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 » Sat Mar 09, 2013 6:21 pm

kartoFlane wrote:It wouldn't exactly merge the files, only paste the modded entries inside the blueprint - so that you have to take care of the nested structure yourself (that's why I opted to not use the word "merge").
You're proposing one block of xml be mixed into another block of xml. That is merging. And an app that did that would have to recognize which parts to 'paste', and which are instructions to control pasting, and it shouldn't make assumptions based on the content (blueprintList, eventList, sectorDescription, need to be treated a certain way, etc).

kartoFlane wrote:I don't know about the parser GMM uses
GMM has no parser, which is how it tolerates all the errors. It just appends the text from one file onto another. 1.7 does it semi-intelligently by stripping xml declarations and UTF-8 BOM binary if present, and reencodes the combined text as BOM-less UTF-8 with normalized newlines and a new xml declaration. But it knows nothing of xml structure.


Edit:: The Validate button does use Python's "xml.parsers.expat" but only to report how a standard xml parser fails. First, the validate function throws a bunch of regexes at a document: when typical problem patterns are matched, a message is printed and the document is preemptively corrected. Then the parser is the final sink-or-swim test: it gives up at the first typo it sees.

I wouldn't want to introduce those regexes into the patching process however. If their attempts to 'fix' get out of hand and break a diagnostic report, no harm is done.
Husky
Posts: 14
Joined: Sat Mar 09, 2013 8:50 pm

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

Postby Husky » Sat Mar 09, 2013 8:55 pm

my game is V1.01 and when i use the modmanager 1.7 it works opening it up but the mods fail to install can someone help me if i have to update my game?

P.s i want my game version 1.01 :3
UltraMantis
Posts: 2141
Joined: Thu Sep 20, 2012 3:17 pm

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

Postby UltraMantis » Sat Mar 09, 2013 9:56 pm

Most mods are designed to work with the latest 1.3.01 version of FTL. Since this version several changes were made to the game resources making mods made for 1.3.01 incompatible with older versions of FTL. Not 100% incompatible but there will be errors and graphical glitches.

FTL can be installed in more than one folder and you can play two different versions on a same PC. They will both share the same profile and saved game however. This means that you can make a backup copy of your FTL 1.01 and update it to 1.3.01 while keeping the original. This gives you the best of both worlds.

The above will probably not work if you play the Steam version of the game because Steam is likely to update your game automatically. But i assume that you either have that turned off, or don't play the Steam version.
Report spam using the handy Report Button Mod.
Husky
Posts: 14
Joined: Sat Mar 09, 2013 8:50 pm

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

Postby Husky » Sat Mar 09, 2013 10:02 pm

thx for the help but nah i bought is but not on steam :P didnt wanna update my game though
Husky
Posts: 14
Joined: Sat Mar 09, 2013 8:50 pm

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

Postby Husky » Sat Mar 09, 2013 10:25 pm

Never Mind i didnt sa anything :3
goldenspider666
Posts: 5
Joined: Sun Mar 10, 2013 2:27 am

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

Postby goldenspider666 » Sun Mar 10, 2013 2:30 am

which download of python 2.7 do we need i chose the windows x86 msi installer and installed it and it didn't work
Husky
Posts: 14
Joined: Sat Mar 09, 2013 8:50 pm

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

Postby Husky » Sun Mar 10, 2013 3:35 am

install the one you need such as window 86<or called 32> or you could have the window 64. install the installer and the base then try it :3 ALSO make sure u go to the backup folder on the modloader folder and put the Bat files in your FTL resource :3


BY THE WAY CAN SOMEONE TELL ME IF THERES A MOD WHERE I CAN ADD MORE WEAPONS SLOT, MORE HULL HEALTH, AND MORE ENERGY MOD I'M WANTING TO MAKE A CAPITAL SHIP :3
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

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

Postby Vhati » Sun Mar 10, 2013 5:50 am

goldenspider666 wrote:which download of python 2.7 do we need i chose the windows x86 msi installer and installed it and it didn't work
Ignore modman.exe for now, it's broken. Double-click main.py instead.
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

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

Postby speedoflight » Sun Mar 10, 2013 8:26 pm

Husky wrote:thx for the help but nah i bought is but not on steam :P didnt wanna update my game though


Then i dunno y u even bother to ask here something if u are not willing to upgrade the version of your game. If u are modding, and using mods, u are forced to update to the las version, if not, 90% of the mods will not work, and u will be very limited to doing the same.
My currently mods / wips ->
ImageImage
Claymore64
Posts: 11
Joined: Mon Mar 11, 2013 5:19 am

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

Postby Claymore64 » Mon Mar 11, 2013 5:29 am

Can someone help me with installing mods. I ran modman and when command opened up it told me that I don't have a supported version of Python installed so I installed 2.7.3 ran the modman.exe and it told me that I still don't have Python installed I have been trying for hours to figure this out Help would be greatly appreciated

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