[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
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boa13
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Joined: Mon Sep 17, 2012 11:42 pm

Re: [MOD][WIP] FTL Infinite Space

Post by boa13 »

brenthi2009 wrote:error [Errno 13] Permission denied 'infinite space.ftl
Apparently Windows refuses that the Mod Manager reads this file. Did you save the file as Administrator, and are you running the Mod Manager as a regular user?
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brenthi2009
Posts: 8
Joined: Tue Dec 04, 2012 11:16 pm

Re: [MOD][WIP] FTL Infinite Space

Post by brenthi2009 »

boa13 wrote:
brenthi2009 wrote:error [Errno 13] Permission denied 'infinite space.ftl
Apparently Windows refuses that the Mod Manager reads this file. Did you save the file as Administrator, and are you running the Mod Manager as a regular user?
im admin on my comp so i think i would save it as admin, and im running mod manager as admin.

tried your advice and ran as administrator and still the error came up
so i troubleshooted it and it says its an incompatable application. any ideas on waht that means?
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

@brenthi2009

There might be more information under the Mod manager thread. However, the file is just a zip file with a different extension. Do you have WinZip? You could try to re-create the file. Unzip the contents, re-zip, and rename extension.

*EDIT: Is the mod file flagged as Read Only by any chance?
3clipse
Posts: 13
Joined: Mon Nov 26, 2012 8:55 pm

Re: [MOD][WIP] FTL Infinite Space

Post by 3clipse »

Is there a way to make the Rock Cruiser not take out my weapons? At the point of the game I'm at (everything upgraded, ridiculous weapons/augments, fully maxed crew, etc) the Cruisers are the only real challenge, but even then fighting one with no weapons isn't realistically possible =/
Solarion
Posts: 14
Joined: Sat Nov 24, 2012 6:07 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Solarion »

Hi. this mod looks really interresting. Is there any way too get it working on windows without GMM? because for some reason my steam install of the game refuses to accomodate for the mod manager, and Grognak doesn't seem to know why yet, or isn't currently working on fixing it (I already posted in the GMM thread a while back).
3clipse
Posts: 13
Joined: Mon Nov 26, 2012 8:55 pm

Re: [MOD][WIP] FTL Infinite Space

Post by 3clipse »

Solarion, I use Steam on Windows (7, 64 bit) and have no issues - are you getting any specific error messages/problems?
Solarion
Posts: 14
Joined: Sat Nov 24, 2012 6:07 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Solarion »

3clipse wrote:Solarion, I use Steam on Windows (7, 64 bit) and have no issues - are you getting any specific error messages/problems?
Yes, and I have already posted them in the GMM thread. mod author has no clue what's wrong. That's why I'd like to bypass it.
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

3clipse wrote:Is there a way to make the Rock Cruiser not take out my weapons? At the point of the game I'm at (everything upgraded, ridiculous weapons/augments, fully maxed crew, etc) the Cruisers are the only real challenge, but even then fighting one with no weapons isn't realistically possible =/
I'm curious, with that play through did you only do damage with your ships weapons? Did you try teleporting over, or offensive drones?

I can certainly remove, or even reduce the negative effect. The reason why I did that was so that there is "hopefully" a ship out that that can kill you even when you're maxed out. Everyone plays different ships, and levels them up differently. If you're able to defeat all the other cruiser, but this one still has a chance of defeating you... well that was the point.

I will take another look at that encounter, and likely reduce the negative effect. Currently (I believe) it drops you down to 4 power in Weapons. If it dropped you down to 6, would that make the difference for you?
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

Solarion wrote:Hi. this mod looks really interresting. Is there any way too get it working on windows without GMM? because for some reason my steam install of the game refuses to accomodate for the mod manager, and Grognak doesn't seem to know why yet, or isn't currently working on fixing it (I already posted in the GMM thread a while back).
We are required to use GMM per the developers. However, if you follow the below instructions you should be able to create your own resource files and bypass GMM.

*make backups of your data.dat and resource.dat files.

1. unpack data.dat and resource.dat with ftldat
2. rename the mod file extension from .ftl to .zip, and unzip it.
3. copy the files from the mod over the ones from the orginals (this works because I dont use .append feature)
4. package the data.dat and resource.dat files with ftldat
Solarion
Posts: 14
Joined: Sat Nov 24, 2012 6:07 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Solarion »

DrkTemplar wrote:
Solarion wrote:Hi. this mod looks really interresting. Is there any way too get it working on windows without GMM? because for some reason my steam install of the game refuses to accomodate for the mod manager, and Grognak doesn't seem to know why yet, or isn't currently working on fixing it (I already posted in the GMM thread a while back).
We are required to use GMM per the developers. However, if you follow the below instructions you should be able to create your own resource files and bypass GMM.

*make backups of your data.dat and resource.dat files.

1. unpack data.dat and resource.dat with ftldat
2. rename the mod file extension from .ftl to .zip, and unzip it.
3. copy the files from the mod over the ones from the orginals (this works because I dont use .append feature)
4. package the data.dat and resource.dat files with ftldat
Awesome, this worked. Thanks!
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