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Re: [SHIP] Normandy SR2 *almost finished*

Posted: Wed Mar 06, 2013 8:30 am
by Mycroft113
Looks fantastic and will be awesome to play

Re: [SHIP] Normandy SR2 *almost finished*

Posted: Thu Mar 07, 2013 4:56 am
by Forte
can someone plz tell me how to install ships plz

Re: [SHIP] Normandy SR2 *almost finished*

Posted: Thu Mar 07, 2013 9:08 am
by Xerrol Nanoha
Forte wrote:can someone plz tell me how to install ships plz
Sorry about that, I've been away a few days.

You need the FTL mod installer, you can get it here:
http://www.ftlgame.com/forum/viewtopic.php?p=9994

You follow the isntructions to install it (the manager)
then you put normandysr2. ftl into the /mods folder
this /mods folder will probably be in the game directory

If your using no other mods that append blueprints.xml (every mod that changes ships does that)
then you can just start up the mod manager, and make sure that normandysr2.ftl is hilighted and installed.

If you want to use this WITH other ship mods, there are 2 ways you can do it, but you have to make some changes:

1) the first option is to consolidate the mods together, for this you can merge all the files, but be sure than any .xml files that are common (for example, the bluep[rints.xml.append that all ship mods use) have all their code pasted together in a single file manually. Think of it as taking 2-3 words documents, then cutting the text from each, and pasting them all in 1 docutment. It's that easy. (except use a copy of one of the existing .xml.append files to make sure it works correctly)

2) the other option that I use, is to consilidate the .xml.append files from several mods together into one of each (one blueprints.xml.append and autoblueprints.xml.append etc etc) and have those as a mod, then all the textures/sounds/resources remain in their separate mods.

In any case, if you understand how folders worked and how zipping folders work and the idea that only 1 blueprints.xml.append file can be used at a time ( i think ) then this should be no problem.

I hope that helps!

Re: [SHIP] Normandy SR2 *almost finished*

Posted: Sat Jul 06, 2013 7:16 pm
by CaptainRover
Forgive me for being a SR2 know it all, but if the medbay is supposed to be mordins lab or the proper medbay it would be on the opposite side of the drone control would it not? :ugeek: