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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
alpal: Thanks!
malystryx: are you sure it's beta 6 (check the title of the FLMM main window to be sure)? FLMM was crashing for another person, and then they found out that they weren't installing the latest version for some reason.
Crabtree: Hmm, I just looked through my code, but I couldn't find anything that would limit its length. Is it just in the game that it's not showing properly, or is it also messed up when looking at the DLL using a resource viewer? If it is, could you send me an example for me to try out myself?
malystryx: are you sure it's beta 6 (check the title of the FLMM main window to be sure)? FLMM was crashing for another person, and then they found out that they weren't installing the latest version for some reason.
Crabtree: Hmm, I just looked through my code, but I couldn't find anything that would limit its length. Is it just in the game that it's not showing properly, or is it also messed up when looking at the DLL using a resource viewer? If it is, could you send me an example for me to try out myself?
I found the speed mod to cause goofy things to happen.
1, the audio track(voices) conks out about half the time. pain during the storyline when Kane tells you to do something and ya cant hear it and it's not mentioned in the neural log.
2, when lvling up the game crashes, in an original sys or mod sys. pain as some mod systems have fairly cheap cardamine just outside NY, easy run, big bucks, if It wouldn't crash.
3, LOVE the combo speed mod. just want it to work.
Juni's got back!
1, the audio track(voices) conks out about half the time. pain during the storyline when Kane tells you to do something and ya cant hear it and it's not mentioned in the neural log.
2, when lvling up the game crashes, in an original sys or mod sys. pain as some mod systems have fairly cheap cardamine just outside NY, easy run, big bucks, if It wouldn't crash.
3, LOVE the combo speed mod. just want it to work.
Juni's got back!
Hi there, thats a great mod manager!
But two things bad in my opinion.
1. Everytime when an mod is not "savesafe" you must manually copy your safegame files to that folder..
2. in the actual beta 6 is an error when you deactivate (after activating) some mods. I have get the error message by this mod: Speed Mod.
Error Message:
"0 files restored and 0 directories deleted
Error: problem deactivating 'Speed Mod'
SHDeleteFile failed in RemoveResourceDLL: 'N:\Freelancer\EXE\1:1,2:1' "
I think it is anything with the new "mod options availability..", because when I activate this mod and select my options and later deactivate the error message above.
The other error message is when I activate the Speed Mod with other mods, like The Blackhole Mod:
"3 files restored and 0 directories deleted
Error: problem deactivating 'Black Hole Mod'
SHDeleteFile failed in RemoveResourceDLL: 'N:\Freelancer\EXE\-flmm1.dll' "
Ok thats all.
I use the German Freelancer Version with the official patch 1.1
Thx for correction and bye
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OFF TOPIC: Is there any small mod that do not interfere with other mods and is FLMM compatible, that shows me all thinks in the navmap in the game? (Secrets, Jumpholes, Jumppoints and so on...) I won't be trek that manually by myself... thx
---------------------------
iNsuRRecTioN
But two things bad in my opinion.
1. Everytime when an mod is not "savesafe" you must manually copy your safegame files to that folder..
2. in the actual beta 6 is an error when you deactivate (after activating) some mods. I have get the error message by this mod: Speed Mod.
Error Message:
"0 files restored and 0 directories deleted
Error: problem deactivating 'Speed Mod'
SHDeleteFile failed in RemoveResourceDLL: 'N:\Freelancer\EXE\1:1,2:1' "
I think it is anything with the new "mod options availability..", because when I activate this mod and select my options and later deactivate the error message above.
The other error message is when I activate the Speed Mod with other mods, like The Blackhole Mod:
"3 files restored and 0 directories deleted
Error: problem deactivating 'Black Hole Mod'
SHDeleteFile failed in RemoveResourceDLL: 'N:\Freelancer\EXE\-flmm1.dll' "
Ok thats all.
I use the German Freelancer Version with the official patch 1.1
Thx for correction and bye
---------------------------
OFF TOPIC: Is there any small mod that do not interfere with other mods and is FLMM compatible, that shows me all thinks in the navmap in the game? (Secrets, Jumpholes, Jumppoints and so on...) I won't be trek that manually by myself... thx
---------------------------
iNsuRRecTioN
IGX - it does have a problem with the new options parts when deactivating. Think its related to the fact that it doesn't remember the options, and tries to deactivate the whole script perhaps.
I have 6 mods now with the options in them - i can give you the scripting so you can see that its correct, and that it works fine, but, its on deactivation it goes pearshaped.
For the freelancer.exe problem - see back a few pages. Are you sure you have the latest version?
*edit* - cannot believe i spelt pearshaped as pairshaped!!
Edited by - Chips on 11-11-2003 23:18:14
I have 6 mods now with the options in them - i can give you the scripting so you can see that its correct, and that it works fine, but, its on deactivation it goes pearshaped.
For the freelancer.exe problem - see back a few pages. Are you sure you have the latest version?
*edit* - cannot believe i spelt pearshaped as pairshaped!!
Edited by - Chips on 11-11-2003 23:18:14
BlazeME: Does that only happen when closing FLMM right after a mod is activated, or does it also happen every other time you exit FLMM? Did it happen with v1.2? How are you closing FLMM when that happens?
Windzarko: First, make sure that the title of the FLMM window contains "beta 6". If it does, when the error occurs click "more details" and tell me the module name and offset location (looks like 0xd0e00a0f).
Chips: Send me the simplest mod you have that exhibits that problem, and I'll fix it asap
Windzarko: First, make sure that the title of the FLMM window contains "beta 6". If it does, when the error occurs click "more details" and tell me the module name and offset location (looks like 0xd0e00a0f).
Chips: Send me the simplest mod you have that exhibits that problem, and I'll fix it asap
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