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how do i change the name on a xml script mod

The general place to discuss MOD''ing Freelancer!

Post Tue Dec 19, 2006 3:10 pm

how do i change the name on a xml script mod

how do i change the name of a xml script mod with out destroying it?

Post Tue Dec 19, 2006 4:15 pm

what you mean the actual name of the script file? or the name it displays when you open up the mod in FLMM? its just a case opening it up in notepad for the last one and looking for <header=(title here)> or sumat like that, and if its the other one, just change the name mormally and it will still work fine

Cheese On Toast:
Like the name
Beware the player

Post Tue Dec 19, 2006 4:52 pm

for instance the file says script xml . so i cant add that to a mod with another that says script xml . my mod has script file in it ie freelancer - war on the nomads . how i change the name of a script file to lets say dockable hispania script xml and it will still work.

Post Tue Dec 19, 2006 4:58 pm

actually i fiqured it out by my self all i had to was rename the file dockablehispania-xmlscript that dash is what was missing.

Post Thu Dec 21, 2006 6:21 am

EH? I thought any xml file will get read and implemented that exists in the mod directory - so spanners.xml or turnipfarming.xml will get used alongside the script.xml

The script.xml is the only one that can contain all the information you wish to see in FLMM thought (going from memory here, been a good 18 months since I last made a script).

Post Thu Dec 21, 2006 3:09 pm

no my problem is this i wanted to add dockable hispania into my mod. but the xml file was named script xml . i already have a file named script xml in my mod. so i had change the name of dockable hispania script file to make it work . i adjusted all the files to make it work . my question if you had a incompatible mod because you two files named script xml is there a way to change one files name without killing it. because i tried this with some scripts i have in mod manager and in the end the mod manager tells me that so and mod has no useible files beacuse i changed the name of the mod script.

Post Thu Dec 21, 2006 3:17 pm

errrrrrr so changing a file name from script.xml to whatthehell.xml dont work for you? what version of FLMM are you using exactly?????

Post Thu Dec 21, 2006 5:06 pm

i am using 3.1 on some files it works but not on all i still get theres nothing in this mod that changes anything warning . but it work for the hispania mod and thats what i will be adding in feb.

Post Thu Dec 21, 2006 5:35 pm

the new mod manager is out mate ^^ check the FLMM forum

Post Fri Dec 22, 2006 2:20 pm

i have the latest the other one is still in beta.

Post Sat Dec 23, 2006 7:37 am

K, well each mod MUST contain at least a script.xml (or file structure with contents) to be known as a mod that will work.
It sounds like you have two mods:


Other mod:

What you want to do is make it
Other mod:

Obviously that won't work, so you must rename Hispania's script.xml to hispania.xml first... and then you can copy it into that directory of the other mod - giving:


Other Mod:

Of course, now the hispania mod is empty... so delete that folder

If you are still having trouble after this, you'll have to mail the files to someone - as it's impossible to see what you've done here, and it could be incredibly simple. Just because FLMM throws an error about hispania being empty, doesn't mean it's not working in the other mod... just that you hispania mod (stand alone) folder has either no files, or no script.xml.

Post Sat Dec 23, 2006 7:52 pm

i did that already i named the script to dockablehispaniaxmlscript and i had to change some of the files nameing hi_03_base beacuse i have a base 2 in alpha. so in feb. i am going to add it to my mod . thanks everybody. have a wonderful holiday.

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