Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Discuss and distribute tools and methods for modding. Moderator - Grognak
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby Vhati » Wed Apr 03, 2013 2:55 am

Sovereighn2280 wrote:Sorry if you already solved this issue earlier, but, with over 80 pages of posts, I didn't bother to look hard for answers.

After placing a mod in the mods directory, opening up GMM, and patching a mod, I received an error message stating:
2013-04-02 21:06:42 ERROR: unpack requires a string argument of length 8
It's been a while. Last mention was page 75. ;)
That one's still a bit mysterious.

Best I can tell, it means data.dat or resource.dat had been corrupted somehow, and that confused GMM when it tried to read them prior to patching.

This should get things working again...
  • Delete the files in GMM/backup/
  • Steam edition: Delete the FTL/resources/ directory and "verify game cache".
  • Standalone edition: Reinstall FTL.
  • Then run GMM.

If you ever discover the way to get from a fresh FTL install to ??? to seeing that error in GMM again, that would be incredibly helpful.
Last edited by Vhati on Fri Apr 05, 2013 4:07 am, edited 1 time in total.
Todes_Schnitzel
Posts: 65
Joined: Sat Nov 03, 2012 10:55 pm

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby Todes_Schnitzel » Wed Apr 03, 2013 6:49 pm

Vhati wrote:I see. You had trouble with the third step.
  • Start Menu -> Programs -> Accessories.
  • Right-click "Command Prompt" to run as an admin.
  • Type this, then hit enter: cd "c:\Program Files (x86)\GMM"
  • Type this, then hit enter: main.py
Remember the quotes when you type cd "..."

I got :
importError: DLL load failed: %1 is no allowed Win32 application.

I tiped "FTL" instead of "GMM"
MY ENGLISH IS TERRIBLYHELL YEAH!
This text is presented by Google translate , my english skill and german. :D
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby Vhati » Wed Apr 03, 2013 7:08 pm

Todes_Schnitzel wrote:I got :
importError: DLL load failed: %1 is no allowed Win32 application.
Okay. You're starting GMM correctly then.
But something odd happened when you initially installed python.

This tip worked for the last person who had that problem.
viewtopic.php?f=12&t=2464&p=42911#p42911
Sovereighn2280
Posts: 65
Joined: Mon Oct 08, 2012 1:23 pm

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby Sovereighn2280 » Wed Apr 03, 2013 8:20 pm

Vhati wrote:
Sovereighn2280 wrote:Sorry if you already solved this issue earlier, but, with over 80 pages of posts, I didn't bother to look hard for answers.

After placing a mod in the mods directory, opening up GMM, and patching a mod, I received an error message stating:
2013-04-02 21:06:42 ERROR: unpack requires a string argument of length 8
It's Best I can tell, it means data.dat or resource.dat had been corrupted somehow, and that confused GMM when it tried to read them prior to patching.

This should get things working again...

If you ever discover the way to get from a fresh FTL install to ??? to seeing that error in GMM again, that would be incredibly helpful.


Thanks, this seems to have solved the error message issue. However, now the mod isn't showing up in the game.
Flypaste
Posts: 43
Joined: Wed Nov 21, 2012 4:04 am

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby Flypaste » Wed Apr 03, 2013 9:47 pm

It's telling me to install python but i have it. I also even installed the exact version its asking for but it still isn't working.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby Vhati » Wed Apr 03, 2013 9:58 pm

Flypaste wrote:It's telling me to install python but i have it.
Windows: Ignore modman.exe for now (it's broken), and run main.py directly.
- XP: Double-click main.py.
- Vista/7/8: likely have to do this...
viewtopic.php?f=12&t=2464&start=780#p41452
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby Vhati » Wed Apr 03, 2013 10:03 pm

Sovereighn2280 wrote:However, now the mod isn't showing up in the game.
Anything interersting in GMM's log when you try to patch now?
Do any other mods show up?
Sovereighn2280
Posts: 65
Joined: Mon Oct 08, 2012 1:23 pm

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby Sovereighn2280 » Wed Apr 03, 2013 10:29 pm

Vhati wrote:
Sovereighn2280 wrote:However, now the mod isn't showing up in the game.
Anything interersting in GMM's log when you try to patch now?
Do any other mods show up?


Nothing interesting other than the patching process is in the log. And I've tested the Beginning Scrap Advantage mod, The Scarab mod, the Descent Into Darkness mod (Or, as the .FTL file is named, athena1), and the Amber Shard mod. Neither The Scarab or Amber Shard mods replace any ships, Descent Into Darkness doesn't convert the game in any way, and the Beginning Scrap Advantage mod doesn't add any extra scrap.
If it helps any, I had just 3 hours ago used my FTL Steam Key to move FTL onto Steam. To make sure nothing conflicted, I renamed the original FTL directory to NotFTLXxxX.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby Vhati » Thu Apr 04, 2013 2:48 am

Sovereighn2280 wrote:Nothing interesting other than the patching process is in the log.
Grr.
Without info, all I can do is speculate how modding could be 'successful' yet not affect the game.
  • GMM and FTL are looking in different places.
  • GMM and FTL are looking at the same place, but Windows security is showing each app different files.
    (Admin vs Non-admin. Can't remember how that works at the moment.
    Affected files have a padlock icon. Called VirtualStore/virtualization/UAC Data Redirection.)
  • GMM and FTL are looking at the same files, but something else is replacing them before FTL starts.

Sovereighn2280 wrote:If it helps any, I had just 3 hours ago used my FTL Steam Key to move FTL onto Steam. To make sure nothing conflicted, I renamed the original FTL directory to NotFTLXxxX.
I'm not familiar with that... but it sounds like you had the standalone edition, then installed the steam edition, and renamed the original's folder?

Check the log to see if GMM's using resources from the right place. If it were modding the wrong game, that'd be a really tidy explanation. But you renamed the other one, so I doubt that's what happened. :?

Steam's cloud sync has been known to undo changes to edited profiles and savedgames. But I haven't heard of it un-modding. You could disable that, I guess. Again, tidy but unlikely.
Sovereighn2280
Posts: 65
Joined: Mon Oct 08, 2012 1:23 pm

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby Sovereighn2280 » Thu Apr 04, 2013 4:02 am

Vhati wrote:
Sovereighn2280 wrote:Nothing interesting other than the patching process is in the log.
Grr.
Without info, all I can do is speculate how modding could be 'successful' yet not affect the game.
  • GMM and FTL are looking in different places.
  • GMM and FTL are looking at the same place, but Windows security is showing each app different files.
    (Admin vs Non-admin. Can't remember how that works at the moment.
    Affected files have a padlock icon. Called VirtualStore/virtualization/UAC Data Redirection.)
  • GMM and FTL are looking at the same files, but something else is replacing them before FTL starts.


2013-04-03 23:59:53 INFO: Grognak's Mod Manager v1.7.0
2013-04-03 23:59:53 INFO: Platform: Windows-7-6.1.7601-SP1
2013-04-03 23:59:53 INFO: Interpreter: CPython 2.7.3 (64bit)
2013-04-03 23:59:53 INFO:
2013-04-03 23:59:53 INFO: Rooting at: C:\Users\larry\Desktop\Grognaks Mod Manager v1.7 Win32
2013-04-03 23:59:53 INFO:
2013-04-03 23:59:53 INFO: Registering ctrl-c handler.
2013-04-03 23:59:53 INFO: Using FTL dats path from config: C:/Users/larry/Desktop/Grognaks Mod Manager v1.7 Win32
2013-04-03 23:59:53 INFO: Background hashing finished.
2013-04-03 23:59:58 INFO:
2013-04-03 23:59:58 INFO: Patching...
2013-04-03 23:59:58 INFO:
2013-04-04 00:00:01 INFO: Unpacking data.dat...
2013-04-04 00:00:01 INFO: Unpacking resource.dat...
2013-04-04 00:00:14 INFO:
2013-04-04 00:00:14 INFO: Installing mod: Scarab.ftl
2013-04-04 00:00:15 INFO: Merging folder: data
2013-04-04 00:00:15 INFO: Merging folder: img
2013-04-04 00:00:16 INFO:
2013-04-04 00:00:16 INFO: Repacking data.dat
2013-04-04 00:00:16 INFO: Listing files to pack...
2013-04-04 00:00:16 INFO: Creating datfile...
2013-04-04 00:00:16 INFO: Packing...
2013-04-04 00:00:16 INFO:
2013-04-04 00:00:16 INFO: Repacking resource.dat
2013-04-04 00:00:16 INFO: Listing files to pack...
2013-04-04 00:00:16 INFO: Creating datfile...
2013-04-04 00:00:17 INFO: Packing...
2013-04-04 00:00:24 INFO:
2013-04-04 00:00:24 INFO: Patching succeeded.
2013-04-04 00:00:25 INFO:
2013-04-04 00:00:25 INFO: Quitting... (ctrl-break to be rude)
2013-04-04 00:00:25 INFO:
2013-04-04 00:00:25 INFO: Bye

Here's this if it helps.

Vhati wrote:
Sovereighn2280 wrote:If it helps any, I had just 3 hours ago used my FTL Steam Key to move FTL onto Steam. To make sure nothing conflicted, I renamed the original FTL directory to NotFTLXxxX.
I'm not familiar with that... but it sounds like you had the standalone edition, then installed the steam edition, and renamed the original's folder?


Exactly what I did. I will try your other suggestions and report back to you.

Vhati wrote:Steam's cloud sync has been known to undo changes to edited profiles and savedgames. But I haven't heard of it un-modding. You could disable that, I guess. Again, tidy but unlikely.


How would I go about doing this?

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