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FLModManager

The general place to discuss MOD''ing Freelancer!

Post Fri Jun 15, 2007 12:17 am

FLModManager

Hi, when I open the FL Mod Manager I get a message that says, "There was a problem while inspecting one or more mods in the folder. Please read the log for more information".

On reading the log I found this entry:-

"Unable to load mod!
Parsing error on line 26: No </item> found (in 'C:\Program Files\Freelancer Mod Manager\mods\CareerSelection1\script.xml')
Parsing mod script...
Found mod: C:\Program Files\Freelancer Mod Manager\mods\CareerSelection1".

Does anyone know what that refers to and whether or not I can still use the Mod Manager?

Edit: I have also found that whenever I try to activate a Mod I get this message,"Error: FLMM has determined that 'Freeworlds 1.66' won't properly activate.
Error: file 'C:\Program Files\Microsoft Games\Freelancer Trial\EXE\freelancer.ini' doesn't exist".

I did have the Trial version installed until my retail copy arrived, but then I uninstalled the trial version before I installed the retail copy. The Mod Manager was installed while I only had the Trial version and most of the mods I downloaded where done when I only had the trial version too.



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My favorite thing about the Internet is that you get to go into the private world of real creeps without having to smell them.
Penn Jillette (1955 - ), in a Compuserve chat

Edited by - India51A on 6/15/2007 1:33:05 AM

Post Fri Jun 15, 2007 1:27 am

I'm sorry for this problem, but I have been told that THAT error with the career selection mod has been happening. I personally don't have that problem, so I'm trying to figure out why others do.

What version of the FLMM are you using?

Post Fri Jun 15, 2007 3:59 am

I'm using the latest version of FLMM.

Anyway I uininstalled both FLMM and Freelancer then installed Freelancer first followed by the quickfix and then I re-installed FLMM. I downloaded a couple of Mods, Crossfire and Freeworlds, installed them in FLMM and they worked fine when I activated them, so I guess that I installed stuff the wrong way round to start with and that's what caused the problem for me. Originally I had the Freelancer Trial installed, I then installed FLMM and then downloaded some mods and added them to FLMM, I believe that is what caused my problems.

Edit: Another question I need answering is when you activate a Mod in FLMM the other Mods text lines change colour. Some are orange, some green and some black. Can you tell me what the different colours mean? Thanks.

- - - - - - - - - - - - - - - - - - -
My favorite thing about the Internet is that you get to go into the private world of real creeps without having to smell them.
Penn Jillette (1955 - ), in a Compuserve chat

Edited by - India51A on 6/15/2007 5:41:40 AM

Post Fri Jun 15, 2007 7:59 am

The fact you can play Crossfire tells me your using FLMM 1.31, this is the most stable and bug free version of FLMM we have so stick with it, however alfa's mod needs the very buggy FLMM 1.4 beta 4 to work, I don't recommend anybody uses it and concidering it's been 18 months and no fixes, I get the feeling that IGx89 can no longer be arsed with it.

As for the colours-

Green - Mod is currantly active
Black - still to be activated or safe to activate with active mod
Orange - Conflicts with some files from the active mod, can sometimes be activated safely but usually results in a crash
Red - Conflicts with most of the files from the active mod, a certain Crash to Desktop with this one.

**shuffles off with a new headache**

Post Fri Jun 15, 2007 9:56 am

Thanks for that, actually I HAVE just installed the latest version of FLMM, and I've stopped playing Crossfire as I find it too hard for me, being a beginner at this game. I am now trying out the Discovery Mod and that is playing fine at the moment, no crashes or errors that I have noticed.

- - - - - - - - - - - - - - - - - - -
My favorite thing about the Internet is that you get to go into the private world of real creeps without having to smell them.
Penn Jillette (1955 - ), in a Compuserve chat

Post Fri Jun 15, 2007 10:35 am

Here's a question that Bejaymac just made me think of;

Everyone has problems with FLMM v1.4 beta 4, and I have talked with IGx89 who told me in an email that he's not doing anything with it anymore, so why doesn't someone else ask for the open-source for it and help fix it. I personally would, but I don't know that much about programming. I mean wouldn't that be a better solution that to just look down apon it?

Post Fri Jun 15, 2007 3:05 pm

What needs fixing, 1.3 works fine

Apart from Matt's usual tweeking of the XML code, the other 2 big changes in 1.4 were to help with the large number of big mods we now have. 7zip gave a greater compression rate to ease the upload/download time for the mods, the cache was to save FLMM from transfering 400 to 500 meg every time a mod was activated, he wouldn't have had to make those changes if the model makers and skinners would learn to use DDS instead of the bloated TGA. Then before it was properly tested Argh started to pester him to add the editing of the restart.fl, beta 2, 3 & 4 each got more unstable than the previous one.

Believe it or not but if you built a mod to work exclusively
with beta 1 it works pretty damn well, it just isn't very good with the older 1.3 mods, but then beta 1 isn't much use to you as can't edit the restart.fl.

The guy's at the EOA are working on what I believe will be a replacement for FLMM, at least that's the impression I got from Louva-Deus.

**shuffles off with a new headache**

Post Fri Jun 15, 2007 6:36 pm

well that's what I was trying to refer to. Since v1.4 and I forgot which beta, is the only one that can edit the restart.fl, then that's the reason to trying to get the bugs out, because I've found that you can do a lot of good option things by editing the restart.fl, as well as that's the only way that I currently know of to edit the starting rep.

Edited by - alfa_astrix on 6/15/2007 7:39:32 PM

Post Sat Jun 16, 2007 11:55 am

I've been using the FLMM 1.4 beta 4 along with the latest of the FLEx-v2. So far, I've had very few, if any problems during the development of my mod. But, also note that I've incorporated the SDK 1.5b in this one.

However, regarding the renderings of certain objects..such as the nomad texture used for a different ship, does not work on this particular Laptop PC, but works fine on an older Desktop with the Updated Intel Chipset.

Post Wed Jun 20, 2007 9:52 pm

Wait, i just thought about this, but I too use the SDK 1.5b. would that have any affect with the beta 4?

Post Thu Jun 21, 2007 6:27 am

I have found with making a mod using FLMM v1.4 Beta 4 that any mod not made with it will not run or even activate unless it is FLMM v1.4 Beta 4.

I just released a mod for Aduis server that I made using the Beta 4 and anyone that tries to activate the mod with out FLMM 1.4 Beta 4 it will not activate properly. So from now on I will be using FLMM 1.31 for the rest of my mods. Now I must say that the 1.4 beta4 pulls the files from other mods out of FL folder much better then the 1.31 version. So I guess you have to go with what you like.

Edited by - FlyByU on 6/21/2007 7:28:15 AM

Post Thu Jun 21, 2007 7:05 pm

Perhaps it's a blessing in disguise. Using the 1.4 beta 4 and sdk 1.5b .
Since not everyone will be using it, which is good in a way since there is now some "adult content" (language) in my mod. Funny really, but not exactly for the faint in heart. I don't think it's anymore restricted than as one outlaw would say, "that bastard just killed one of my pack" .

Post Fri Jun 22, 2007 10:13 am

Rankor, do you mind me asking what you mean by it being a blessing in disguise?

Post Fri Jun 22, 2007 7:28 pm

Not at all. I suppose because of its particular build, not everyone will want to download it. This means to play this particular mod would require a pure and clean install of Freelancer and would not be compatable with any other mods that were built using tools other than what I've used to create this mod. This means players would be required to use the FLMM 1.4 beta 4 to activate the mod. I don't think everyone would desire to make the switch. Many mods are made with previous versions and are therefore (and unfortunately) incompatable.
Also, certain texture renders can only be obtained using the current build since previous versions tended to fall short of producing the required results.
It does not require the "latest and greatest" video card setup, nor does it reguire the latest and greatest PC. It just has to basically work within the originally designed specs. This was accomplished on a 4 year old PC with an Intel Graphics Chipset...running a 2.3 ghz Pentium 4 on Windows xp. (what the game was generally originally designed for).

I suppose it would be boring to some people, and possibly restrictive to like a PG13 rating. Some of its features are meant for a more mature minded audience and more seasoned pilots since a few ships are intended to be difficult to handle.

One thing is certain though. It's practically non-stop action as soon as you launch off of Manhattan. There is a 75% change you'll encounter nomads as soon as you launch. Once a pilot (or team of pilots) makes it to the Outworld System, the action becomes very intense and demanding. A pilot is given enough credits at the begining to purchase a decent fighting ship that can survive the nomads in the major house systems. However, once in certain higher level systems...it becomes a matter of skill, tenacity, perseverance and reliance on your allies for survival. One penal system is "unsurvivable" imho since an offender is relegated a substandard ship, then "taunted" by the residents in the bars.

Certain equipment is outrageously expensive but there are certain cargo ships that are available to handle the demand for supply. Nomads will still rip you to shreads if they catch you with your guard down. There are only two levels of nomads, 10 and 19. The 19's have CD's...but all of them are armed with higher refire rate lasers.

A pilot can go bankrupt trying to equip their ship with certain ordinances.
At 3 million to 6 million per ordinace, it's steep. Since they're the most powerful ordinaces in Sirius, they are found in only a few locations unaccessable by anything larger than a standard cargo ship. Capital Ships will be dependent on these "munition ships" for resupply. A form of "forced" role play.

There is no point or reason to increase the ordinance carrying capacity to more than 50 units since the price of the ordinances are so incredibly high.
These are particularly the Torpedos (Starkiller and Sunslayer which tend to be favored weapons) . However, these weapons are worth their price tag. They ARE more deadly than ever before. A single Sunslayer can wipe out an entire squadron of capital ships...and you along with it if you don't know what you're doing. So, if you're fully loaded out with 50 Sunslayers (at 6 million each) and you die...suddenly..you're practically bankrupt!!!

Part of the balance of this game comes from the pricing of weapons and not just ships. Most weapons have been modified somewhat giving them more "authority" when used. This modification entailed just enhancing the refire rates. But also certain other guns and turrets have also had their damage output increased. Particularly those of the capital ships, trade lanes and stations.
So in essence, a player is forced to make wiser decisions in their choices of role play. Pirates would have a difficult time instituting their particular trade in the major house systems when nomads are swarming all over them. They have to make better choices as to which systems to enguage their practices in.

Edited by - Rankor on 6/22/2007 8:54:44 PM

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