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HELP ME!

The general place to discuss MOD''ing Freelancer!

Post Tue Aug 17, 2004 2:26 am

HELP ME!

Hi,

I'm busy creating a mod, but wathever I do, FLMM doesn't activate it at all... Well, at least, I don't see the effects, nor do some people who tested it for me. I did it in the old way, with no xml script, as I'm not good at it. But I tried it too, but never succeeded even to get some info appearing in FLMM... I just want FLMM to replace the existing files with the files I've put in the mod. But for some obscure reason, it doesn't seem to work, as I can't even see the changes I made to some basic ships...

I see nothing which is going wrong, but there must be, as noone can activate and use it...

I see living people... Not for long unfortunately... hehehehehehehehe

Post Tue Aug 17, 2004 11:53 pm

Come on, help me... FLMM recognizes my mod, and can even activate it, but I still see no effects. When I add a xml-script, no info will appear in FLMM though. So, there must be something going on. I even tried modifying existing scripts to see if I had more success. And nada, everytime I modify it, the script isn't read anymore, even though I kept the syntax correct.

Btw, i even replaced the original FL files with my mod, and I got nothing as a result. So, there must be something wrong. My first intention was just modifying the stats of freighters and VHF's to balance out the game a bit. Therfore, I modified the shiparch.ini in the corresponding way. I created the mods folder, the arborescence of FL, and put the modded ini in the right folder...

But something is idling all my changes. WHY?

I see living people... Not for long unfortunately... hehehehehehehehe

Post Wed Aug 18, 2004 2:28 am

You need to provide a little more info, ie, what did you mod? Ships, planets, weps? Did you do the info cards, effects, icons?

Michael The Fear of the Lord is the Beginning of Wisdom

Post Wed Aug 18, 2004 6:51 am

I changed stats like hull, cargo, level of weaponmounts (shiparch.ini). I also added playrlooting (fuse.ini file in fact), enhanced AI (dunno why, but it was player_story.ini which was used), I unlocked JH's and JG's and I just modified a bit cruise disrupt time and loot (constants.ini)...

I see living people... Not for long unfortunately... hehehehehehehehe

Post Wed Aug 18, 2004 8:24 am

So its not in scripting - start FLMM - and check the tabs - OPTIONS - and then the "Choose a different freelancer directory". Navigate to your Freelancer Directory, and try activating the mod.

Now don't start the game, go to your Freelancer directory, then go into the data folder, the ships folder, and look for a file named "Shiparch.ini.flmbak".

That is the backup file that FLMM makes - and will let you know that it has activated correctly. If its not there, search for ANY file saying BAK in that directory - is there any?

Next - go to your mods folder (Disable mod first) inside of FLMM's MOD folder, is it inside its own folder? Like - my mod?
Does the structure match the games? So taking Freelancer Mod Manager/mods/ as the ROOT in this example, does it mimick this?

my mod/data/ships/shiparch.ini

Is that the location for your modified shiparch.ini file? If not - make it so!!!

After that, if its still not working - best get some tissues, cause thats where i have run out of suggestions, and you may start to cry (j/k!)

Post Wed Aug 18, 2004 9:48 am

Thank you, I always had my mod/my mod/data/ships/...

Now I just saw I have to change infocards too... How do I do that?

I see living people... Not for long unfortunately... hehehehehehehehe

Post Wed Aug 18, 2004 11:08 pm

I made a tutorial that is available in the downloads section - IDS cards for newbies its called. It may also still be in the tutorials section.

Post Thu Aug 19, 2004 3:50 am

Thanks, gonna take a look, but I'll modify the infocards only when the people who asked for the mod are OK with the stats... :p

Anyway, not easy to create a new mod which would be interesting. As most mods already have unveiled a maximum of possibilities. Anyway, I've succeeded in melting several mods in it. Maybe try this concept of no JG's in the systems, but instead some kind of JH's which allow to do the same but from a greater distance (idea you mentioned in the hyperdrive thread )...

I see living people... Not for long unfortunately... hehehehehehehehe

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