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Re: [MOD][GMM]Plasma Shooter [v1.6] RECRUITING
Posted: Sun Sep 23, 2012 1:22 am
by SSk77
Added 5 new events!
I'm coding another sector type and two new Weapons!
Re: [MOD][GMM]Plasma Shooter [v2.0] RECRUITING
Posted: Sun Sep 23, 2012 1:42 am
by SSk77
Added .append compatibility
Re: [MOD][GMM]ProjectX [v2.2] RECRUITING
Posted: Sun Sep 23, 2012 10:33 pm
by SSk77
Added 1 new event
Re: [MOD][GMM]ProjectX [v2.5] Weapon Rebalancing
Posted: Sun Sep 23, 2012 11:14 pm
by SSk77
Rebalanced all weapons in game!
Re: [MOD][GMM]ProjectX [v2.7] Rebel fleet dalayed!
Posted: Mon Sep 24, 2012 9:50 pm
by kuraiken
Doesn't seem to be working for me. (Using the Modmanager - the GGM's own scrapmod works, though)
The Rebel fleet arrives as quickly for me as for the unmodded game, and the changes in the Kestral (crew member, different weapon loadout) appear neither in the Ship Selection Screen nor in the game itself.
Re: [MOD][GMM]ProjectX [v2.7] Rebel fleet dalayed!
Posted: Tue Sep 25, 2012 12:29 am
by SSk77
Do you have any other mod installed ?
For me it's working fine....
Well, will try and see why it's happening but at least you have the plasma cannon in game ?
EDIT: Which version are you using ?
Re: [MOD][GMM]ProjectX [v2.7] Rebel fleet dalayed!
Posted: Tue Sep 25, 2012 12:51 am
by kuraiken
I used it both with and without the mod that's already in the GMM (the get some 30ish extra scraps at the start) to see if the GMM works.
I'm using the Version 2.7, and so far, I haven't seen anything not-vanilla so I'm guessing that for some reason, it isn't loaded.
Do you see the changed Ship loadouts in the selection screen? And if yes, have you modded your game via GMM or directly via exchange of files?
Re: [MOD][GMM]ProjectX [v2.7] Rebel fleet dalayed!
Posted: Tue Sep 25, 2012 1:59 am
by SSk77
I see it changed with GMM don't know what's happening...
Re: [MOD][GMM]ProjectX [v2.7] Rebel fleet dalayed!
Posted: Tue Sep 25, 2012 4:32 pm
by SSk77
kuraiken wrote:I used it both with and without the mod that's already in the GMM (the get some 30ish extra scraps at the start) to see if the GMM works.
I'm using the Version 2.7, and so far, I haven't seen anything not-vanilla so I'm guessing that for some reason, it isn't loaded.
Do you see the changed Ship loadouts in the selection screen? And if yes, have you modded your game via GMM or directly via exchange of files?
Make sure you have GMM 1.3
Re: [MOD][GMM]ProjectX [v2.7] Soon -> USS Enterprise
Posted: Tue Sep 25, 2012 6:03 pm
by kuraiken
I removed all the files from the folder, replaced them with my backup files, placed GMM 1.3 inside, put the newest file into the mods folder, started the game with it (made sure to see the process in the dos window with the mod being actually packed into the data) and checked the ship loadout. Kestrel still has standard loadout, so again, it didn't work. No idea why it doesn't work when others do. :/
EDIT: Tried an uninstall as well, again, it didn't work.