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best way to string multi mods

Here you can get help with applying those different MODifications for Freelancer

Post Sun Nov 09, 2003 10:31 am

best way to string multi mods

what's the best way to load multiple mods. like I loaded hostile plus then massive and was able to get the sabre xr. but not if I loaded massive first. loaded hostile/massive then speed(flmm 1.21) and was able to benifit from the speed mod, but not if I loaded it first. Yes, I only play SP. servers aren't an issue here.
what determines if a feature of a mod is going to work? the dll #'s? size? the load order?
help?

Juni's got back!

Post Sun Nov 09, 2003 1:29 pm

If they swap files in and out, like the shiparch.ini file (which contains info about the ships), then when you activate two (one after the other) that swap the same files, you will have the files of the first ship types being put in, then when you activate the second mod, it is removed by the second load of shiparch.ini files instead. This can happen with many many mods being activated. If they are red after one mod is activated, then that means they have a direct clash of files - which leads to the forementioned problem. If they are yellow, the chances are that there will be problems as well.

Best example is a mod of clothing. Activate 8 different costumes, and only the LAST one will be the one used in the game, as they all replaced each other.

Post Sun Nov 09, 2003 4:24 pm

K, understanding is starting. can it be done that I could manually compare the files and rename the similar file of the second mod - blah1. then rename the similar file of mod 3 - blah2,etc. or is the rest of the respective mod looking for the file being named as is? doing it manuall like that would be a pain in the tush. but I'd be willing. is that what modding is? or is modding more complicated?
thanks.

Juni's got back!

Post Mon Nov 10, 2003 6:30 am

it will be a apin in the tush. You will look at those ini files then compare them. Some entries are appended i mean it is at the end of the original ini. Some are somewhwere along the original ini files cuz they are section replaced or are section appended. So comparing them will likely make hour of hours or even days or months of hard work.

the only solution is if every modders can create a scripted mod for their MOD, or Create a special ini files for their MOD and insert it in freelancer.ini. Never tried the last tho, but i think that is the best solution.

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Post Tue Nov 11, 2003 3:59 am

OK, I'll bite, how do you create a scripted file or an .ini file? trying to learn here. I imagine you don't have the time to teach me here, could you point me at the specific tut?
when I talked about comparing files, I wasn't so much talking about comparing the guts. rather like the clothing files, I like the mod version, swap w/ the orig game version. do you think that'd be possible w/ GSM? I tried using GSM w/ some other mods and crash,crash,crash. It's really beautiful, I'd really like to use it from here on out, only I want to play w/ other mods at the same time too.

Juni's got back!

Post Tue Nov 11, 2003 6:35 am

sorry lad can't help you out. I myself are testing this new theory of mine making a mod compatible to any MOD. I tried my MOD with Hostile Universe and the combo MOD wont pass that FLMM test. there are a lot of missing files. This is when using my scripted mod.

Now i will try the special ini version....

btw. scripted MOD tut can be found at the help files of FLMM

Are you feeling lonely or just plain horny then Click Here!!! and you'll have lots of fun...

Post Wed Nov 12, 2003 9:31 am

FIrebase:
Take look at The Pinball mod, it is designed to work with most others. Maybe some clues you find there will help you. Read the docs for the mod.

Shawn:
In general: There is slight chance that two mods will cooexists.
There is no chance that 2 big mods will cooexists. The only way is to glue them together in one mod. The Massive Addon is a compilation of 10 or more mods.
Only way to have few SIMPLE mods in one game is that they modify only one (different) aspect of the game, they are scripted and instaled with flmm. See the mods comming with flmm as an example.





Tygrys

Post Sun Nov 16, 2003 6:39 am

ok, i'll bite. how did you do it and with what programs,if needed. it was to your mod that I wanted to add too. I've been scanning the forums for the right tuts. but no luckso far.
help? link, direct path?
thanks.

Juni's got back! and I wanna wear it as a hat!

Post Mon Nov 17, 2003 10:12 am

You have to do it by hand, no programs to help.

1) Decide what parts to take from mod, do a Copy-Paste job.
2) disasamble mod dll, change ids range, add to first one.
3) renumber scripts. (I have written program to do so)

I prefer to make mod scripted for FLMM.

Feel free to add to FMA. There is a guide in the readme how to do it.
If you want to make the mod public, ask all authors for permission.




Tygrys

Post Thu Nov 20, 2003 2:34 pm

info for scripting for flmm?
thanks.

Juni's got back! and I wanna wear it as a hat!

Post Fri Nov 21, 2003 9:44 am

In the help for FLMM.



Tygrys

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