I'm very new with creating FTL mods so I wanted to just try to make a simple weapon. I've compared my files with other weapon mods and I can't seem to find the issue with mine.
This is my file saved as a .rar currently, It was saved as a .ftl when using it if anyone was wondering.
https://www.dropbox.com/s/8gqe5akts6sfn ... r.rar?dl=0
Mod not working.
- NarnKar
- Posts: 778
- Joined: Thu Jun 19, 2014 4:24 pm
Re: Mod not working.
.ftl is a rename of the .zip extension, not .rar . You've likely used the wrong file format.
-
- Posts: 3
- Joined: Tue Apr 07, 2015 8:20 pm
Re: Mod not working.
That was the issue with that, Thanks! I assumed .rar's would work just as well.
However, I used the weapon in the original post as a template to make another one, and stored them both within the same mod and now the game is just crashing after the original loading screen without an error message. The crash log is
However, I used the weapon in the original post as a template to make another one, and stored them both within the same mod and now the game is just crashing after the original loading screen without an error message. The crash log is
This is the mod file now: https://www.dropbox.com/s/dh5a50fg2i1eg ... r.zip?dl=0Version = 1.5.4
Stack Trace:
1 - 0x00473d08
2 - 0x00479b1c
3 - 0x0065a188
4 - 0x0074e09b
5 - 0x004010fd
6 - 0x77c1b54f RtlInitializeExceptionChain
7 - 0x77c1b51a RtlInitializeExceptionChain
- RAD-82
- Posts: 795
- Joined: Sat Nov 09, 2013 12:16 am
Re: Mod not working.
The issue is in your shipBlueprint. You are missing a / in your last weapon in the weaponList.
Other, non-crash related issues:
In your weaponBlueprints, you want to replace <image>laser_heavy1</image> with <image>laser_inferno</image>.
Your Kestrel isn't updated for AE systems.
You have an autoBlueprints.xml.append file which allows Rebel automated scouts to spawn with your new weapons when AE is disabled.
Other, non-crash related issues:
In your weaponBlueprints, you want to replace <image>laser_heavy1</image> with <image>laser_inferno</image>.
Your Kestrel isn't updated for AE systems.
You have an autoBlueprints.xml.append file which allows Rebel automated scouts to spawn with your new weapons when AE is disabled.
-
- Posts: 3
- Joined: Tue Apr 07, 2015 8:20 pm
Re: Mod not working.
Yeah this fixed it, Thanks!RAD-82 wrote:The issue is in your shipBlueprint. You are missing a / in your last weapon in the weaponList.
Other, non-crash related issues:
In your weaponBlueprints, you want to replace <image>laser_heavy1</image> with <image>laser_inferno</image>.
Do you know how I would go about updating it for AE systems? And is there a way to allow Rebel's to spawn with the weapons even when AE is enabled?RAD-82 wrote:Your Kestrel isn't updated for AE systems.
You have an autoBlueprints.xml.append file which allows Rebel automated scouts to spawn with your new weapons when AE is disabled.
- RAD-82
- Posts: 795
- Joined: Sat Nov 09, 2013 12:16 am
Re: Mod not working.
I was hoping someone else would've answered this, because I'm just going to put a copy of the Kestrel blueprint here. That doesn't exactly teach you how to find it yourself.redladoo wrote:Do you know how I would go about updating it for AE systems?

Code: Select all
<shipBlueprint name="PLAYER_SHIP_HARD" layout="kestral" img="kestral">
<class>Kestrel Cruiser</class>
<name>The Kestrel</name>
<desc>This class of ship was decommissioned from Federation service years ago. After a number of refits and updates this classic ship is ready for battle.</desc>
<systemList>
<pilot power="1" room="0" start="true" img="room_pilot">
<slot>
<direction>right</direction>
<number>0</number>
</slot>
</pilot>
<doors power="1" room="2" start="true" img="room_doors">
<slot>
<direction>up</direction>
<number>1</number>
</slot>
</doors>
<sensors power="1" room="3" start="true" img="room_sensors">
<slot>
<direction>down</direction>
<number>1</number>
</slot>
</sensors>
<medbay power="1" room="4" start="true" img="room_medbay">
<slot>
<number>1</number>
</slot>
</clonebay>
<clonebay power="1" room="4" start="false">
<slot>
<number>1</number>
</slot>
</clonebay>
<oxygen power="1" room="13" start="true" img="room_oxygen"/>
<shields power="2" room="5" start="true" img="room_shields"/>
<engines power="2" room="14" start="true" img="room_engines"/>
<weapons power="3" room="10" start="true" img="room_weapons"/>
<drones power="2" room="1" start="false"/>
<teleporter power="1" room="15" start="false"/>
<cloaking power="1" room="8" start="false"/>
<battery power="1" room="11" start="false" img="room_battery"/>
<mind power="1" room="7" start="false" img="room_mind"/>
<hacking power="1" room="12" start="false" img="room_hacking"/>
</systemList>
<weaponSlots>4</weaponSlots>
<droneSlots>2</droneSlots>
<weaponList count="2" missiles="8">
<weapon name="MISSILES_2_PLAYER"/>
<weapon name="LASER_BURST_3"/>
</weaponList>
<droneList count="1" drones="2">
</droneList>
<health amount="30"/>
<maxPower amount ="8"/>
<crewCount amount = "3" class="human"/>
</shipBlueprint>
Yes. There is a file called dlcBlueprintsOverwrite.xml which contains the weapon lists for the enemies when AE is enabled.redladoo wrote:And is there a way to allow Rebel's to spawn with the weapons even when AE is enabled?