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

Discuss and distribute tools and methods for modding. Moderator - Grognak
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Icehawk78
Posts: 230
Joined: Tue Sep 18, 2012 4:55 pm

Re: Grognak's Mod Manager (v1.3)

Post by Icehawk78 »

Lazurkri wrote:Would you care to tell me why my virus checker is telling me that their are two trojans in this download?
Because it's overzealous and reporting false positives. As mentioned numerous times in this thread, including two posts immediately before yours.
Grognak
Posts: 172
Joined: Tue Sep 18, 2012 9:42 pm

Re: Grognak's Mod Manager (v1.3)

Post by Grognak »

Well, this whole thing is ticking me off. :lol:

In other news, the github version is more up-to-date at this point, so if you are going to run GMM off of scripts I'd recommend that version. If you're still using the EXE, don't worry about it. The changes aren't that huge.

I want to make 1.4 non-dependent on EasyGUI. That'll involve a total rework of the whole GUI system though... and I will admit, GUI building is not my strong suite. So we will see how that goes. :) And maybe there's a chance that not including EasyGUI will stop the false positives.
DarkKenji
Posts: 6
Joined: Mon Oct 08, 2012 7:34 pm

Re: Grognak's Mod Manager (v1.3)

Post by DarkKenji »

Know what this means??

Image
Grognak
Posts: 172
Joined: Tue Sep 18, 2012 9:42 pm

Re: Grognak's Mod Manager (v1.3)

Post by Grognak »

Check data.dat and resource.dat. Make sure they aren't read-only.
DarkKenji
Posts: 6
Joined: Mon Oct 08, 2012 7:34 pm

Re: Grognak's Mod Manager (v1.3)

Post by DarkKenji »

Deleted the Thumbs.db file and its working again.
xXSoulSlayerXx
Posts: 15
Joined: Sun Oct 07, 2012 8:57 am

Re: Grognak's Mod Manager (v1.3)

Post by xXSoulSlayerXx »

ser_aerochorro wrote:Given the problems with the Mac version, I'll TRY to make a Mac executable. If I don't make it, I will make it easier to use at least.
Yeah... The problem with your Grognak's version is that it is looking for ftl.exe, which is stored in the application itself, making it almost impossible for unexperienced netizens to find! Maybe you could try adding a "open file" window where mac users just need to drag in their application to install the mods? If you need any help, feel free to contact me!
Ahhhhhh!!! Not the ion cannons!!!
ser_aerochorro
Posts: 31
Joined: Fri Sep 21, 2012 6:49 pm

Re: Grognak's Mod Manager (v1.3)

Post by ser_aerochorro »

xXSoulSlayerXx wrote:
ser_aerochorro wrote:Given the problems with the Mac version, I'll TRY to make a Mac executable. If I don't make it, I will make it easier to use at least.
Yeah... The problem with your Grognak's version is that it is looking for ftl.exe, which is stored in the application itself, making it almost impossible for unexperienced netizens to find! Maybe you could try adding a "open file" window where mac users just need to drag in their application to install the mods? If you need any help, feel free to contact me!
I'm working on that precisely. Also, I will make it autodetect Steam(I mean, it asks wether you use steam or not and if you use it finds it itself), because otherwise you would still have to dig in the library a lot. I will send it to Grognak when I'm done.
Last edited by ser_aerochorro on Tue Oct 09, 2012 4:19 pm, edited 1 time in total.
Light n Fast
Posts: 1
Joined: Tue Oct 09, 2012 4:13 pm

Re: Grognak's Mod Manager (v1.3)

Post by Light n Fast »

I'm hoping someone could help me with a problem I'm getting when trying to run the mod manager.

When I execute modman I get an error message that says:

Windows cannot access the specified device, path, or file. You may not have appropriate permission to acces the item.

I'm not sure what this means. I have tried running as an admin, but still get the same result.

Can anyone suggest a solution?
ser_aerochorro
Posts: 31
Joined: Fri Sep 21, 2012 6:49 pm

Re: Grognak's Mod Manager (v1.3)

Post by ser_aerochorro »

OK, I got it to work on any location on Mac. I'll try to make the standalone executable now.

Edit: Grognak, if you stopped using EasyGUI, what would you use instead? Tkinter?

Edit2: I ALMOST did it: it actually works fine, but the mods folder is inside the Grognak's Manager executable. I'll fix it soon(I have to do homework first, I already lost too much time with this).
Grognak
Posts: 172
Joined: Tue Sep 18, 2012 9:42 pm

Re: Grognak's Mod Manager (v1.3)

Post by Grognak »

Indeed, Tkinter is the plan.

And great work on your patch. Feel free to send in a pull request when you're ready. :)

@Light n Fast: Does that happen as soon as you open the file? Did you make sure to extract the archive that modman.exe is in first?
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