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FL Explorer: DLL problems.

The general place to discuss MOD''ing Freelancer!

Post Tue Mar 27, 2007 11:04 am

FL Explorer: DLL problems.

Well hi again everyone.

Those of you who were around in 2004 and early 2005 might possibly remember me, former leader of the Republic Mod, a.k.a. Republic:Second Contact. The team was disbanded in March 2005 due to real life issues, but recently I've been looking at it again, working on it alone for a bit of fun.

Yet I have a problem, and one that I'll admit to being embarrassed about. I'll try to explain it as well as I can:

After I open up Freelancer Explorer, I save the DLL file when prompted. I name it galaxies.dll
I do what I need to do and save, before going to freelancer.ini in the mod EXE folder and adding galaxies.dll to the [Resources section.

I activate the mod and open up FL, starting a new game and going to what I've added, which in this case is a base called TempBase London. Basically the name is not there. Trying various things, I managed to make it appear, but it then disappears again at the next mod edit, even if the edit has nothing to do with it.

The galaxies.dll file is saved in the mod folder, not the mod EXE folder. I've attempted to move the dll file to the EXE folder, but from what I can see it doesn't appear to work either, and of course FL Explorer tries to make a new one the next time I open it up.

So, as shamed as I am to ask, I'm afraid I must pose this problem to everyone.
Any help you can give me would be appreciated a lot.

Post Tue Mar 27, 2007 11:44 am

Do you have the newest version of FLE? At least one update has been released since early '05, and I recall older versions having this problem. Make sure that in the system file itself, that the IDS# is the same as it is in FLEd-ids; I've delt with that problem myself.

And welcome back, though I confess that I wasn't a member at the time you were active.


Post Tue Mar 27, 2007 11:51 am

I downloaded what appears to be the latest version. I'll keep searching in case I missed it. Anyone got a link in case I am missing it?

FLE-ids isn't what I'm using for the names. It is an alternative, and I could continue by doing it manually, but it would be nice to get it working on FL Explorer.

And thanks for the welcome back

Post Tue Mar 27, 2007 11:58 am

Nevertheless, I would at least use FLEd-ids to check the IDS# given in your system file, to see if it comes up blank or not. If the proper name is at the IDS# indicated, my only thought would be something amiss in SolarArch.ini. If, as it's more likely, the IDS# is blank, you'll have to change it around to get to the proper place or hand edit it.


Post Tue Mar 27, 2007 12:15 pm

Indeed, it is blank. For some reason one of the names was saved, but the rest haven't.

Post Tue Mar 27, 2007 12:58 pm

Yes, it can get quite annoying. I like to use a completely blank DLL (template.dll that is, I think, included with FLMM), put it in the freelancer.ini, find what its first value is, and proceed from there. It hasn't failed yet, and it works in FLE, too.


Post Tue Mar 27, 2007 2:02 pm

Thanks, I'll give it a go. Since FLE seems to put the DLL files automatically in the mod folder, should it go there or in the EXE folder?

Also, just to check I've got the most recent version, can anyone tell me the latest version number of FLE?

Post Tue Mar 27, 2007 2:15 pm

Given it a go, seems to work well, done a few of my usual tests and it's held up. Thanks for the help Beginning to remember it all now.

If anyone knows that FLE version number I'd still appreciate it, though

Post Tue Mar 27, 2007 2:44 pm

The newest version is v2.0.6.23

This is a standard problem, leave the DLL where FLE puts it and don't add it to the freelancer.ini, FLMM 1.31 (don't use 1.4 as it has problems) will do all of that for you.

**shuffles of with a new headache**

Post Tue Mar 27, 2007 6:49 pm

You can get the latest version of Freelancer Explorer v2.0.6.23 (Full Version) here on Lancers Reactor
or on the EOA= Players Consortium website

Post Wed Mar 28, 2007 11:39 am

Thanks, I downloaded the one from the EOA website a few days ago but the version still came up as .22 even after uninstallation. So thought I'd check.

And hey, bakedpotato, long time no see Though obviously it's been me who was away

Post Wed Apr 11, 2007 4:52 am

Ignore the version number error, it says .22 but it's really .23. FLE works from the DLL files within the mod directory. The reason why they are there is because FLMM will take any DLL files it finds in the mod directory and automatically copy them into the EXE folder and generate the appropriate freelancer.ini entries when you activate the mod. FLE was designed around FLMM and that is why it is setup like this. This means that as long as you are editing the mod you need to leave the DLLs where they are or FLE will not be able to read or edit them. Once you are done you can move them to your mod's EXE folder and add the entries to your freelancer.ini file. Not convenient... but then again it wasn't the =EOA='s decision to make FLE compatible with FLMM.

Post Wed Apr 11, 2007 5:03 am

eh, Louva-Deus...
What do you mean, it wasn't EOA's decision to make FLExplorer compatable with FLMM?
You got me thinking here.

Post Thu Apr 12, 2007 8:30 pm

That was Shsan's decision and he did it long before we took over the project.

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