[Tool] ftldat r7

Discuss and distribute tools and methods for modding. Moderator - Grognak

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StealthCl0wn
Posts: 78
Joined: Sat Sep 15, 2012 6:55 pm

Re: [Modding] Packing and unpacking data.dat and resource.da

Postby StealthCl0wn » Sun Sep 16, 2012 12:49 pm

Can't seem to edit the .xml files either :/ This is proving to be rather irritating.
Kanosint
Posts: 4
Joined: Sun Sep 16, 2012 1:38 pm

Re: [Modding] Packing and unpacking data.dat and resource.da

Postby Kanosint » Sun Sep 16, 2012 1:41 pm

Ahoyhoy!

Quick question, any easy way to get extra credits and slower pursuit on start? I'm not very good at this game XD
fall_ark
Posts: 98
Joined: Mon Sep 03, 2012 2:41 pm

Re: [Modding] Packing and unpacking data.dat and resource.da

Postby fall_ark » Sun Sep 16, 2012 1:45 pm

Kanosint wrote:Ahoyhoy!

Quick question, any easy way to get extra credits and slower pursuit on start? I'm not very good at this game XD


There's no "quick" way of doing both. AFAIK the starting credits are fixed, so the best you can do is to make all things/upgrades cheaper. As for pursuit, you can manually insert a <modifypursuit amount="-1"/> or something in every event and encounter. Other than that, probably nothing.

You might want to check out the Trainer thread in the other board.
You can post images in signature?
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ShadowDragon8685
Posts: 75
Joined: Sun Sep 16, 2012 3:45 am

Re: [Modding] Packing and unpacking data.dat and resource.da

Postby ShadowDragon8685 » Sun Sep 16, 2012 1:48 pm

Kanosint wrote:Ahoyhoy!

Quick question, any easy way to get extra credits and slower pursuit on start? I'm not very good at this game XD


To get extra credits, there's no need to do any modding. I refer you to my guide to cheating.

I've given you a fish; now eat for a lifetime.


As for slowing down the advancement of that rebel scum, that will need modding.

As near I can figure, one way to do so would be to add something ridiculous like

Code: Select all

<modifyPursuit amount="-200"/>


to the events you get upon game start and upon entering a new sector. (Or perhaps less than that, if you don't want to feel like the rebels are ten thousand light years away.)
Frustrated by random things beyond your control killing you?

Maxim 31: only cheaters prosper.
Kanosint
Posts: 4
Joined: Sun Sep 16, 2012 1:38 pm

Re: [Modding] Packing and unpacking data.dat and resource.da

Postby Kanosint » Sun Sep 16, 2012 2:13 pm

Thing is, I did that with notepad, I added an automatic reward of High scrap_only, and a -100 on the pursuit, written exactly like in the other lines of code. Can this not function with notepad? Or am I otherwise doing things bass ackwards?
StealthCl0wn
Posts: 78
Joined: Sat Sep 15, 2012 6:55 pm

Re: [Modding] Packing and unpacking data.dat and resource.da

Postby StealthCl0wn » Sun Sep 16, 2012 2:24 pm

This is annoying me now.

Anyone got ANY form of assistance?
fanatictentacle
Posts: 4
Joined: Sat Sep 15, 2012 3:12 pm

Re: [Modding] Packing and unpacking data.dat and resource.da

Postby fanatictentacle » Sun Sep 16, 2012 3:46 pm

StealthCl0wn wrote:This is annoying me now.

Anyone got ANY form of assistance?


Jeez! Calm down!
IF you have used the ftldat tool properly and IF you are running windows xp/7 then you should just right click the .xml file and click on EDIT, the file should then open in the Windows built in editor.
If this isnt the case, try drag n drop the .xml file in ANY text based editor (notepad++ etc). Dont try opening the file with word or open office!
When saving the file, keep attention the file ending isnt screwd up
THEN use the ftldat tool again to repack.
StealthCl0wn
Posts: 78
Joined: Sat Sep 15, 2012 6:55 pm

Re: [Modding] Packing and unpacking data.dat and resource.da

Postby StealthCl0wn » Sun Sep 16, 2012 4:00 pm

fanatictentacle wrote:
StealthCl0wn wrote:This is annoying me now.

Anyone got ANY form of assistance?


Jeez! Calm down!
IF you have used the ftldat tool properly and IF you are running windows xp/7 then you should just right click the .xml file and click on EDIT, the file should then open in the Windows built in editor.
If this isnt the case, try drag n drop the .xml file in ANY text based editor (notepad++ etc). Dont try opening the file with word or open office!
When saving the file, keep attention the file ending isnt screwd up
THEN use the ftldat tool again to repack.


Got it.

I love you.
InnocentSam
Posts: 11
Joined: Sat Sep 15, 2012 9:03 pm

Re: [Modding] Packing and unpacking data.dat and resource.da

Postby InnocentSam » Sun Sep 16, 2012 4:43 pm

Just in case other people get my problem, the non-Steam version of FTL is read-only, so you have to move the extracted files out of the FTL structure in order to save your edits to the XML. Then just drag the structure back to normal and re-pack with CMD with Admin privileges.
Kronikarz
Posts: 9
Joined: Sun Sep 16, 2012 6:17 pm

Re: [Modding] Packing and unpacking data.dat and resource.da

Postby Kronikarz » Sun Sep 16, 2012 6:22 pm

I've made a small windows tool that unpacks/repacks the FTL data files. I'm planning to add some more modding features (like actual game data editing) in the future, but for now it's just a simple interface for un/repacking the .dat files. Windows only I'm afraid (requires latest .NET).

Binaries: http://ghassan.pl/FTLEditor/FTLEditor.zip
Source: http://ghassan.pl/FTLEditor/FTLEditorSrc.zip

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