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**UTILITY** FL Mod Manager v1.2 (and some mods)
Here you can find news, get help and comment about the ?Freelancer Mod Manager (FLMM)? for activating/deactivating Mods for Freelancer
erm...
Error: problem activating 'Advanced Beam Weapon Mod' on test run
Error: Unable to find a dest in 'C:\Program Files\Microsoft Games\Freelancer\data\equipment\weapon_equip.ini'
Error: problem activating 'Ion Thrusters Normal' on test run
Error: Unable to find a section in 'C:\Program Files\Microsoft Games\Freelancer\data\equipment\st_equip.ini'
Error: problem activating 'Rheinland Gunship Mod' on test run
Error: Unable to find a section in 'C:\Program Files\Microsoft Games\Freelancer\data\equipment\market_misc.ini'
Deactivation of 'Black Hole Mod' successful.
Activation of 'Black Hole Mod' successful.
Deactivation of 'Battle Ship Encounter Mod' successful.
Activation of 'Battle Ship Encounter Mod' successful.
it happened with me on old 1.1 ver but when I downed it again from this forum it worked, now with 1.2 beta 5 it says the same thing over and over again to almost all mods. please help IG!
Error: problem activating 'Advanced Beam Weapon Mod' on test run
Error: Unable to find a dest in 'C:\Program Files\Microsoft Games\Freelancer\data\equipment\weapon_equip.ini'
Error: problem activating 'Ion Thrusters Normal' on test run
Error: Unable to find a section in 'C:\Program Files\Microsoft Games\Freelancer\data\equipment\st_equip.ini'
Error: problem activating 'Rheinland Gunship Mod' on test run
Error: Unable to find a section in 'C:\Program Files\Microsoft Games\Freelancer\data\equipment\market_misc.ini'
Deactivation of 'Black Hole Mod' successful.
Activation of 'Black Hole Mod' successful.
Deactivation of 'Battle Ship Encounter Mod' successful.
Activation of 'Battle Ship Encounter Mod' successful.
it happened with me on old 1.1 ver but when I downed it again from this forum it worked, now with 1.2 beta 5 it says the same thing over and over again to almost all mods. please help IG!
Okay, i stopped reading after page 8, so can anyone tell me how to get the Liberty Dreadnaught to work? I have installed it, it sayd it would work, but i cant activate it. I get an error that says "Error, this doesnt appear to be a Freelancer compressed INI(2)"
Error: problem activating 'Liberty Dreadnaught' on test run
Error: Problem uncompressing file: C:\Program Files\Microsoft Games\Freelancer\data\ships\shiparch.ini.flmmbak
Please help me, i really really want to fly a Liberty Dreadnaught
Edited by - Razor_one on 01-07-2003 21:49:01
Error: problem activating 'Liberty Dreadnaught' on test run
Error: Problem uncompressing file: C:\Program Files\Microsoft Games\Freelancer\data\ships\shiparch.ini.flmmbak
Please help me, i really really want to fly a Liberty Dreadnaught
Edited by - Razor_one on 01-07-2003 21:49:01
IGx89,
Excellent tool, thank you
Now a bug...er, make that a feature
If you have a brain fart and forget to deactivate your mod before going back to work on it and add a new file to the mod, FLMM will permanently delete the original from the game directory when you realize what you've done and deactivate your mod. It only happens when you add a new file to the mod, no problem if you simply edit an exiting file or change the script.
And, a quick question...
I have a modified infocards.dll where I went through and adjusted all of the exiting info to display accurate info for my mod. So now, if I want to use your automatic resource adding will it work with my edited infocards.dll? I guess the short question is, does FLMM copy the files first, or generate resources first? Or, better yet, does it add all of the generated resource to custom dll in which case I have no worries?
Thanks again.
<EDIT:> Answered my own question, it will not work with a modified infocards.dll it only uses the values in the modified file, not any of the changes in the script. Allthough after playing around a bit it's so easy to put the changes right in the ini file that this won't be a problem, I'll just ditch the modified infocards.dll.
<EDIT:> Then again, nevermind me a little brain fart made me forget to add the scanfile = "true" line to my copyfile method. So it does work, and now I can undo all of my old dll changes at my leisure
Edited by - Victor on 03-07-2003 21:57:07
Edited by - Victor on 03-07-2003 22:26:56
Excellent tool, thank you
Now a bug...er, make that a feature
If you have a brain fart and forget to deactivate your mod before going back to work on it and add a new file to the mod, FLMM will permanently delete the original from the game directory when you realize what you've done and deactivate your mod. It only happens when you add a new file to the mod, no problem if you simply edit an exiting file or change the script.
And, a quick question...
I have a modified infocards.dll where I went through and adjusted all of the exiting info to display accurate info for my mod. So now, if I want to use your automatic resource adding will it work with my edited infocards.dll? I guess the short question is, does FLMM copy the files first, or generate resources first? Or, better yet, does it add all of the generated resource to custom dll in which case I have no worries?
Thanks again.
<EDIT:> Answered my own question, it will not work with a modified infocards.dll it only uses the values in the modified file, not any of the changes in the script. Allthough after playing around a bit it's so easy to put the changes right in the ini file that this won't be a problem, I'll just ditch the modified infocards.dll.
<EDIT:> Then again, nevermind me a little brain fart made me forget to add the scanfile = "true" line to my copyfile method. So it does work, and now I can undo all of my old dll changes at my leisure
Edited by - Victor on 03-07-2003 21:57:07
Edited by - Victor on 03-07-2003 22:26:56
Narsil: Thanks; removed that link
WhiteKnight: The log is the text close to the bottom of FLMM's main window.
Razor_one: do any of the ships mods in the downloads list in this thread work?
Victor: Thanks; if I'm understanding you correctly, you've found and really like the GENERATExxxRES macro
Sheep: For info on making mods, look in the tutorials forum; for info on making your mods work with FLMM, load FLMM and go to "Help\How Do I...".
WhiteKnight: The log is the text close to the bottom of FLMM's main window.
Razor_one: do any of the ships mods in the downloads list in this thread work?
Victor: Thanks; if I'm understanding you correctly, you've found and really like the GENERATExxxRES macro
Sheep: For info on making mods, look in the tutorials forum; for info on making your mods work with FLMM, load FLMM and go to "Help\How Do I...".
IGx89,
"Really like" does not even come close to descibing this thing, In fact if I wasn't married I'd hunt you down and claim you for myself
I've managed to redo all of the manual edits I originally did in my dll with your macro in a fraction of the time, it was so easy I even decided to add the rest of the info's for all of the captial ships while I was at it. And I even created a few more scanners with proper names and infos since I suddenly had a bunch of free time on my hands
So a quick question for you... ids_info2 = 66608 for ever ship in the game, thats the list of the stat titles shown in the ship dealer screen. I wanted to change that and now I have a new GENERATEXMLRES() line on every ship but they're all the same. So, is it creating a new dll entry for each one of them? And if so would it then be possible to come up with a way to dynamically assign an id number that could be used in multiple instances. For example, right now I do this:
ids_info = 0; GENERATEXMLRES("blah blah blah"
Could we maybe enter a unique number instead of the "0" and have all occurances of that number in the same ini file use the newely generated resource? I guess it's only important if there is some sort of limit to the number of resources we can have, because I'm sure I'll use a ton of them once I get to editing systems and I need to add names to new tradelane rings.
And what the heck, this is already a long reply...
Would it be possible to add in some more methods such as pattern matching replacments? I'll give you an example so I don't explain it wrong. Say I wanted to double the price of everything in my weapon_goods.ini files, rather than doing a few hundred individual "section replace" methods, something that would search for "price = *" and multiply the value on that line by 2 (or whatever). Or for another example, a method to go into a system's ini file, like LI01.ini and in every block containing "Reputation = li_p_grp" replace "repop_time = *" with 60.
Did that make any sence?
"Really like" does not even come close to descibing this thing, In fact if I wasn't married I'd hunt you down and claim you for myself
I've managed to redo all of the manual edits I originally did in my dll with your macro in a fraction of the time, it was so easy I even decided to add the rest of the info's for all of the captial ships while I was at it. And I even created a few more scanners with proper names and infos since I suddenly had a bunch of free time on my hands
So a quick question for you... ids_info2 = 66608 for ever ship in the game, thats the list of the stat titles shown in the ship dealer screen. I wanted to change that and now I have a new GENERATEXMLRES() line on every ship but they're all the same. So, is it creating a new dll entry for each one of them? And if so would it then be possible to come up with a way to dynamically assign an id number that could be used in multiple instances. For example, right now I do this:
ids_info = 0; GENERATEXMLRES("blah blah blah"
Could we maybe enter a unique number instead of the "0" and have all occurances of that number in the same ini file use the newely generated resource? I guess it's only important if there is some sort of limit to the number of resources we can have, because I'm sure I'll use a ton of them once I get to editing systems and I need to add names to new tradelane rings.
And what the heck, this is already a long reply...
Would it be possible to add in some more methods such as pattern matching replacments? I'll give you an example so I don't explain it wrong. Say I wanted to double the price of everything in my weapon_goods.ini files, rather than doing a few hundred individual "section replace" methods, something that would search for "price = *" and multiply the value on that line by 2 (or whatever). Or for another example, a method to go into a system's ini file, like LI01.ini and in every block containing "Reputation = li_p_grp" replace "repop_time = *" with 60.
Did that make any sence?
If there are any resources that have the same text, FLMM will automatically re-use the first instance of that string.
Hmm, that'd be pretty easy to add, so I'll try to get that into the next version. Unfortunately, it'll probably be another month or two before I release a new version, so you'll have to wait . On the plus side, though, there's a good chance that the next version will include a wizard to automatically make mod scripts by comparing the original and modified ini files .
Hmm, that'd be pretty easy to add, so I'll try to get that into the next version. Unfortunately, it'll probably be another month or two before I release a new version, so you'll have to wait . On the plus side, though, there's a good chance that the next version will include a wizard to automatically make mod scripts by comparing the original and modified ini files .
erm.. the log is as it is I can't even see LancerGuard on my mod list.
Error: problem activating 'Friendly Universe' on test run
Error: Unable to find a dest in 'C:\Program Files\Microsoft Games\Freelancer\data\missions\empathy.ini'
tho this was happening when I wanted to activate Friendly Uneverse.
Knight who wears White
Error: problem activating 'Friendly Universe' on test run
Error: Unable to find a dest in 'C:\Program Files\Microsoft Games\Freelancer\data\missions\empathy.ini'
tho this was happening when I wanted to activate Friendly Uneverse.
Knight who wears White
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