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**UTILITY** Freelancer Mod Manager v1.31
Here you can find news, get help and comment about the ?Freelancer Mod Manager (FLMM)? for activating/deactivating Mods for Freelancer
IGx89, Thanx for the help. And by the way, I LOVE FLMM. I don't know what I would do without it. I have long since beat the unmodded Freelancer and I have found everythnig and explored everywhere and gotten the best ship on more than a couple servers. without FLMM, even thought I love this game, it would have gotten boring a long time ago. but FLMM helps keep the freelancer gaming experience alive for average game players like me. since there are tons of existing mods and new mods coming out on a regular basis, the possibilites and replayability of freelancer become endless. I personally would like to find a server with TNG and Sam's jump system installed. I have successfully activated Sam's mod over TNG and got it to work. and not only does it work, but the two mods enhance each other. I can go into sam's new system and find nomad fleets lead by battleships. makes for some thrilling dogfights.
Thanx again for a great program!
Thanx again for a great program!
Heya..
I was interested in the "Ceylon's Path-Finding" mod... but when I clicked the link in your message, it just gave me the "Page Not Found" error.
Does anyone now where I can get my grubby paws on this mod?
Thanks...
(Searched Google for the filename and found only one copy, I turned it on in FLMM and it didn't work... I tried going from New Berlin to Alpha using Best Path... was unable to plot best path. Is there any program out there that can do this or what?)
Edited by - [RIP Technopagan on 6/7/2004 12:42:03 AM
I was interested in the "Ceylon's Path-Finding" mod... but when I clicked the link in your message, it just gave me the "Page Not Found" error.
Does anyone now where I can get my grubby paws on this mod?
Thanks...
(Searched Google for the filename and found only one copy, I turned it on in FLMM and it didn't work... I tried going from New Berlin to Alpha using Best Path... was unable to plot best path. Is there any program out there that can do this or what?)
Edited by - [RIP Technopagan on 6/7/2004 12:42:03 AM
I think that there is a problem with renaming files method.
Ie : I've got three diferent mpnewcharacter.fl.
I named them :
mpnewcharacter1.fl
mpnewcharacter2.fl
mpnewcharacter3.fl
Then, i make the script to rename one, depending on user's choice.
Activation cause no problem, but deactivation does...
It seems that flmm search for a *.flmmbak file for other *.fl files that aren't used.
Maybe the problem comes from my files or else, but you sould take a look at this, don't you think ?
Also, it would be cool to make flmm able to edit files that aren't in the FL folder.
Ie : I've got a restart.fl (witch is in My Documents/My Games/Freelancer/Accts/Single Player), and i don't want to oblige people to put it by themselves.
You could make that every *.fl files that are in the mod folder (with the script and custom dlls) will automaticaly go to the saved game path.
Not so hard to do, i think !
Ie : I've got three diferent mpnewcharacter.fl.
I named them :
mpnewcharacter1.fl
mpnewcharacter2.fl
mpnewcharacter3.fl
Then, i make the script to rename one, depending on user's choice.
Activation cause no problem, but deactivation does...
It seems that flmm search for a *.flmmbak file for other *.fl files that aren't used.
Maybe the problem comes from my files or else, but you sould take a look at this, don't you think ?
Also, it would be cool to make flmm able to edit files that aren't in the FL folder.
Ie : I've got a restart.fl (witch is in My Documents/My Games/Freelancer/Accts/Single Player), and i don't want to oblige people to put it by themselves.
You could make that every *.fl files that are in the mod folder (with the script and custom dlls) will automaticaly go to the saved game path.
Not so hard to do, i think !
[RIP Technopagan: I just fixed all those broken links; download away
Bekenn: Could you e-mail me your mod with that problem?
Archangel: Could you send me your mod with that problem?
I'm a little rusty: what does restart.fl do again? I'd rather not copy saved games, because then they might overwrite existing saved games...
Bekenn: Could you e-mail me your mod with that problem?
Archangel: Could you send me your mod with that problem?
I'm a little rusty: what does restart.fl do again? I'd rather not copy saved games, because then they might overwrite existing saved games...
WacktheHack: You're probably not going to like me saying this, but... you didn't need to delete all your saved games . All you need to do is find the saved game that is causing the problems (using modified-on dates or trial-and-error), and just get rid of that one.
Treehuggersrule: That's actually just a fancy way of saying that the file is corrupted and needs to be downloaded again .
Bekenn: Got it; I'll reply as soon as I find time to look at it, which unfortunately could be a while .
skarhart: Does FLMM have the correct location of your Freelancer directory? Load FLMM and go to "Options/Choose DIfferent Freelancer Directory", and make sure it's pointing to the correct location (usually "Program Files\Microsoft Games\Freelancer"
Treehuggersrule: That's actually just a fancy way of saying that the file is corrupted and needs to be downloaded again .
Bekenn: Got it; I'll reply as soon as I find time to look at it, which unfortunately could be a while .
skarhart: Does FLMM have the correct location of your Freelancer directory? Load FLMM and go to "Options/Choose DIfferent Freelancer Directory", and make sure it's pointing to the correct location (usually "Program Files\Microsoft Games\Freelancer"
Okay, I need a little xml 101 here using the option tags. In the Making a mod work with FLMM I'm trying to understand how this format of optionId:itemId,optionId:itemId works. After downloading a few mods and looking at the speed mod that came with FLMM 1.3 I've seen some data tags that use the x:y (where x and y is whatever number needed) which I assume is optionid:itemid that corresponds to the data tag you wish to actiavate. I've also seen option tags that look like x:y,x:y which I assume means that the first x:y or the second x:y can trigger this data tag. Is this also assuming that I can use x:y,x:y,x:y. . .etc so a data tag can cover any selection? does the , stand for or perhaps? What about setting a range, say from 2:1 through 2:5 ? can this be done or must I use 2:1,2:2,2:3. . . etc
What really confused me is seeing 1,2 in the example for setting the option defaults. is the 1 an option or an item id? what about the 2? and how does this allow me to activate all data tags without an options attribute where 1:1 doesn't? Oh here, I'll just quote it from the "How to" in FLMM:
I've assumed that regardless of what options default is set to, any data tag that doesn't have an option id in it will run, and I'm still totally baffled by the "1,2" combo. Can someone please clarify this in more simple terms, with maybe a few examples? I have a number of mods that all use the same file and wish to set up option tags for ease of selection. There are certain parts of the file I MUST change or any options that the player selects won't work. I haven't tried testing different combinations for the options default cause I know I wouldn't understand the results. And if I wanted one data tag to be used in 3 options, can I use an x:y,x:y,x:y format or can I only have x:y,x:y ?
___________________________________
There is no knowledge that is not power.
Edited by - Captain Tylor on 7/1/2004 4:04:00 PM
What really confused me is seeing 1,2 in the example for setting the option defaults. is the 1 an option or an item id? what about the 2? and how does this allow me to activate all data tags without an options attribute where 1:1 doesn't? Oh here, I'll just quote it from the "How to" in FLMM:
<options default="1:1"> <!-- default specifies what to use for the options attribute in <data> tags. The numbers stand for which option/item pairs, in this format: “optionId:itemId,optionId:itemId”; if you leave out “:itemId”, it is considered in all the items of that option. This particular value tells FLMM to make every <data> tag without the options attribute to only be activated if the user selects the item with id=1 under the option with id=1. If it was “1,2”, every <data> section without an options attribute would be activated no matter which item the user selects (because “1,2” is the same as saying “1,2:1,2:2,2:3” or “1:1,1:2,1:3,1:4,2:1,2:2,2:3” -->
I've assumed that regardless of what options default is set to, any data tag that doesn't have an option id in it will run, and I'm still totally baffled by the "1,2" combo. Can someone please clarify this in more simple terms, with maybe a few examples? I have a number of mods that all use the same file and wish to set up option tags for ease of selection. There are certain parts of the file I MUST change or any options that the player selects won't work. I haven't tried testing different combinations for the options default cause I know I wouldn't understand the results. And if I wanted one data tag to be used in 3 options, can I use an x:y,x:y,x:y format or can I only have x:y,x:y ?
___________________________________
There is no knowledge that is not power.
Edited by - Captain Tylor on 7/1/2004 4:04:00 PM
<options default="..."> is a global setting, and any options="..." inside a <data> section will override that default for that data section. "1,2" is the same as "1:1,1:2,1:3,2:1,2:2,2:3" etc... You can have a virtually unlimited number of optionid/itemid pairs, like "1:1,1:2,2,3,4,5,6:1,6:2,6:3,7" etc...
If you have any more questions, let me know (reply or e-mail me). Looking at other mods that use options might help you understand it better, too.
If you have any more questions, let me know (reply or e-mail me). Looking at other mods that use options might help you understand it better, too.
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