Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Discuss and distribute tools and methods for modding. Moderator - Grognak
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby Vhati » Wed Jul 31, 2013 11:15 pm

Vas wrote:I have just updated to Python 2.7.5 and it still doesn't work.
Ignore modman.exe for now (it's broken), and run main.py directly.
- Windows XP: Double-click main.py.
- Windows Vista/7/8: may have to do this.


Or you can use the replacement exe I made.


Vas wrote:I would like the author to release an official fix for this error
I normally don't trust non-official files.
I am one of the authors. Here's a link to Grognak's GMM 1.6 announcement when I started contributing.
I've been doing tech support on this thread for 40 pages.
The source code for that replacement exe is provided.
And speaking of non-official files, you do realize you're in the mod forum, right?
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Ora_unit_SR388
Posts: 193
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Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby Ora_unit_SR388 » Fri Aug 02, 2013 3:43 am

Just installed ftl on a mac for one of my freinds. For those of you who have python on there mac's, run main.py, instead of modman.exe.
Vhati
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Joined: Thu Oct 25, 2012 12:01 pm

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby Vhati » Sat Aug 03, 2013 7:01 pm

Ora_unit_SR388 wrote:For those of you who have python on there mac's, run main.py, instead of modman.exe.

"modman.command" is the counterpart to the exe.
That one is not broken.

It guarantees a that terminal window will appear for showing log messages.
Vas
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Joined: Fri Jul 26, 2013 8:52 am

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby Vas » Sat Aug 03, 2013 9:20 pm

Vhati wrote:I am one of the authors. Here's a link to Grognak's GMM 1.6 announcement when I started contributing.
I've been doing tech support on this thread for 40 pages.
The source code for that replacement exe is provided.
And speaking of non-official files, you do realize you're in the mod forum, right?


Ah, well I didn't think there were multi authors. Usually mods for games like this just have one person making the mod. If the topic start post mentioned all author names and contained the fixed exe, then that would have what made me more comfortable. I mean non-official files as in files not from the mod author. Someone else can create a 'fix' for an issue in a mod and it turn out to be a trap. I already tried the fixed exe as I expected it would be unlikely to be a virus, and had my virus program scan over it anyway just in case.
Tomatow
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Joined: Mon Aug 05, 2013 7:32 am

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby Tomatow » Mon Aug 05, 2013 7:37 am

I've been having some problems with the main python file. Anyway i looked in the log and It said this
ImportError: DLL load failed: %1 is not a valid Win32 application.
I'm no computer genius so what does this mean. I also have python installed on my computer.
thanks
* never mind i just looked up.
AssKickerson
Posts: 17
Joined: Sun Aug 04, 2013 9:40 am

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby AssKickerson » Tue Aug 06, 2013 11:09 am

Is there some way to install new mods without having to reinstall your other mods? Because some bullshit happened so I completely lost a mod I was making, that mod is already patched on the game but if I install new mods that means I lose that mod I made. Is there some way to get around that?
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kartoFlane
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Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby kartoFlane » Tue Aug 06, 2013 12:07 pm

You'd have to unpack the game's files to get the modded content. You can use either ftldat, KuroSaru's DatManager, or my editor to extract the archives.

KuroSaru's manager would be best I think, because it allows you to extract individual files instead of the entire archive, so if you remember which files you modified, you can get them back quickly.
Superluminal2 - a ship editor for FTL
UltraMantis
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Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby UltraMantis » Tue Aug 06, 2013 12:31 pm

Backups man, backups. Shame you lost your work. I modded by keeping all moded files separately in a file structure GMM would be happy with, then zipping them up to make an ftl file, or just patching individual files with the DAT manager. I also used a separate copy of FTL to molest with WIP mods, and kept backups of the original resources. My folder got very messy, but backups saved me a few times.

If you know what the modded files are named, you can unpack the data.dat and resources.dat (or open them with the DAT manager) and copy your files before GMM overwrites the database the next time you patch. Some versions of GMM also never properly deleted files and kept patching old files in. There's a good chance your work is still there and can be rescued.
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AssKickerson
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Joined: Sun Aug 04, 2013 9:40 am

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby AssKickerson » Tue Aug 06, 2013 12:37 pm

Well, I have a backup its just kinda old. Guess I'll try to just redo the stuff I lost, thanks dude~
NineZeroZeroOne
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Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby NineZeroZeroOne » Thu Aug 08, 2013 5:57 pm

Absolutely superb mod. Thank you, good sir!