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FLMM v1.21 beta 11

Here you can find news, get help and comment about the ?Freelancer Mod Manager (FLMM)? for activating/deactivating Mods for Freelancer

Post Thu Nov 20, 2003 8:12 am

hey harrier, i don't think it will work with FLMM, this if you are saying it like this

program.zip1 .... program.zip#

that is if you are only using the copyfile method.

Now if you are trying what Chips is doing, that is scripting, you better separate those xmls apart.
Example.

Script.xml
YourShipPack.xml
YourBases.xml
YourNPC.xml
YourEncounters.xml
YourWeapon.xml

if you know what i mean, then i think you can break it down into many pieces.

BTW: i know that FLMM can read multiple xml or script files not multiple zip files. I hope i am not wrong with this hehehe.

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Edited by - firebase on 20-11-2003 08:13:56

Post Thu Nov 20, 2003 11:53 am

You can do it, you just need to make sure the shiparch.ini has all the ships in it already (for generating the names correctly i think). Then all you need to do is change the market_ships.ini and add the extra models. Of course, this means there will be a clash on the market_ships.ini - but script the others in as additions to try to keep this minimal.........

That way each successive activation would take from the same shiparch.ini (they are all already there) and after that you would then have things like the market_ships being added to by each pack they open up. it WILL cause it to have some clash probs.

Post Thu Nov 20, 2003 3:38 pm

hi im here to ask where can i download the freelancer explorer to my computer

Post Thu Nov 20, 2003 4:00 pm

and one more thing how do i change a texture of a ship, do i need any progrm?

Post Thu Nov 20, 2003 5:49 pm

666Heretic: please try to find some way to e-mail those reports to me; I'd really appreciate it

harrier: yes, it's possible. A mod archive can extract into the same directory of a different mod, if all the files inside of both mod archives (the original and the patch) are in the same directory (the name of the mod). In the patch, just have each ship as its own *.xml file, and it should work fine. Look at the WTS-World mod for an example.

firebase: You got it right, though I'm not sure what you mean by FLMM not reading multiple zip files? If all the files inside both zip files are in the same directory (ie modname/ascript.xml), then you can split up one mod into multiple zip files

Chips: He can do all the modifications just using mod scripts; that way there shouldn't be any clashes.

Drakh: look in the modding utilities and modding tutorials forums for answers to your questions

Post Thu Nov 20, 2003 6:08 pm

Also - just rename each of the mod extensions to be the same name with the previous ones. that way it writes over and expands the old mod you made each time - its even easier.


Also - IGx - you mean however many xml files you have, they will all be run? So onyl need to call it script.xml so that they see the heading stuff in the window, and the name of the mod, the rest can be in their own xml files?

Edited by - Chips on 20-11-2003 18:27:45

Post Thu Nov 20, 2003 8:40 pm

Who here hates mircosoft?

Heretic

Post Fri Nov 21, 2003 12:27 am

Thanks igx89, firebase and chips,

Will act on your responses, I was hoping it would work easier with unscripted mods.... but xml is ok as well.....

I will experiment with the mod files and keep you posted.... I will post as I find the problems (or lack)

Thanks again....

Oh and drakh... your answers are in the tutorial section.....

Harrier...


Retreat[![! ---- I'm too badly messed up now[![!

Post Fri Nov 21, 2003 12:47 am

I sent the e-mail to ya.

Heretic

Post Sat Nov 22, 2003 7:52 pm

Okay - IGx89 - not overly positive - but i don't think that the filereplace is working iwth this version.......at all. I have tried with my own coding. which is correct according to the script monkeys - but also i tried looking for mods that did the same thing - so i used yours and Reynens advanced beam mod. Low and behold it also doesn't work. Any ideas?

Chips

Sectiondelete also seems to have no effects either

Edited by - Chips on 22-11-2003 19:55:20

Post Sun Nov 23, 2003 2:14 am

filereplace has problems. I used it in my mod to and it keeps reporting that it cannot locate my data tag, but i look at it many times it is there and the syntax are all correct. And i revert back to that sectionreplace routine.

Edited by - firebase on 23-11-2003 02:14:57

Post Sun Nov 23, 2003 2:49 am

I'm trying to make a mod that will put my ship for sale on Pittsburgh using FLMM and GENERATEXXXRES. It is virtually identical to another mod which places a ship on Pitt (in terms of script.xml).
FLMM loads my mod with no errors in log, flmm dll is written and listed in freelancer.ini, ids name, info are generated, shiparch is modified... but goods.ini and market_ships.ini is unchanged, and of course the ship doesn't appear. The game doesn't crash.
Is my model causing this?

Edited by - mrphe on 23-11-2003 02:46:03

Post Sun Nov 23, 2003 3:30 am

Chips: Yes, any other *.xml files in the mod's directory are automatically appended to the main script.xml file.

So you're saying that filereplace doesn't work at all, even with the advanced beam weapon mod? I'll look into that as soon as I get time.

mrphe: could you e-mail your mod to me, so I can analyze the problem directly? If I can replicate it (which I should, if I have your mod), then it's as good as fixed.

Post Sun Nov 23, 2003 3:34 am

Cheers, I'll send it over.

Post Sun Nov 23, 2003 4:45 am

Nope - filereplace and also the delete one (cos i was gonna use that) don't do anything. It goes through the motions of activating without a hitch or any probs - but go into the files and you see that nothing has changed. I checked with the beam weapon one after getting fustrated. I knew there were mods that used it somewhere, and in the instructions for making them it has the beam spear thingy - so put two and two together, found that mod again (reinstalled FLMM) and tried it. Didn't do anything at all. No results! lol

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