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FLE headache

This is where you can ask for help and post your knowledge on error messages from using the various tools that describe error messages in MODs such as DataStorm the Freelancer MOD Scanner the server console and FLSpit.

Post Wed Jul 25, 2007 11:40 pm

FLE headache

to begin with... im probably in the wrong forum. if so. im sorry ^^;
secondly. this is not entirely related with the OTHER Freelancer Explorer thread i just read.
thirdly, i forgot.

okay. this is what's goin' on.

i created a series of networked systems. (actually since its still in beta, its only 2 new systems. the main one connects to new york, then back from the system it goes to a secondary one where all the other network holes are. from there, i connected to New Tokyo and one of the top edge worlds, the one that leads to the Unknown system....)

here's my problem.
i can't seem to find the newly created trade lane in new york leading STRAIGHT INTO the jumphole (not literally.. its about 1 or 2k away from the hole), which, when flying outside the lane, i ALSO cannot find.
edit: i can't find the hole i created AND the tradelane leading to it.
neither shows up on the navmap, and since i put it in a hard-to-see-anything zone (the left debri zone, just north of the magellan jump gate), its hard to spot anything there.
and i can't understand how to move my jumphole in FLE either... or how to edit it to make it jump elsewhere.. is it even possible?

i've applied the changes and also activated the mod on FLMM.... FLMM accuses that the mod is activated and working.. but when i fly to where the lane should be... well... u know the rest.

what's wrong?

edit: added the jumphole codes on the next post

~x marks the spot. step and burn!

Edited by - xkaliboor on 7/26/2007 12:07:37 PM

Edited by - xkaliboor on 7/26/2007 9:13:33 PM

Post Thu Jul 26, 2007 8:30 am

Are you saying that your new tradelane is <span style="text-decoration: underline">not</span> showing up?

Post Thu Jul 26, 2007 11:05 am

yes that's what im saying. oO

edit: here's the jumphole codes...

li01.ini

[Object
nickname = Li01_to_PH01_hole
ids_name = 458763
pos = -71353, 0, 13412
rotate = 0, -84, 0
archetype = jumphole_light
msg_id_prefix = gcs_refer_system_PH01
jump_effect = jump_effect_hole
ids_info = 66146
visit = 0
goto = PH01, PH01_to_Li01_hole, gate_tunnel_bretonia

[zone
nickname = Zone_Li01_to_PH01_hole
pos = -71352, 0, 13413
shape = SPHERE
size = 1000
property_flags = 131072
visit = 128
sort = 0

ph01.ini

{coming in one second}

~x marks the spot. step and burn!

Edited by - xkaliboor on 7/26/2007 9:14:44 PM

Post Thu Jul 26, 2007 2:07 pm

Go have a look at your mod folder in the FLMM.
Go into FLMM\Mods\ (your mod) \ DATA\UNIVERSE\SYSTEMS\Li01 and look for the Li01.ini (notepad) file.
Next, look down that file for your tradelane. It should be somewhere near the bottom of the file and show up as several "trade lanes" as well as show their posisiton and orientation in space as well as to each other.
If they aren't there, chances are you might have overlooked doing something to save that addition. In such a case, you may have to try again.

Make sure you added your trade lane within your mod and not the main game folder or any time you activate your mod, it will simply overwrite anything you did in the main game folders.

Post Thu Jul 26, 2007 8:13 pm

i just checked the ini file u said in my mod folder, li01.ini

everything seems to check out
i checked all 9 tradelane rings...
but i cant see them in the game for some reason............
OR my jumphole..

i posted the jumphole code on my second post...
let me know if there's anythign wrong

Edited by - xkaliboor on 7/26/2007 9:26:11 PM

Post Thu Jul 26, 2007 10:21 pm

Sure your turning on the mod in FLMM?

Post Fri Jul 27, 2007 3:30 am

Well, if that seems to check out okay..but they're just not showing up,
this is what could be wrong now...
Delete your saved game folder...
Go to My Documents\My Games\Freelancer\Accounts\<span style="text-decoration: underline">Single Player</span>
Delete the Single Player folder.
Activate Your mod, then...
Start a brand new game.

Most often, new changes won't show up in a moded game until the previous saved game folder has been deleted.

If you already did this, then I'm stumped.

Post Fri Jul 27, 2007 7:03 am

@Question Asker2044: yes lol im quite sure of it - it even goes green on my list

@Rankor: i've had an idea.. im gonna try and create the changes separate from FLE, gonna see if that works... i really dont wanna delete my game ^^;;

especially since, i created 2 test jumpholes inside li01 using FLMM and they both worked perfectly... one of them didnt HAVE a name on the navmap but thats fine. i could still jump from manhattan to near the badlands instantly with no problems...

even the NPC's liked it lol they used my jumpholes - tho after using it, im guessing they got stuck inside it because the docking effects of the holes didnt end..... but at least they disappeared hopefully to the other side of the hole lol
otherwise, its a pretty neat way to "kill" NPC's. XD;

question: how can i add a [trigger tab to my jumphole?
i read in here something about adding a fee to use jumpholes, jumpgates, tradelanes, docking rings, and base-docks... i wanted to try that one out xD;;
see if i can create -coughs- an electromagnetic field which would interfere with your credit amount and add X to it. xD a reverse fee lol
instead of you having to pay to use the hole, the hole GIVES you the money... quick money-maker lol

~x marks the spot. step and burn!

Post Fri Jul 27, 2007 7:48 am

If you're modding the game, but using the present saved game folder..those changes won't show up till you start a brand new folder.
This is because the game always refers to the present "saved game" folder in your game file and ignores any changes you might make to your mod.

I can relate with you not wanting to delete it and start a new one, but I'm afraid this is the only way those physical changes to the mod will take effect.

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