in beta 7....
i'm using a Rebalance 3.20 by Michael Dan as my main mod. Now when i add my scripted mod (activate it) flmm doesn't seem to generate a unique flmm#.dll
scripted mod refers to that i used those generate***res commad for my info's.
BTW. FlRebalance 3.20 has a flmm1 to 3.dll copied from the mod directory to the freelancer directory.
in Freelancer.ini, it has those three files indicated in [resources.
now when i run freelancer, the id's for my added ships is missing. When i check the freelancer.ini in the freelancer folder, there's no flmm#.dll added other than those 3 flmm#.dll
now to make sure i activated FLEDID to check for my info's and it was never written in any of those 3 flmm#.dll
What do you think is the problem...?
for beta 8...
what do you mean by "and new "exclusive" attribute in the header tag to force the mod to conflict with every other mod"....?
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