnings are fine.  — Tennessee Ernie Ford (TEF) 20:29, 20 August 2010 (UTC)
There doesn't need to be anything that tells player they WILL be banned but rather something that mentions that usage of the program is a violation or the game rules which MAY result in banning. Regardless of any previous "recorded" history of accounts being banned for usage does not create cause to leave out the warning as it is still pertinent to note as a violation. If the consensus it to leave it be, then so be it. I'll retain my opinions.76.235.163.92 21:46, 20 August 2010 (UTC)
Isn't that what it already says? –Jette 04:28, 21 August 2010 (UTC)
In response to Mr. 92, The use of ONLY a clean, legitimate, unaltered copy of TexMod will result in a 99.99999% chance of you being ban-free. I run TexMod and ONLY TexMod on my computer every time I run Guild Wars. I have an embarrassing number of hours in-game, and there has been no ban activity on my account. I run NO other mods, none. As near as I can tell, usage of a clean TexMod is not a violation of EULA, or give you any advantage in game. In the case of your Cartography titles, it doesn't help you move around and map them, it just makes it clear where the server says you have already mapped. There are other templates that may help indicate things on YOUR screen more clearly. The utility does not interact with the ArenaNet/NCSoft servers in any way. There is no automated/botting activity, no in game usage of information that is not available to the player. All bets are off, however, if you use modified/tweaked/hacked versions of TexMod. Mar Talk Master 18:53, 21 August 2010 (UTC)
Also, we have at least 2 or 3 official responses from Anet staff OKing the use of this program used as-is from the sites linked on the main page, so as long as Texmod stays the same, their responses should too. I have about 3000 hours over the last 4 years almost all of it loaded through Texmod with any number of mods or loading in capture mode through Texmod, and no actions against me. Anet will just as likely ban you for no reason at all as they would for using Texmod. And if they suddenly changed their stance on Texmod, I'm sure this page being deleted and a formal explanation of why would be the first things to appear. ~Farlo Talk 19:41, 21 August 2010 (UTC)

TexMod and Win7x64[edit]

since i use Win7x64 i cant use any package with texmod, theres allways the message "D'oh, shit happend". has someone else the same problems? --The preceding unsigned comment was added by User:Mystic Gohan (talk).

I do use Win7x64 with TexMod with no problems. As far as I know, I'm not using any special settings with the exception that it is marked "Allow" for AVG9 and AVG 2011. It is NOT run in any compatibility mode, nor is the shortcut I launch with "as administrator". Can you provide a little more info as to where this message pops up? Mar Talk Master 14:45, 26 October 2010 (UTC)
Texmod works with Windows 7, including the 64-bit edition (TexMod and Guild Wars are both 32-bit applications and hence run under wow64, Microsoft's 32-bit on 64-bit implementation). There's probably some other problem causing it, most like false positives as a result of an overzealous heuristic antivirus program. If you have any AV software running, try disabling it and running TexMod again. –Jette 17:41, 26 October 2010 (UTC)
Been using and making Texmods in x64 Windows 7 since the beta for it with no problems related to the OS. Try re-downloading Texmod and the mods and run the Checksum for Texmod. If all else fails, maybe you have to run it in admin to let it "set up", although I've never had to do this, some programs like it. ~Farlo Talk 18:02, 26 October 2010 (UTC)
I re-downloaded the texmod.exe and just created a new texmod, loading it from the .log is ok, but loading it from the just created tpf fails "shit happend, doh" admin and compatibility mode won't help
That's pretty odd, but it might be an anti-virus program interfering. Although this sounds risky and I hate when websites say this, try disabling them and running it. If that works, then you just need to add Texmod to the anti-virus's exception lists. ~Farlo Talk 05:06, 10 November 2010 (UTC)
OK, it wasn't only the texmod.exe that i had to add to the exceptions, i had to add "C:\Users\...[your user name]...\AppData\Local\Temp\wtf*.tmp" to the files that AV had to skip in the live-watch.

Transparent .DDS[edit]

I have worked with this before, and had to use some obnoxious methods to get around this. The .dds file for armors is almost completely transparent. How can I get it so the texture is visible in the .dds format? Mat Cauthorn, The Botanist 12:01, 13 January 2011 (UTC)

I had a breakthrough, I'm going to post the process so others don't have to do the same trial an error I had. Mat Cauthorn, The Botanist 11:05, 14 January 2011 (UTC)

Permanent Mods?[edit]

Is there a way to make permanent mods? || DarkMugen 06:45, 9 March 2011 (UTC)

A majority of mods will last for a long time but there is no was to make them permanent :( As I understand it some updates mess with textures unfortunately. T1Cybernetic User T1Cybernetic Glob of Ectoplasm.png 11:45, 9 March 2011 (UTC)
Maybe i didn't make myself clear. What i mean is... Can i 'install' or modify my graphics into the .dat so that instead of using texmod, i can just run gw and have it show up? My reason for this is that my computer cant run texmod. So if i can modify the .dat and put it onto my comp, then i wont need texmod. || DarkMugen 16:11, 9 March 2011 (UTC)
No you totally made yourself clear, I just didn't have my thinking cap on :) Anyway, I do not know of any way though, I am guessing if you did exchange the textures in the .dat with the one of your choice, As long as the name (Possible size) was the same it would work perfectly (Although it is not supported/allowed) as far as I know. (Can't believe I never hear of doing that before, Hell if I knew how to change it I would do it myself :D as it's only for aesthetic's anyway, What harm can it do. T1Cybernetic User T1Cybernetic Glob of Ectoplasm.png 20:04, 9 March 2011 (UTC)
"EDIT" How come you can not run texmod? I am guessing anti virus software? which can be a pain in the butt lol T1Cybernetic User T1Cybernetic Glob of Ectoplasm.png 20:05, 9 March 2011 (UTC)
While it may be possible to inject textures directly into the dat file, I'm fairly certain that would lead to a ban. Texmod is currently tolerated because it doesn't actually interfere with the Guild Wars client. If you altered the dat or exe files, it could most likely be detected by Anet and flagged as a botting attempt.--User Pyron Sy sig.png Pyron Sy 23:23, 9 March 2011 (UTC)
As far as I know, it's not possible, even if it was allowed. You can decompile the .dat file and find out things that way (datamining), but as far as I've seen, it's not possible to edit the individual textures, even if they exist as such, or to recompile it without the game creation tools that A-Net uses. ~Farlo Talk 05:56, 10 March 2011 (UTC)
@Cybernetic: No. My computer is just so outdated that it can't >_> my laptop runs it fine. Messing with the .dat can get you banned? lol. All i'd be doing is modifying the textures, and tbh, its not like i could do anything useful (aside from textures) with the .dat file anyways since everything is stored server side. || DarkMugen 18:08, 18 March 2011 (UTC)
I've heard of it, other games and GW, so I'd just leave it alone, lol. How is your computer so outdated that it can run GW itself but not Texmod? Didn't think that was even possible o.0 ~Farlo Talk 02:27, 19 March 2011 (UTC)
If it were my machine, I'd be worried about other things going worng [sic] if you can run GW, but not TexMod; the requirements are lightweight for both clients.  — Tennessee Ernie Ford (TEF) 03:12, 19 March 2011 (UTC)

A little late here but TexMod requires DX9, where GW can run in compatibility mode for DX8. So it is completely possible to be able to run GW but not TexMod. --Kairu 20:56, 23 April 2012 (UTC)

Still working?[edit]

I have tried several times, but I can not get TexMod to work anymore. One of the recent updates might have made it so it does not work. Anyone else having this problem? FloppyJoe 15:52, 30 April 2011 (UTC)

There's always a few people that report that TexMod stops working after an update, but (given how texmod.exe and gw.exe work), that's extremely unlikely to be generally true. For some computers, it might be a matter of re-credentialing (e.g. if you are not running as an admin or have Windows Defender turned on). In other cases, (for reasons unclear to me), a reboot successfully resolves the issue. You can also try opening TexMod and resetting the options for Guild Wars (i.e. as if you hadn't used it before). Near as I can tell from the various reports/resolutions, if none of that works, it will resolve itself without you getting a sense of why it borked in the first place. Good luck.  — Tennessee Ernie Ford (TEF) 16:00, 30 April 2011 (UTC)
I tried everything I could think of and still nothing. :( I just hope it does resolve itself randomly later. FloppyJoe 17:50, 30 April 2011 (UTC)
I still have mine working fine. What happens when you try to run it? Basic suggestions would be to re-download the program and the mod, run GW with the "-image" argument, and then to move Texmod and the mods to your desktop and try them there. Not in any order, but one of those might fix it, so let me know. ~Farlo Talk 20:38, 30 April 2011 (UTC)
I've been using this mod for years, but now the map stays completely the same as it looks when I don't run the mod. Thanks for your suggestions, but they did not work. However, I redownloaded the mod and it started working again. That makes NO sense, seeing as how it's the exact same file. But, it works now so whatever. haha FloppyJoe 14:18, 1 May 2011 (UTC)
Glad you got it working. Your fix suggests some other potential solutions for others if/when it happens again. Somehow, TexMod is having trouble seeing gw.exe as the same file (or the relevant textures as the same-but-updated). What you did was force TexMod to re-associate its texture mod (CME) with the corresponding app (gw.exe). It would probably be sufficient to select CME (or which ever packages you have pre-loaded in TexMod) and click the red-x (No) to remove it...then re-associate it.  — Tennessee Ernie Ford (TEF) 15:44, 1 May 2011 (UTC)
It stopped working again, but I discovered my mistake. I recently reformatted my computer, but I run Guild Wars off a second hard drive. I tried to reinstall Guild Wars to the same folder it was in already, but somehow I installed it to a separate folder. My problem was that I was trying to run the original Guild Wars file, when Windows thought Guild Wars was in a different folder. So, I uninstalled the extra copy and reinstalled the game into the folder it was already in. It took a few seconds, as it was already installed, but now Windows sees that as the main folder. So, now it works again! FloppyJoe 01:33, 4 May 2011 (UTC)
Super! (If you really want to run off Hard Drive #2, there are some small things you could do to set that up. On the other hand, it ain't broke...).  — Tennessee Ernie Ford (TEF) 01:38, 4 May 2011 (UTC)

(Reset indent) Mine isn't working now, anyone else?!? 209.159.216.134 22:37, 19 June 2011 (UTC)

Mine still is, and there hasn't been an update in the last couple days, so I'm not sure what's happened with yours. The default ways to fix Texmod are, as seen a few times on this page:
  1. Add Texmod to your anti-virus/security software's allowed or exceptions list (or disable it entirely to test).
  2. Re-download Texmod and the mods you wish to use (and optionally confirm the files using a checksum).
  3. Try running GW with the "-image" argument to fully update it without Texmod.
If none of those work, let me know. Perhaps these should be added to the FAQ or a support subpage for Texmod? I might care about this page again some time. ~FarloUser Farlo Triad.pngTalk 03:13, 20 June 2011 (UTC)


Registries made by Texmod?[edit]

I recently reformatted, and of course Texmod's registry files were deleted. This is just a nuisance because now the drop-down list for which program to select and what mods I want are all skewed. I was wondering if anyone knew which values to edit to define the lists myself or know any method to make Texmod have a drop-down list instead of the explorer window. ~Farlo Talk 19:23, 1 May 2011 (UTC)

There are two in current user, I believe:
  • HKEY_CURRENT_USER\Software\TexMod\Packages
    • value = path to tpf, type = reg_multi_sz
  • HKEY_CURRENT_USER\Software\TexMod\recentpkg0
    • value = path to tpf, type=reg_sz
There are two more under My Computer, but I'm not sure that those are necessary.  — Tennessee Ernie Ford (TEF) 19:34, 1 May 2011 (UTC)
Thanks alot, I'll see if these work. Also, disregard my comment on the last edit, I was confused as to what was being shown :P ~Farlo Talk 20:40, 1 May 2011 (UTC)
No problem. I'll get the machine keys, too, if you need them (but I doubt you will). Also, no need to reply to the message on your talk page (covered by above). I'll refrain from additional edits today anyhow, since you are obviously involved in a timely overhaul of the current article (looking better already, btw).  — Tennessee Ernie Ford (TEF) 20:44, 1 May 2011 (UTC)
Having 2 conversations going is awesome, so I'll just stick to here. You can edit if you want, I think I'm done for a bit. Can't think of anythign else to change without re-writing a ton of that info. I was hoping to get it presentable for a Feature, if you didn't see that, but now I doubt there's enough info besides it becoming a list. And I will (eventually) upload the image I left redlinked. ~Farlo Talk 20:47, 1 May 2011 (UTC)
Eh, it can wait; there's nothing that urgently needs fixing. I know when I'm doing an overhaul, it's very distracting if someone goes in and makes a change...especially if it's a sensible one. (The nonsense ones I can ignore with the rewrite; I hate throwing out the good ideas with the bathwater.) I would like to see something like this as a feature: it has a lot of meat, a lot of value, and not everyone is aware of how easy it is to use TexMod or (if they want to dabble) setup a mod of their own.  — Tennessee Ernie Ford (TEF) 20:55, 1 May 2011 (UTC)
That was exactly my idea, haha. Most of my alliance goes "huh?" when I mention Texmod, and that just stinks. ~Farlo Talk 21:12, 1 May 2011 (UTC)
I finally got around to looking at those registry files, and sadly they weren't the ones I was looking for. I was looking for the entries that decided the dropdown list for the program select since it opens the Explorer select panel unless you open another program with Texmod as well apparently, but oh well, I got it working :P ~Farlo Talk 06:16, 5 May 2011 (UTC)

Doesn't Recognize Guild Wars?[edit]

My GW launcher is Guild Wars.ink not Guild Wars.exe, so TexMod refuses to recognize it. Halp? ♥ Tyloric ♣ 19:52, 1 May 2011 (UTC)

gw.exe is probably located under c:\Program Files\Guild Wars\gw.exe. The path might be different if you customized your install.  — Tennessee Ernie Ford (TEF) 19:58, 1 May 2011 (UTC)
Found it! Thanks! :D ♥ Tyloric ♣ 20:25, 1 May 2011 (UTC)

A couple suggestions[edit]

I was wondering what anyone's opinion might be as to moving this page to one with a better, less windy title. I was thinking "Client Modification" or "Game Modification"... I don't know, those both sound pretty bad, but I'd like something better than "Guide to modifying in-game graphics". Also, and I'm not sure if the page would look better without the mass of info, but I was thinking of moving all the technical stuff about the file formats and graphics scale and such to a sub-page, like "<new title>/Technical" or something. Any thoughts before I go tearing this page apart? ~Farlo Talk 06:16, 5 May 2011 (UTC)

  • To the IP that reverted my changes: Would you care to, well, first log in, and then possibly elaborate on why you think the page should be so short? I'm not trying to fluff it up with filler sentences, but I'd also like to see the page become more than just a list of steps for various tasks. Even if it is a guide, I'd like to see it live up to the same standards that other major pages have. I'm also trying to get this page nominated for Featured Article, and I think there could be a lot more added to the page to spruce it up, as well as make it less cluttered and list-like. ~Farlo Talk 06:27, 5 May 2011 (UTC)

Actually I see this page is mainly about "TexMod" the program and less about "Guild Wars" topic altogether. I agree this page needs to be either renamed "TexMod Tutorial" or should include other options. I was trying to decide which would work best for this wiki. Adding more to this cluttered page or creation of a new page with information on other tools? This states it is a guide to modify the graphics but then sticks solely to TexMod and only mentions Gimp without any instruction on how to use the actual tool one needs to edit the graphics. With new programs like uMod Universal Modding Engine being developed there has to be some considerations as to the options here. I don't want to start a page solely dedicated to uMod, but this page is very much in need of repair and balance. --Brian Black 11:56, 11 December 2011 (UTC)

I'd consider rewriting it after μMod is out of beta. GIMP is recommended as the editing program because Photoshop treats alpha channels a bit differently, and of course because the wiki can't recommend piracy. Actual editing tricks aren't included because it's such a colossal topic unto itself. As I said, I'll start working on a rewrite sometime. –Jette 15:07, 11 December 2011 (UTC)

For those with a preferred paint program of their own, I would suggest they download DX2Bmp freeware from MW Graphics. This is not a paint program but instead converts and loads both the alpha and the RGB as 2 separate bitmap images. You could even use the cruddy Windows paint program if you wanted. After you edit the program saves them back to the original format preserving the alpha. This is very easy to use since again it uses whatever paint tool you have linked. As for uMod in beta so is TexMod in perpetual beta? I read some pretty talk on a forum a few months ago about RS updating it, but I would prefer to hear it from RS himself. At present uMod doesn't offer much different than TexMod, but since uMod is open source it will advance beyond and could offer much more than it already does. Personally I would like it to offer mesh deformation. But the lead programmer on this project wants to progress into use with DirectX 8, 10, and 11. If anyone reading this has C++ programming skills they can join the project and help it to progress.--Brian Black 00:09, 13 December 2011 (UTC)

Paint.NET[edit]

To get this to work with Paint.NET and not have the shiny textures bug, I had to save it as a DXT5 Interpolated Alpha DDS file (Cluster fit compressor type and Perceptual ErrorMetric). --150.252.108.50 17:17, 10 May 2011 (UTC) Liberis

Needing to select target application and .tpf files each time?[edit]

Every time I run Texmod again it makes me select the target application (gw.exe file) again and any .tpf files I want to run which is pretty annoying. Is there any way to make it so Texmod remembers this stuff when I run it again? I didn't see anything about it after searching around a bit, so maybe it's just me that has this problem and that's how it usually works?

If it helps, I run windows 7 64-bit (and have administrator access) and I also bought the game through Steam, which is also how I usually run it. For the record, when I run the game through Texmod it works fine, it's just that I have to set it up each time I want the mods running which, again, is pretty annoying. Any help with this would be appreciated. Pjwned 11:19, 11 June 2011 (UTC)

Unfortunately, there's no way to preload all of the settings. The only thing you can do is take advantage of the drop-down menu that lists your recently used mods.--User Pyron Sy sig.png Pyron Sy 11:49, 11 June 2011 (UTC)
Ouch, I guess that would explain it. I guess there could be some way to set up a macro or script with another program maybe but I wouldn't know about anything like that. Pjwned 13:30, 11 June 2011 (UTC)
There actually are a few macros out there already. Try Googling it, you might get some hits on the Guru forums. Other than that, you're stuck, and it is pretty annoying. ~FarloUser Farlo Triad.pngTalk 16:39, 11 June 2011 (UTC)

Does Texmod still work? (July 8th, 2011 update)[edit]

I never thought I'd be making this post, but starting today, I haven't been able to get any mods to activate. What seems to be the problem is that now GW starts, exists, and starts itself again, breaking off from Texmod. Not sure why or if it's just my machine. I've updated without Texmod using the "-image" argument, so I don't know what's causing it. Any other ideas or has it finally been killed? ~FarloUser Farlo Triad.pngTalk 01:37, 9 July 2011 (UTC)

TexMod Development Suggestions[edit]

I've managed to get ahold of the original TexMod author, and while his opinion on open source has not changed, he has actually recently started work on it again. He has requested user feedback, and suggestions. I'll see about posting this in Guild Wars Guru as well, but I thought I should post it here first. Keep in mind this is something he sent to me in an email, and should not be used as a specific feature list.

A few things you can expect:
- No need to start the game through TexMod, you can attach to running applications at any time
- Mod-packages can be added and removed while a game is running as well
- Much better performance (impact should be close to zero)
- Much better compatibility (it should work with alot more games, exceptions should be very rare)
- (Hopefully) alot of nice features to make finding textures as simple as possible

Additionally, DX10 and DX11 support is planned of course, but It's not high priority for now.

— RS


He is looking for requests and ideas, however TexMod is not and will not be developed for Guild Wars specifically, and is instead being developed for DirectX games in general. Therefore no game specific requests please! Keep in mind that just because they have been suggested doesn't guarantee they will be implemented!

Things that have already been suggested ([C] confirmed):
- Fix for Texture Leaking (He hadn't seen this before and is looking into it) - [C] Background running in the system tray (As well as auto detect games) - Per game settings (Predefine packages to be auto loaded on game detection) - In game interface (Definitely not in first release, if at all) - Logging mode improvements (Both Google-Image style lists and dumping of all loaded textures) - [C] Not be packed with NSPack (Confirmed, and most likely no packaging at all)
And on a personal note I have to say that I am very excited that RS is developing TexMod again! Kairu 16:29, 15 August 2011 (UTC)

Just in case anyone wants to comment on the GWG thread, it is located here: http://www.guildwarsguru.com/forum/texmod-development-suggestions-t10490744.html Kairu 17:58, 15 August 2011 (UTC)
That is awesome! It seems like the ideas he has will pretty much fix every issue/complaint there has been with Texmod. I'll be sure to add any I think of though! ~FarloUser Farlo Triad.pngTalk 20:17, 15 August 2011 (UTC)
Yup! I'm sending him some screenshots of texture leaking, hopefully he will be able to isolate the issue. Kairu 20:32, 15 August 2011 (UTC)
(removed per agreement by the poster)
Here's a suggestion for you to pass along to him: (removed, ibid) post your making love code. –Jette 21:07, 15 August 2011 (UTC)
Lovely wording as always Jette, although I do agree, pretty useless to keep it locked up. ~FarloUser Farlo Triad.pngTalk 00:34, 17 August 2011 (UTC)
Per agreement by Jette, I've removed the less-than-to-the-point digression. – Tennessee Ernie Ford (TEF) 00:59, 17 August 2011 (UTC)

won't let me select a texture[edit]

--The preceding unsigned comment was added by 209.242.239.218 (talk).

Some more information might be useful, but if you're having trouble navigating the textures, you use the + and - on the keypad, not the number row. ~FarloUser Farlo Triad.pngTalk 00:29, 17 August 2011 (UTC)

Developer Information Missing[edit]

There is no word about the developer(s) and/or how to contact them in case of questions or suggestions. 72.252.36.14 02:49, 27 September 2011 (UTC)

You sign with ~~~~, not a random name.
Anyways, I'm surprised you feel that way considering the huge warning box at the top of every Texmod page, along with the quotes from two ArenaNet employees at the bottom of the page. As stated in those two places, Texmod is not officially supported by ArenaNet and comes "as is", with no warranty of working or otherwise. It is entirely the user's responsibility. In other words, ArenaNet will not give technical support or assist in dealing with any third-party programs, including Texmod, so it is useless to contact them about it. ~FarloUser Farlo Triad.pngTalk 03:24, 27 September 2011 (UTC)
Sounds more like they want to contact RS about TexMod. While it is possible to contact the original author of TexMod, he is no longer working on the public version so there is no point to bug reports. Put suggestions in the section two up from this one. I'm relaying suggestions to the original author periodically, however at the moment he is working out the basics before he starts working on features. --Kairu 13:10, 27 September 2011 (UTC)

Revisiting a rename/split[edit]

I wanted to revisit a suggestion made by Farlo above to revamp the presentation. 99.9% of the people I assist just want to know how to get CME to work; they don't care about anything else (although I do insist they learn a bit about identifying legit versions of files before they use 'em). Accordingly, what about dividing the behemoth article to more manageable chunks, primarily: how to use TexMod, files for TexMod, how to make your own TPFs for TexMod to use w/the game, and other tools (plus, the same set of pages we already have for individual mods). It could look something like this:

  • Guide to modifying GW graphics (this page) becomes a short intro to the topic: you can mod the game (at own risk).
  • Guide to using TexMod becomes a primer on launching TexMod and pointing it to the plugins. (TexMod and Textmod redirect to this one.)
    • Guide to using TexMod/Player mods would have the plugins for TexMod.
  • Guide to creating TexMod files gets the tutorial on how to create your own mods, using TexMod
  • Guide to creating mods without TexMod gets the (limited) info on other tools.
    • Guide to creating mods without TexMod/Player mods gets the (limited number of) mods that don't make use of TexMod, notably DressUp and the like.

I'm not married to any of the names above; I only want to make the whole thing more digestible for the vast majority of people that only care about using one mod. – Tennessee Ernie Ford (TEF) 17:51, 5 January 2012 (UTC)

Haha, you're on the ball today aren't you? That general setup sounds good to me, plus or minus the names. Sorry if you cared about me moving the list around, it helped me visualize the structure better. I assume we're going to put the ANet "it's your fault" section on the main "Modifying GW graphics" page and have warning boxes on all the others that link to that section?
The only part of Texmod vs. non-Texmod that might be troublesome is that the links between them could become long winded/cumbersome, especially when using the "Guide to..." prefix on everything, but I suppose we can just hide that mess in the links. The non-Texmod "how-to" section really is going to be a very short article, but there's no way I can think of to lengthen in while still keeping it related to GW, so we can throw that one in a bucket with Penis sword and Bitch role.
I was also thinking about re-organizing the player-made mods list, but that'll wait until we get these figured out. ~FarloUser Farlo Triad.pngTalk 21:58, 5 January 2012 (UTC)
re: moving the order of the links — that's fine, given the context.
The "it's your fault" warnings probably belong everywhere, so there's no confusion, but ... that can wait until we decide how to split and see how it pans out. Part of the idea is that, yeah, some of those articles will become really short: we want people to find what they are looking for easily and be able to ignore the rest.
I don't know about other contributors to this article, but I figure at this point, I've helped well over two dozen ppls in-game to use TexMod+CME, but really, 9 of 10 should have been able to use the wiki...if only the presentation was simpler.
Another naming convention might be to make everything a subpage of this article:
  • /TedMod
    • /TexMod/Creating mods
    • /TedMod/List of mods
  • /Other mods
    • /Other mods/List of mods
    • /Other mods/Creating mods
Tennessee Ernie Ford (TEF) 23:11, 5 January 2012 (UTC)
That actually sounds better to me at least, I love having everything filed away in it's place. Other people need to chime in in case we're missing something or they disagree, but I'm good with either choice. ~FarloUser Farlo Triad.pngTalk 23:42, 5 January 2012 (UTC)
That is a much better format then the current. I also like the idea of all mods being placed together, as opposed to having x number of different pages by category. (Which pales in comparison to the new javascript powered tables)
And on a side note it would be a good change for the backup bot. --Kairu 21:38, 27 January 2012 (UTC)

(Reset indent) Did initial moves (after not thinking the naming through entirely) and changed the links so they should all work. I honestly don't think we'll need a "Creating Mods" page for non-Texmod mods, there's not much we can offer there while staying on-topic to GW, nor do I know enough to actually give the article some substance. Next thing on the list is creating a useful main page before it splits into Texmod/not-Texmod. ~FarloUser Farlo Triad.pngTalk 21:17, 3 February 2012 (UTC)

I would go so far as to say that alternative mod methods are so close to that fine line of against the rules that it would be safer to avoid them, since any information given on creating benign mods could also be used to create bots and the like.
As someone who had to put a project (automatically allowing guild wars to be run more then once) on hold because of lack of information and community knowledge, I see both sides. But as nice and safe as that mod was intended, I decided early on to not release the source, for the very fact that it actually has the capability of editing the running instance of Guild Wars. In this case it was for something as simple as allowing the DAT file to be read by more then one instance of gw.exe, but it could also be used to read pretty much anything in the game. And the less known about how to do that, the better. (For the sake of the community) --Kairu 21:10, 17 February 2012 (UTC)

Stopped working after May 2012 update[edit]

My version of Texmod stopped working with the latest build (which makes no sense). The program runs, but there is no visual difference with the map compared to standard. Tried re-dling Texmod, also tried the -image argument (for gw.exe, with texmod not running), neither of which had any effect. Halp? Isabeau 02:46, 11 May 2012 (UTC)

Every update, a few end up having trouble starting GW and another few have trouble getting TexMod to work. Rebooting often resolves any lingering process/temp file issues. After updates, I almost always have to show TexMod where the carto file is again, so try unbinding the mod and rebinding it. Good luck. 75.37.20.60 03:28, 11 May 2012 (UTC)

Steam version[edit]

Near as I can tell, the steam version doesn't have a GW.exe file. Instead, there's a shortcut steam://rungameid/xxxx. Can Txtmod still work with that in place of the GW.exe? Or am I up the wrong creek without a paddle? Any suggestions?

23.126.205.32 02:07, 7 December 2018 (UTC)

If memory serves correct, the Steam download is the same client as the one directly from the Guild Wars website. You can find it in the Steam folder and that's the executable to load up in TexMod. If you cannot find it, it is also possible to download the client directly from the official website and installing that. Accounts are not linked to anything other than the Arenanet servers, so you can log into either client. As long as you have the Guild Wars executable file, you can use it for TexMod. - Infinite - talk 12:04, 7 December 2018 (UTC)