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

Discuss and distribute tools and methods for modding. Moderator - Grognak
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Moosicorn
Posts: 107
Joined: Sat Sep 15, 2012 9:13 pm

Re: Grognak's Mod Manager v1.4 (Updated Oct 16 2012!)

Post by Moosicorn »

where is the folder with FTLgame.exe?
the_grue
Posts: 3
Joined: Fri Oct 26, 2012 2:40 am

Re: Grognak's Mod Manager v1.4 (Updated Oct 16 2012!)

Post by the_grue »

Moosicorn wrote:where is the folder with FTLgame.exe?
since I don't presume to guess where you keep your steam folder, here's a generic path.

Steam/Steamapps/common/FTL Faster Than Light/

if you didn't get it through steam, your installation process should have given you some idea of a location.
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: Grognak's Mod Manager v1.4 (Updated Oct 16 2012!)

Post by DrkTemplar »

Grognak, I'm trying to create a GMM version of FTL Infinite Space, but users that have tried to load it up say it doesn't work.

I'm currently using Winrar, and archiving as a ZIP, is that the problem?

I'm including a Data folder, and inside that folder the xmls i have updated with a .append on the end of them.
example:

autoBlueprints.xml.append

Any ideas why it wouldn't work? Thank you in advance for any help you can provide.

*EDIT: I've tried to only updated the START_GAME event, named file events.xml.append, and the game crashes.
Below is the only contents of the one file I've tried, and it doesn't work. Not sure what the problem is. any help would be appreciated.

<event name="START_GAME">
<text>Welcome to FTL INFINITE SPACE! You've recently aquired your own Star Ship, and you're eager to explore the cosmos. The Universe is a vast and dangerous place, and you never know what you will encounter. Good Luck!</text>
</event>

Unpacked data.dat created with GMM and at the end of the file is the modded START_GAME event, but it has an odd character in front of the left chevron before event name is what looks like an apostrophe, but its actually in the same space as the chevron. If you put your cursor in front of it, you can delete it, and not the chevron.

*EDIT: I'm now able to create a working .ftl file, but not when I use the .append extension. I'm probably doing something wrong because the others I've downloaded are using the .append.
Last edited by DrkTemplar on Sat Oct 27, 2012 4:20 am, edited 1 time in total.
dante2ndadvent
Posts: 26
Joined: Sat Oct 27, 2012 1:42 am

Re: Grognak's Mod Manager v1.4 (Updated Oct 16 2012!)

Post by dante2ndadvent »

Alright, straight up can't get it to work.

Done everything I've read here, and in the readme, still nothing. No error messages, but when I try to load the manager, it starts up no problem, then just...disappears. And all the mods I had before I grabbed the GMM won't work either.

Get the feeling it's something horribly simple I just don't see.

Running through steam on windows 7 if it helps.
Grognak
Posts: 172
Joined: Tue Sep 18, 2012 9:42 pm

Re: Grognak's Mod Manager v1.4 (Updated Oct 16 2012!)

Post by Grognak »

As you guys have probably noticed I haven't been on as much lately. Sorry about that.

For everyone that's having problems with the app simply opening and doing nothing and things like that, does 1.3 work for you?

@DrkTemplar, it sounds like you might be saving in UTF-8 instead of Ansi?
dante2ndadvent
Posts: 26
Joined: Sat Oct 27, 2012 1:42 am

Re: Grognak's Mod Manager v1.4 (Updated Oct 16 2012!)

Post by dante2ndadvent »

Nope, tried all 5 versions, no dice.
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: Grognak's Mod Manager v1.4 (Updated Oct 16 2012!)

Post by DrkTemplar »

Grognak wrote:As you guys have probably noticed I haven't been on as much lately. Sorry about that.

For everyone that's having problems with the app simply opening and doing nothing and things like that, does 1.3 work for you?

@DrkTemplar, it sounds like you might be saving in UTF-8 instead of Ansi?
Yeah looks like it. Looks like the originals are in utf-8 as well. Thanks for getting back to me. I was also wondering, how do you provide a "description" for your mod that will show in the manager?

*EDIT: Just curious, why not use UTF-8 like the originals?
Last edited by DrkTemplar on Thu Nov 01, 2012 11:57 pm, edited 1 time in total.
DA-SR 12
Posts: 2
Joined: Tue Oct 30, 2012 9:34 pm

Re: Grognak's Mod Manager v1.4 (Updated Oct 16 2012!)

Post by DA-SR 12 »

I ran modman and patched every thing fine but when i click yes when it prompts me to run FTL the window for FTL shows up for a brief second and closes, any suggestions?
alextfish
Posts: 184
Joined: Sun Sep 30, 2012 2:24 pm

Re: Grognak's Mod Manager v1.4 (Updated Oct 16 2012!)

Post by alextfish »

Yeah, it's always done that for me. It's fine though: just set up a shortcut somewhere to the version of FTL you keep for modding (since it's DRM-free you can have one install for playing and a separate one for modding) and just say "No" when GMM asks you if you want to launch FTL. It's faintly annoying, but it's just another click or two.

Now if there was a way to tell GMM "Enable ALL mods in the directory" without having to laboriously click each one (scrolling down the tiny scroll window where necessary), I'd love that.
Many years ago I created the FTL Starcraft mod: 18 new challenging ships to fly through the FTL universe!, and wrote a tutorial on creating your own FTL ships. They haven't been updated for AE though.
kaliskid
Posts: 1
Joined: Thu Nov 01, 2012 7:46 am

Re: Grognak's Mod Manager v1.4 (Updated Oct 16 2012!)

Post by kaliskid »

Alright, I run on Mac OS X, and I simply CAN'T seem to get the mod manager installed. I know where the directories are, but I have no idea how to run anything on python or otherwise. Could someone make a video tutorial? I could follow that I think. Please?? Thx. :D
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