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

Discuss and distribute tools and methods for modding. Moderator - Grognak
Laguman
Posts: 1
Joined: Mon Mar 04, 2013 7:51 pm

Grognak's Mod Manager v1.6

Postby Laguman » Mon Mar 04, 2013 8:04 pm

Hi all, what a great job this! brutal: D
You see, I just installed Grognak 1.6, in my pc and try a mod, I chose Better Planets and Backgrounds_v1.3, but patched it and after launch, the game always crashed at start :(

thank you all!
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: Grognak's Mod Manager v1.6 (Updated Feb 23, 2013!)

Postby kartoFlane » Mon Mar 04, 2013 8:42 pm

It's a problem with the mod -- and Better Planets and Background was reported to be somewhat buggy recently. Infinite Space has incorporated it, if I recall correctly, you can ask the author to put it up separately.
Superluminal2 - a ship editor for FTL
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: Grognak's Mod Manager v1.6 (Updated Feb 23, 2013!)

Postby speedoflight » Tue Mar 05, 2013 1:58 am

kartoFlane wrote:It's a problem with the mod -- and Better Planets and Background was reported to be somewhat buggy recently. Infinite Space has incorporated it, if I recall correctly, you can ask the author to put it up separately.


Infinite space? im using it since the beginning and it works perfectly fine with the last version of GMM
My currently mods / wips ->
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marauding_antisec
Posts: 1
Joined: Mon Mar 04, 2013 2:45 pm

Re: Grognak's Mod Manager v1.6 (Updated Feb 23, 2013!)

Postby marauding_antisec » Tue Mar 05, 2013 12:35 pm

When I use GMM to install Beginning Scrap Advantage, EquipmentEX, GhostStories, SciFiNamesAppended, and Weaponanza 1.0 and 1.1, there is no effect on the game. Is it because of multiple weapon files? Even the scrap doesn't appear, though GMM says it has successfully installed mods; I just play a normal FTL game. I have tried running GMM from inside the /FTL /Steam file, running GMM from it's own file with a copy of GMM inside /FTL, and this does not work for me. What should I do to make the mods work?

EDIT: I have attempted to apply only the BSA mod, and it works; does this either too many mods for GMM at a time, or conflicting mods?
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: Grognak's Mod Manager v1.6 (Updated Feb 23, 2013!)

Postby Vhati » Tue Mar 05, 2013 3:37 pm

marauding_antisec wrote:When I use GMM to install Beginning Scrap Advantage, EquipmentEX, GhostStories, SciFiNamesAppended, and Weaponanza 1.0 and 1.1, there is no effect on the game. Is it because of multiple weapon files?
Weaponanza 1.0 doesn't append its changes, it replaces most moddable files with its own, which were probably copied from the original game and edited a little. If you really want to include that version, move it to the top of the list, so all the other mods are applied after it.
Grognak
Posts: 172
Joined: Tue Sep 18, 2012 9:42 pm

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

Postby Grognak » Thu Mar 07, 2013 4:45 am

Version 1.7.0 released:
1.7:
- Lowered the required Python version to 2.6
- Added a Linux/Mac launcher (modman.command) to guarantee a terminal
- Added forum-scraped metadata for most mod files (based on their md5)
- Added a right-click clipboard menu to the text area.
- Added ini setting: never_run_ftl
- The ini's ftl_dats_path is ignored if it's invalid
- Added graceful exit on ctrl-c or Windows terminal closing
- Fixed data.dat/FTL.app file chooser, which sometimes left files hidden
- Fixed TclError for non-US locales with commas for decimal points
- Moved dat backups to GMM/backup/ (bak's in the old location will be deleted)
- Made the code tolerable by Python 3.x (hopefully without new 2.x bugs)
- Made the Patch/Toggle/Forum buttons expand to accomodate their text
- Added "Validate" button to check mods for problems
- Added support for appending xml files with unicode UTF-8 BOMs
- Added FTL launching under OSX
- Updated backend (un)packer to ftldat r7 (plus changes for Python 2.6/3.x)
- Massively shrinked download
- New, custom GMM launcher


This one is pretty experimental, so please please report any bugs or annoyances. :)
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

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

Postby Vhati » Thu Mar 07, 2013 5:17 am

"modman.command" is missing from the *.tar.gz.
And license.txt is in a src/ directory instead of alongside the readme?
Grognak
Posts: 172
Joined: Tue Sep 18, 2012 9:42 pm

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

Postby Grognak » Thu Mar 07, 2013 6:27 am

Vhati wrote:"modman.command" is missing from the *.tar.gz.
And license.txt is in a src/ directory instead of alongside the readme?


D'oh. Fixed for both. I guess src is a bit obsolete now.
Grognak
Posts: 172
Joined: Tue Sep 18, 2012 9:42 pm

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

Postby Grognak » Thu Mar 07, 2013 7:59 am

This is just a notice that I made a mistake with modman.exe; it will run for about nobody. Run main.py directly instead.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

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

Postby Vhati » Thu Mar 07, 2013 8:59 am

Grognak wrote:This is just a notice that I made a mistake with modman.exe; it will run for about nobody. Run main.py directly instead.
What do you mean? The exe worked for me, when Python 2.7 was present.