[MOD][GMM]SSk77 Mod's [USS Enterprise now]

Distribute and discuss mods that are functional. Moderator - Grognak
SSk77
Posts: 57
Joined: Fri Sep 21, 2012 8:09 pm

Re: [MOD][GMM]Plasma Shooter [v1.6] RECRUITING

Postby SSk77 » Sun Sep 23, 2012 1:22 am

Added 5 new events!

I'm coding another sector type and two new Weapons!
SSk77
Posts: 57
Joined: Fri Sep 21, 2012 8:09 pm

Re: [MOD][GMM]Plasma Shooter [v2.0] RECRUITING

Postby SSk77 » Sun Sep 23, 2012 1:42 am

Added .append compatibility
SSk77
Posts: 57
Joined: Fri Sep 21, 2012 8:09 pm

Re: [MOD][GMM]ProjectX [v2.2] RECRUITING

Postby SSk77 » Sun Sep 23, 2012 10:33 pm

Added 1 new event
SSk77
Posts: 57
Joined: Fri Sep 21, 2012 8:09 pm

Re: [MOD][GMM]ProjectX [v2.5] Weapon Rebalancing

Postby SSk77 » Sun Sep 23, 2012 11:14 pm

Rebalanced all weapons in game!
kuraiken
Posts: 7
Joined: Mon Sep 24, 2012 2:49 pm

Re: [MOD][GMM]ProjectX [v2.7] Rebel fleet dalayed!

Postby kuraiken » Mon Sep 24, 2012 9:50 pm

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.
SSk77
Posts: 57
Joined: Fri Sep 21, 2012 8:09 pm

Re: [MOD][GMM]ProjectX [v2.7] Rebel fleet dalayed!

Postby SSk77 » Tue Sep 25, 2012 12:29 am

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 ?
kuraiken
Posts: 7
Joined: Mon Sep 24, 2012 2:49 pm

Re: [MOD][GMM]ProjectX [v2.7] Rebel fleet dalayed!

Postby kuraiken » Tue Sep 25, 2012 12:51 am

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?
SSk77
Posts: 57
Joined: Fri Sep 21, 2012 8:09 pm

Re: [MOD][GMM]ProjectX [v2.7] Rebel fleet dalayed!

Postby SSk77 » Tue Sep 25, 2012 1:59 am

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.
SSk77
Posts: 57
Joined: Fri Sep 21, 2012 8:09 pm

Re: [MOD][GMM]ProjectX [v2.7] Rebel fleet dalayed!

Postby SSk77 » Tue Sep 25, 2012 4:32 pm

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
kuraiken
Posts: 7
Joined: Mon Sep 24, 2012 2:49 pm

Re: [MOD][GMM]ProjectX [v2.7] Soon -> USS Enterprise

Postby kuraiken » Tue Sep 25, 2012 6:03 pm

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.

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