kartoFlane wrote:The log file is named
modman-log.txt, and is in the same directory as main.py and modman.exe.
As for the cause of the error, it's unlikely that it was caused by the power chage. Were you using 2.7.4, it'd probably be because of
an already known issue, but since you said you're using 2.7.3, I don't know.
Either way, post the log file here.
Ok guys, update....
I've got the mod manager to accept mods initially and say that it is "patched" successfully, so that's sorted, I moved the FTL game folder itself inside the GMM home folder which seems to have fixed the problem, it was error code 13 basically.
BUT!!.....
Now, I've edited a ship in Superluminal (which I admit I have no idea if I'm doing it properly). I loaded the Stealth ship and did the following alterations....
Changed weapon slots value to 4, and placed in 4 Burst Mk2 lasers.
Added a weapon pre-igniter and Engi medbot augmentations.
Upped the reactor power level at game start to 25
increased crew count to 8 at game start (3 mantis, 3 rock and 2 engi)
I've then exported the ship to the mod folder, in .ftl format, inside the mod manager home folder. It recognises the ship in the list of mods, patches them in and says "patch successful, launch FTL now?" I say yes, load the game, and my bloody ship isn't there!!!!!
In case anyone hadn't noticed, I'm new to this, I've never done pc game editing in my life lol. Sorry.