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Dll files?

Do you want to start editing Freelancer, but have no clue where to begin? This is the place for you to find things and talk about getting started on Freelancer Modding

Post Fri Nov 19, 2004 4:11 pm

Dll files?

Ok so i downloaded the dll tutorial and the fled-id's program along with the empty dll's i followed the tutorial exactly but the names are not showing up im really confused because i dont know what or where to put files, the tutorial really didnt help.
Please send me a reply leading me to a more informative tutorial
The tutorial i downloaded was the ID's tutorial made by chips (sorry chips dont wanna be mean)

My squadron is down!, im taking flak!, prepare for landing ARRRGGHHHH!!!

Post Fri Nov 19, 2004 7:52 pm

i had a time trying to figure it out as well.

you have to put the DLL in the main mod folder of the mod and flmm will put it into freelancer.ini automaticly, or if you have an on ongoing mod like me, copy it to the exe folder and put the entry into the freelancer.ini, and fl-ids will see it all the time.

EDIT: spelling

Edited by - NightHound on 11/19/2004 7:53:06 PM

Post Sat Nov 20, 2004 3:29 am

I'm still confused, do you mean the data folder of the mod or the begining folder e'g mines called spacemarinemod/data
Should it go here (spacemarinemod) or here (data)
Also i dont think i got the numbers e'g i get the names id's and info id's for a planet and type em in then do i change the number and save it in my directory?
Any help would be very very very appreciated

My squadron is down!, im taking flak!, prepare for landing ARRRGGHHHH!!!

Edited by - killer9870 on 11/20/2004 3:29:32 AM

Post Sat Nov 20, 2004 10:45 am

I got ya, i made the file and the freelancer.ini file however everytime i make something it doesnt show up should i first make these then, change my object number to 1(name id) then convert it and add that number then save it as the converted one in my SP01.dll, or is there another way because im so confused.

My squadron is down!, im taking flak!, prepare for landing ARRRGGHHHH!!!

Post Sat Nov 20, 2004 11:30 am

I am not sure what you are up to. Have you got your own mod made, inside of Freelancer Mod Manager? If so, then here is what is needed:

Mods\Your Mods Name

Two folders inside of this then - Data (which contains all your modded files etc), and also EXE folder. if you don't have an exe folder, then I suggest you make one

Next up - go into the EXE folder, and you will need to have your own Freelancer.ini file in there!

So - goto your Freelancer\EXE folder, and copy across the Freelancer.ini file. Also put in your empty dll file (or custom one etc), and then open up the freelancer.ini file
Open it up, and then add your dll files name to the bottom. So you get:

[Resources
DLL = InfoCards.dll ; Contains all infocard text resources
DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text
DLL = NameResources.dll ; Contains names of things, primarily.
DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources)
DLL = OfferBribeResources.dll ; Contains random mission offers and bribes
DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text
DLL = whatever.dll

If you wish to add a comment so you know what the dll file is - then add it with a semi colon - like
DLL = whatever.dll ;new weapons/systems names


Save that off. Now you should be able to load up FLED-IDS, and navigate to your MODS directory - so thats Freelancer Mod Managers\Mods\Mod Name Here

When you do - you should then be able to goto the selector, and find your own custom dll file is in there now. Find out what the first number is for that file, and start editing.

Afterwards, as long as you have given all the entries in the ini files (like the weapons_equip.ini) to the correct things, you should be able to activate and then play the mod with custom names. Deactivate the mod before adding any more.

If you cannot get any 'templates' of other numbers, copy across the DLL files listed in the section of Freelancer.ini file into your mods exe folder, and try again

Post Sat Nov 20, 2004 4:11 pm

ya, but FLMM automaticly puts the dll into freelancer.ini, other wise you'll have two insentices of it in the ini file. you just put it in

C:\Program Files\Freelancer Mod Manager\Mods\"your mod"

and you place the dll in "your mod" folder.

get it.....yet?

Post Sun Nov 21, 2004 3:46 am

Ok but one question, is the object numbers, name id's and info id's when you get them from your object do you need to convert them or just put them into the get id's box?
Oh and also is it supposed to keep saying error()loadlibrary and error()updateresourcefailed when i save and load

Edited by - killer9870 on 11/21/2004 3:49:38 AM

Edited by - killer9870 on 11/21/2004 3:53:00 AM

Post Sun Nov 21, 2004 11:41 am

Oh dont worry anymore, i figured what i was doing wrong no need to answer anymore questions, you can delete this post now

My squadron is down!, im taking flak!, prepare for landing ARRRGGHHHH!!!

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