Adding custom ship pack to new system FL Explorer issues
Hmmm, my first post and all, so bear with.
I recently built a mod of new/addon systems using FL Explorer. In this mod are 15 new systems and 26 new bases, so far so good... I obtained permission from Baene to use his ship pack v1.0 in this mod but FL Explorer would not recognize it to add the ships to the bases. So, I modded the market_ships.ini file appropriately to sell the new ships on the new bases. However, when I "add changes/Update Mod" with Explorer, it overwrites the new market_ships.ini file (Thank God I make back-ups of everything).
I suppose my question is this: Is there a way to make Explorer recognize and add the new ship pack... or should I complete the mod with no ships at the new stations and have a seperate mod that has the new ships and base selling market file to activate with FLMM after first activating the systems mod? Personally I don't much care for the idea of having to break it up into two seperate mods but I just have not figured out how the creators of the other large mods (TNG, Flbalance, etc...) do it.
Do I make the system with Explorer and then never touch Explorer again and do everything manually for the addons later once the systems are done? (OK, I know that was an extra question, it's early and I'm not yet caffeinated) I appreciate any insight provided in this.
Nemo me impune lacessit.
I recently built a mod of new/addon systems using FL Explorer. In this mod are 15 new systems and 26 new bases, so far so good... I obtained permission from Baene to use his ship pack v1.0 in this mod but FL Explorer would not recognize it to add the ships to the bases. So, I modded the market_ships.ini file appropriately to sell the new ships on the new bases. However, when I "add changes/Update Mod" with Explorer, it overwrites the new market_ships.ini file (Thank God I make back-ups of everything).
I suppose my question is this: Is there a way to make Explorer recognize and add the new ship pack... or should I complete the mod with no ships at the new stations and have a seperate mod that has the new ships and base selling market file to activate with FLMM after first activating the systems mod? Personally I don't much care for the idea of having to break it up into two seperate mods but I just have not figured out how the creators of the other large mods (TNG, Flbalance, etc...) do it.
Do I make the system with Explorer and then never touch Explorer again and do everything manually for the addons later once the systems are done? (OK, I know that was an extra question, it's early and I'm not yet caffeinated) I appreciate any insight provided in this.
Nemo me impune lacessit.