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Lazy Scripts.

The general place to discuss MOD''ing Freelancer!

Post Fri Sep 16, 2005 11:57 am

Lazy Scripts.

Hi everyone. I got a problem with a few script which do NOT want to leave my mod.
They are ship scripts. I went into every file that I removed data to and now after I did it and the scripts are gone, my mod crashes at start up.
I had to leave them in my mod for my next release becuase it was too big of a pain, that I said I would figure out after I can extend my time.
Does anyone know that is going on and know how to get those lazy scripts out of my mod?

Post Fri Sep 16, 2005 1:07 pm

Savegames will do this if you have removed ships... or if any NPC's are still flying them, or wrecks are those ships in question etc.

Run FLScan and see if it can find a bad reference, its in the downloads section.

Post Fri Sep 16, 2005 1:41 pm

Yea it could be the saved games. I didn't remove them, I'll try that and see what happens.

Post Fri Sep 16, 2005 6:23 pm

I got it, I just had to reinstall the game and then remove the scripts from the mod. Thanks for the help.

Post Fri Sep 16, 2005 11:12 pm

If you are having a problem after removing something... 99% of the time, it's either a savegame issue or you need to re-load the SDK and check the Freelancer directories out and make sure that no "junk" remains behind.

Now, that will not always be the case. In the XML Toolkit Mod, for example, I have warned people very specifically about XML scripts that should not be removed unless you are experienced enough to know exactly what they are doing, and why. I've tried to reduce that by as much as I can, but it's difficult to disentangle the scripts without being forced into making permanent INI changes.

Given the way that the mod works, I've tried to avoid that in all of the areas that I think should be entirely optional, like the physics changes, Power Generators, and other things like that, but it's rather hard to do it with everything.

Post Sat Sep 17, 2005 8:46 am

Well I never liked scripts and didn't like them in my mod, I was going to remove the scripts and add all the data into the files. Becuase FLE can't read scripts and just shows up as blank. Plus I never really understood scripts.
I might just use scripts that change things in the game, not add ships, becuase ship scripts have given me a whole lot of pains to mod.

But yea, it left a engine behind and it was causing crashes. I might of added it, but I think I might never find out.

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