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Prison Liner Mod Help!

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 Wed Sep 12, 2007 11:22 pm

Prison Liner Mod Help!

I have created a modification for Freelancer that add's the Prison Liner to the game.

The mod shows successfully in FLMM but when activating it receives this following error:
<pre><font size=1 face=Courier>Error: FLMM has determined that 'Prison Liner' won't properly activate.

This was only a test run, so no files were changed (besides begin decompressed).
Look in the log for more details.</font></pre>

Here is the file, download it then have a look:
Name: liner.zip.flmod
Size: 734.28 KB (751,900 Bytes)
Mod Display Name (Name that shows in FLMM): Prison Liner
Download Link: FileFront - Download
Just updated, Reason: Nicknames were random, and were not defined properly. Corrected. But error still remains

Please help, as i do not know what the error is. I have read through the script over and over and could find no mistakes.

Edited by - dudeofthed on 9/13/2007 12:28:25 AM

Post Thu Sep 13, 2007 2:14 am

I think it might be something with your coding but correct me if i'm wrong.

[Good
nickname = ge_s_battery_02
equipment = ge_s_battery_01
category = equipment
price = 0
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldbatteries.3db
combinable = true
ids_name = 263748
ids_info = 264748
shop_archetype = equipment\models\commodities\crates\crate_grey.3db

shouldn't the nickname be that same as the equipment. I have done this once in a mini mod i made and it caused terror. It's also in you repair thruster and sheilds. To get past the FLMM part delete the part about the server as that is the error. But then when you try to play FL it CTD's. Unknown why it does that but i'll try


Edited by - shaneo2727 on 9/13/2007 3:23:14 AM

Edited by - shaneo2727 on 9/13/2007 3:29:30 AM

Post Thu Sep 13, 2007 4:38 am

First up is you've missed a </data> tag on the "weapon_good" section.

Second your using "sectionreplace", stick with the simple "replace" and use this code:-

<data file="DATA\Equipment\weapon_good.ini" method="replace">
<dest>
[Good
nickname = li_prison_turret01
equipment = li_prison_turret01
category = equipment
price = 50
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263385
ids_info = 264385
shop_archetype = equipment\models\turret\prison_turret01.cmp
material_library = equipment\models\ge_turret.mat
</dest>
<source>
[Good
nickname = li_prison_turret01
equipment = li_prison_turret01
category = equipment
price = 0
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_capturret.3db
combinable = false
ids_name = 263385
ids_info = 264385
shop_archetype = equipment\models\turret\prison_turret01.cmp
material_library = equipment\models\ge_turret.mat
</source>
</data>

Third is the "freelancer.ini" section, I don't have TAB's (indents) in mine and it's straight off the game disk.

Fourth, your using "sectionreplace" again, this code works for me:-

<data file="EXE\freelancer.ini" method="replace">
<dest>
death_penalty = 100 ; percentage of your cargo (commoditied and unmounted equipment) lost at death in MP
</dest>
<source>
death_penalty = 50; Added by Prison Liner Mod (Dudeofthed). Do Not Edit!
</source>
</data>

**shuffles off with a new headache**

Post Thu Sep 13, 2007 5:12 am

i disagree- section replace is there for a reason, and it works fine. to each his own however

Post Thu Sep 13, 2007 6:15 am

CV it's the sectionreplace that's causing his problem, no matter what I did it just wasn't for working, replace however is an old favourite of mine that almost always works (usually a typo by me).

**shuffles off with a new headache**

Post Thu Sep 13, 2007 10:23 pm

Thank you. I totally forgot about the weapon_good.ini. But it still caused errors, so i looked through the script more and there was one more thing i forgot to add: At the bottom was <script> instead of </script>. But the error still remains.

Besides, what is the point of not using "sectionreplace", it is just as good as "replace". No other thing what so ever.

Need more support, please.
Thanks!

Post Fri Sep 14, 2007 1:55 am

Hmmm. You're right Bejaymac, sectionreplace is causing the problem. I have replaced all sectionreplace's with replace and it worked, but crashed at the ship dealer screen in Manhatten.

There must be an error with FLMM 1.3, because i tried activating another mod that uses "Sectionreplace" by Chips, and it came up with that exact same error. And i know it worked before when i had FLMM 1.4 BETA.

I'll try and switch version's of FLMM and see if it works.

Post Fri Sep 14, 2007 2:17 am

It still doesn't work and either Chips's one too.

This is the error that was read in FLMM and there is no bloody line in my script indicating it:<pre><font size=1 face=Courier>
Error: FLMM has determined that 'Prison Liner' won't properly activate.
Error: Unable to find dest '[Good\nnickname = li_prison_turret01' in 'C:\Program Files\Microsoft Games\Freelancer\DATA\Equipment\weapon_good.ini'</font></pre>

I need some help, as this is the first NPC ship i have added into the game.

Post Fri Sep 14, 2007 5:45 am

Hey buddy/mate!

Look at this, this is a typo I immediately saw and it should be a typo in your script.xml file in the mod folder

'[Good\nnickname = li_prison_turret01' in 'C:\Program Files\Microsoft Games\Freelancer\DATA\Equipment\weapon_good.ini'
^
^
^
Notice you have an extra 'n' in the front of the nickname which is this '[Good\<span style="text-decoration: underline">n</span>nickname = li_prison_turret01' in 'C:\Program Files\Microsoft Games\Freelancer\DATA\Equipment\weapon_good.ini'

Erase the extra 'n' I have highlighted in bold and your script will one step more corrected, unless it is the last error in your mod

Good luck and I hope you will get it done



Edited by - futuristic m1 on 9/14/2007 6:46:51 AM

Post Fri Sep 14, 2007 3:23 pm

If you have read my topic above your one, it displays the error that display's in FLMM and that i searched my 'script.xml' file and there is not trace of it. I even used the search function in Dreamweaver (as that is my default in opening CML files).

Post Fri Sep 14, 2007 3:52 pm

*Groan* "\n" is used by some text editors as a carrage(sp) return (enter/return depending on your keyboard), they leave these invisible entrys in your XML and INI files and cause FL & FLMM nothing but problems, <span style="text-decoration: underline">ALWAYS, ALWAYS use NOTEPAD</span> when your editing Freelancer files, that includes THNs, INI & FLMMs XML.

I use "sectionreplace" regularly with FLMM 1.31 without any problems, but I just can't get it to work with your script, it might be the same problem as the "\n" that you can't find.

Your equipment is the cause of your CTD in the shipdealer, I removed them and could buy the ship easy enough, flying it is another story, it needs a solar system to do a 360 and has a runaway engine at non cruise speed.

**shuffles off with a new headache**

Post Fri Sep 14, 2007 7:49 pm

Hello again!

Dudeofthed, I never used dreamweaver so I am not sure if it is a proper editor and Bejaymac seems to have stated that it is not efficient and will make more headaches if you use it.

I recommend you use notepad as Bejaymac has suggested. I use notepad too because I find it easy and quick without a second to open and save them, just like opening notepad files as well.

So, I suggest you use notepad to open the script, find " <span style="text-decoration: underline">nnickname</span> ' (because we are finding the extra 'n' that is incorrectly typed) and change it to the word " nickname "

In the future if you make more scripts or continue for the one use use now, I recommend you use Microsoft's Visual C++ 2005, it has plugins that are capable of doing the zig zag lines like Microsoft word programmed to appear if one of the secions that are stated have no ending. Something like this:

I have this section replace

<data file="data\missions\voice_properties.ini" method="sectionreplace">
<section>
[mVoiceProp
voice = pilot_f_mil_m01
</section>
<dest>

Lets just say I am missing </dest> at the bottom and just type
<source> and continue my merry way. Then Visual C++ will notice something odd about <dest> because there is no </dest> to close it for the script to be recognized a <dest> block.

This is quite good to use Visual C++ 2005, it has helped me in the past to identify errors in vastly huge and long scripts I have made.

Post Sun Sep 16, 2007 1:07 am

Ok, i set Notepad to my default .XML editor and still, i cannot find double n (nn).

Post Sun Sep 16, 2007 3:37 am

You won't find it, once it's in there it's in to stay, the only thing you can do is retype the affected part of the script out in Notepad, and I do mean retype and not copy & paste.

**shuffles off with a new headache**

Post Sun Sep 16, 2007 11:21 pm

Ok, i re-typed it but the error still occurs. I use Notepad and done by hand.

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