FL crash after activating mod
I am working on a stargate-based mod, and have completed a basic version of the death glider. I've created a FLMM script for it and FLMM loads & activates it without any complaints. The problem is, once I start FL with the mod activated, it crashes back to the desktop and wants to send a report to M$.
To make things even more fun, I had forgotten to add the ship id to the goods.ini when I first did this, and it worked (but it didn't show up for sale at Pittsburgh)
Chris