Added 5 new events!
I'm coding another sector type and two new Weapons!
[MOD][GMM]SSk77 Mod's [USS Enterprise now]
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- Posts: 57
- Joined: Fri Sep 21, 2012 8:09 pm
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- Posts: 57
- Joined: Fri Sep 21, 2012 8:09 pm
Re: [MOD][GMM]Plasma Shooter [v2.0] RECRUITING
Added .append compatibility
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- Joined: Fri Sep 21, 2012 8:09 pm
Re: [MOD][GMM]ProjectX [v2.2] RECRUITING
Added 1 new event
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- Posts: 57
- Joined: Fri Sep 21, 2012 8:09 pm
Re: [MOD][GMM]ProjectX [v2.5] Weapon Rebalancing
Rebalanced all weapons in game!
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- Posts: 7
- Joined: Mon Sep 24, 2012 2:49 pm
Re: [MOD][GMM]ProjectX [v2.7] Rebel fleet dalayed!
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.
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.
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- Posts: 57
- Joined: Fri Sep 21, 2012 8:09 pm
Re: [MOD][GMM]ProjectX [v2.7] Rebel fleet dalayed!
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 ?
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 ?
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Re: [MOD][GMM]ProjectX [v2.7] Rebel fleet dalayed!
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?
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?
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- Posts: 57
- Joined: Fri Sep 21, 2012 8:09 pm
Re: [MOD][GMM]ProjectX [v2.7] Rebel fleet dalayed!
I see it changed with GMM don't know what's happening...
Last edited by SSk77 on Tue Sep 25, 2012 4:33 pm, edited 1 time in total.
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- Joined: Fri Sep 21, 2012 8:09 pm
Re: [MOD][GMM]ProjectX [v2.7] Rebel fleet dalayed!
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
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- Joined: Mon Sep 24, 2012 2:49 pm
Re: [MOD][GMM]ProjectX [v2.7] Soon -> USS Enterprise
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.
EDIT: Tried an uninstall as well, again, it didn't work.