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ModuleManager is mod that let you write patch file that edit other part at load time.
This is Lisias' Experimental fork for Module Mamager.
To install, place the GameData folder inside your Kerbal Space Program folder. Optionally, you can also do the same for the PluginData (be careful to do not overwrite your custom settings):
- REMOVE ANY OLD VERSIONS OF THE PRODUCT BEFORE INSTALLING, including any other fork:
- Delete
<KSP_ROOT>/ModuleManager*
- Yes. Every single file that starts with this name.
- Older MM/L versions used to shove all files on
GameData
. This changed on 4.2.2.4.
- Delete the directory
<KSP_ROOT>/ModuleManager/
if existant- This is the new deployment model as 4.2.2.4
- Delete
- Extract the package's
GameData
folder into your KSP's root:<PACKAGE>/GameData
--><KSP_ROOT>/GameData
The following file layout must be present after installation:
<KSP_ROOT>
[GameData]
[ModuleManager]
[PluginData]
...
CHANGE_LOG.md
LICENSE
ModuleManager.version
NOTICE
README.md
000_KSPe.dll
ModuleManager.dll
...
[PluginData]
[ModuleManager]
...
KSP.log
PartDatabase.cfg
...
Note: the <KSP_ROOT>/PluginData/ModuleManager
folder will be automatically created and populated after the first run.
Additionally, don't mangle with <KSP_ROOT>/ModuleManager/PluginData
as it contents is used by ModuleManagerWatchDog
to keep MM/L
healthy.
- KSP API Extensions/L
- Hard dependency, it will not work without it.
- Module Manager Watch Dog
- Soft Dependency. It's possible to run
MM/L
withoutMMWD
, but it's highly recommended to install it and let it care about theMM
(being it my fork or not) healthiness.
- Soft Dependency. It's possible to run