Hmm, I didn't know FLMM was activating abnormally slow for some people
. I have a XP2000+ w/ a WD1200JB hard drive (the hard drive is what matters when activating mods; CPU means almost nothing) and Windows XP Pro, and I can activate FLRebalance1.6 in 10 seconds! I just tried activating that mod on my 400mhz computer with a 4 year old 8.3gb hard drive and Windows 98SE, and it probably would of taken 8 minutes if I didn't ctrl-alt-delete it
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Did you guys have that slow problem with earlier versions of FLMM? If so, which version changed it? Also, what version of Windows are you running?
Now, about the topic of this thread
: You can already find out which mods are active by looking in the system Registry. FLMM creates a string called "mods\modfolder" (with value either blank, or the dll it modifies using xml macros) in HKLM\Software\Freelancer Mod Manager, and deletes that string when that mod is deactivated.
As for the commandline parameters, how about:
FLModManager.exe /activate="modfolder" (loads FLMM normally, without splash screen, automatically activates that mod, exits if there is no error, and returns 0 if OK, and a positive number if there were errors. Deactivating would work the exact same way. Sound good?