Slipstream Mod Manager v1.9.1 (2018-01-07)

Discuss and distribute tools and methods for modding. Moderator - Grognak
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DoryDAs
Posts: 7
Joined: Tue Mar 04, 2014 4:09 pm

Re: Slipstream Mod Manager v1.4 (2013-09-20)

Post by DoryDAs »

Hi,

I dont want to spam this everywhere but I really prefer CE to vanilla and want to try out CE:AE a lot!

A few of us cant seem to get CE:AE working. The common workaround of deleting the SMM backup folder does NOT work for everyone. I still get the same error message after reinstalling both FTL and SMM. Perhaps it non steam version thing ?

Regards
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: Slipstream Mod Manager v1.4 (2013-09-20)

Post by kartoFlane »

That is very, very odd, seeing as there is literally no difference whatsoever between Steam and DRM-free versions of FTL, modding-wise.

One other reason for this to occur would be if SMM copied the archives from an old install location. However, seeing as the game is crashing, this means that SMM knows the correct installation directory, since it modifes the archives.

Well, I guess crossing that out won't hurt...
First, make sure that you have a fresh, up-to-date & unmodded installation of FTL:AE.
Next, run SMM and go to File > Preferences, find the entry ftl_dats_path, click on the button with three dots (...), and navigate to the /resources/ folder in the FTL installation directory mentioned above.
Do NOT patch anything yet.
Exit SMM, go to SMM/backups folder, delete data.dat.bak and resource.dat.bak, then run SMM again and try to patch something in.

If that doesn't help -- are you sure you are using the correct installer for FTL:AE? Are you sure you're launching the correct .exe? (maybe you have a shortcut pointing to an old installation of FTL for whatever reason)

Failing all that, you must be doing something wrong, because it's working perfectly fine on my end.


EDIT
Vhati wrote:I could make up a new suffix (as opposed to png, xml, append) that gets combined in the old GMM-ish way. It'd load both files' bytes into memory, decode to strings (Trying UTF-8/Windows-1252/etc), do some minor replacements, and write them one-after-another back to disk - without using memory to create jDOM objects.

The tidying that incidentally results from printing the jDOM tree wouldn't happen, but that's only for the benefit of 3rd-party apps that would try to parse the XML (and likely choke anyway), not the game itself.
Prompted by Sleeper releasing beta of CE Endless Loot, I have tried doing just that, basing on the SMM 1.5 code... Interestingly enough, when I've tested that on my 32-bit system (not in the profiler's sandbox on my 64-bit), the manager completed the patching process successfully, without even needing to use the pre-1.2 appending mode.

So I suppose all those tweaks actually worked, it was just the profiler messing up :P
Superluminal2 - a ship editor for FTL
DoryDAs
Posts: 7
Joined: Tue Mar 04, 2014 4:09 pm

Re: Slipstream Mod Manager v1.4 (2013-09-20)

Post by DoryDAs »

Its working now. I've bo idea what caused that. Could it be clicking the .jar instead of the .exe in SMM ?

Either way, cheers for the help.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: Slipstream Mod Manager v1.4 (2013-09-20)

Post by Vhati »

kartoFlane wrote:Prompted by Sleeper releasing beta of CE Endless Loot [...]
Interestingly enough, when I've tested that on my 32-bit system (not in the profiler's sandbox on my 64-bit), the manager completed the patching process successfully, without even needing to use the pre-1.2 appending mode.

So I suppose all those tweaks actually worked, it was just the profiler messing up :P
So the 1.5 code I have waiting on GitHub works as-is, and I only need to release it? Yay!
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: Slipstream Mod Manager v1.4 (2013-09-20)

Post by kartoFlane »

I just tested that with the test mod Sleeper orignally provided. Sadly, that still crashes the patching thread, even with pre-1.2 appending mode :/

There is definitely some progress, because 1.4 couldn't patch the EL beta, whereas 1.5 can, but there still is a limit as to what the manager can handle.
Superluminal2 - a ship editor for FTL
soulpelt
Posts: 2
Joined: Fri Apr 11, 2014 1:24 am

Re: Slipstream Mod Manager v1.4 (2013-09-20)

Post by soulpelt »

Hey for some reason when I set treat ZIP files as FTL ones it won't accept that. Help? I wanna try CE with AE. :\
Dnarius
Posts: 9
Joined: Fri Apr 11, 2014 9:54 am

Re: Slipstream Mod Manager v1.4 (2013-09-20)

Post by Dnarius »

DoryDAs wrote:Hi,

Cross posting from Captains Edition thread and /r/ftlgame

I've reinstalled FTL:AE and SMM and still get the xml error.

This is a screen grab during patching: http://i.imgur.com/l7rI9x1.jpg

After running: http://imgur.com/nYCoFIa

Win7
Registered Steam Copy of Game
I am having the exact same issues as this user. Have been troubleshooting with sleeper on his CE thread but still same issues. Have gotten it to launch if I don't active vanilla ship mod, EL enemy loadout mod and EL mod. After it runs and reaches the main menu it either lock up or I get to pick my ship then it locks up. In both of these types of lock up I mean it says the program has suddenly stopped running.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: Slipstream Mod Manager v1.4 (2013-09-20)

Post by Vhati »

DoryDAs wrote:I've reinstalled FTL:AE and SMM and still get the xml error.

Code: Select all

WARN  ModPatchThread - Non-existent innerPath wasn't appended: data/misc.xml
WARN  ModPatchThread - Non-existent innerPath wasn't appended: data/dlcBlueprints.xml
WARN  ModPatchThread - Non-existent innerPath wasn't appended: data/dlcEventsOverride.xml
WARN  ModPatchThread - Non-existent innerPath wasn't appended: data/dlcEvents_anaerobic.xml
WARN  ModPatchThread - Non-existent innerPath wasn't appended: data/dlcEvents.xml
WARN  ModPatchThread - Non-existent innerPath wasn't appended: data/dlcBlueprintsOverwrite.xml
Win7
Non Steam humble download
DoryDAs wrote:Its working now. I've bo idea what caused that.
Dnarius wrote:I am having the exact same issues as this user.
From those messages, it looks like trying to patch an Advanced Edition mod against FTL 1.03.3 (missing dlc stuff). This can easily happen if SMM accidentally restored a backup of the old FTL's resources replacing the new one's.

If you haven't already, try kartoFlane's advice.
I'm curious what you see if you do "File - Extract Dats..." without mods installed, and look in data/ yourself.
FusedIon
Posts: 4
Joined: Fri Apr 11, 2014 1:16 am

Re: Slipstream Mod Manager v1.4 (2013-09-20)

Post by FusedIon »

Hi guys, I was just needing some assistance for Ubuntu. My problem is that it doesn't read ANY mod files, but it starts just fine. Any help would be appreciated.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: Slipstream Mod Manager v1.4 (2013-09-20)

Post by Vhati »

FusedIon wrote:it doesn't read ANY mod files, but it starts just fine.
Anything interesting in "SMM/modman-log.txt"?
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