Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

using FLMM and multiple mods.....can I interchange my save g

This is a free discussion forum on Freelancer. This is the place to discuss Freelancer issues NOT covered by the other boards!

Aum

Post Fri Jan 20, 2006 11:15 am

using FLMM and multiple mods.....can I interchange my save g

I'm new to the whole modding thing with FL and there's a few different mods that I'd like to try out. My question mainly concerns SP btw.

Can I use a mod, progress a certain way, exit, move my save games into another folder named for that mod (just as an example), deactivate that mod, activate another mod....progress thru game, exit, move those new save games into another folder and so on?

And then when I want to go back to a certain mod, can I then just move my save games back into the Freelancer save folder and continue?

I hope this made sense and hope anyone here can help answer this question.

Thanks,

Aum

Post Fri Jan 20, 2006 12:00 pm

FLMM does that automatically for you, it creates a new folder in your save folder for whatever mod you use. It then swaps save files back and forth so that you only use the correct save files.
However if a mod has a "script.xml" file you could have problems, if the mod maker has been daft enough to add "save safe = true" to the header tag in the xml file then FLMM will not swap out your save files nor will it make a new folder for that mod. This means you will be using your vanilla "Restart.fl" for a mod that it wasn't created for, and will leave you 9 times out of 10 with corrupt save files for the mod. Unfortunatly there are one or two mods that have done this and I find myself editting their script files from time to time.

**shuffles of with a new headache**

Aum

Post Fri Jan 20, 2006 12:11 pm

Thanks for the response. I admit to being totally in the dark when it comes to modding and programming and anything in between. Is there anyway I can check the script file to see if it has this tag and then any way I could change it myself?

Or does this open up a whole new can of worms?

Post Fri Jan 20, 2006 3:24 pm

From what I know of modding, all you have to do is open script.xml in Notepad or something similar, search for "save safe" to see what it is set to, then change "save safe = true" to "save safe = false" or vice versa if you want to. It shouldn't have any affect on the workings of the mod.

script.xml can be found in C:/Freelancer Mod Manager/mods/mod name (eg advbeamweaponmod)

Post Fri Jan 20, 2006 3:37 pm

It's pretty straight forward. Install the mod into FLMM and once FLMM starts select the mod you want to check, don't activate it just select it, if the sections to the left fill up with writting ie author, description, then the mod has a script file. Press "Ctrl"+"m" to open FLMM's mod folder. Now select the mod folder you want and open it, some mods will have a lot of files in here but the one you want is the "script.xml", right click it and select "open with" and choose notepad. when it opens you'll see something like this at the top:

<script>
<header name="Tekagi's Treasure II V2.68" savesafe="true">
<scriptversion>

As you can see this one has the savesafe line, if it does just change it to "false", now it's just a case of saving it by overwritting the old one and it's done (Ctrl +S). Close notepad, the mod folder and shutdown FLMM, restart FLMM so it reads the altered script file and happy Freelancing

**shuffles of with a new headache**

Aum

Post Sat Jan 21, 2006 1:56 am

Cool, thanks for the responses Bejaymac and Sybot. I understood what you wrote and have had a look and found what I need.

Quick side question though about FLMM and using mods. I've had trouble getting a mod that I want to play running, and think what you were saying about the save safe=true tag making corrupt files between the mods and vanilla FL's save files might be the cause. I've had to uninstall/re-install a few times and test and so on.

But my question is (and this applies only to SP mods), once I've made a fresh install of FL and FLMM, is it better to start a completely new game with the mod already installed (and check/change the xml script BEFORE starting this new game)? Or is it better to start a new vanilla game, and say...finish mish 1 and save, and THEN apply the mod (with the changed xml script)? Or it makes no difference?

Anyways, thanks for the help so far and hope you can help clear up this, what is hopefully, last question of mine. And hopefully the troubles I've been having.

Aum

Post Sat Jan 21, 2006 10:59 pm

You want to start fresh with the mod activated. There are many differant mods with differant ships, effects etc and these will not 'transfer' over from one to another. So if you are wanting to just test a mod out and fly around some without going through the storyline, you might see if the mod can be combined with one of the Open SP mods that has been created. Most of the mod makers have either put instructions in thier notepad on how to do this correctly or posted it with the mod description. I do believe there are a few that are purely MP so you can't play them on the SP side.

Also when you activate a mod in the FLMM if you look at the other mods they will be differant colors, meaning there are some that can be activated along with the one you turned on , and some that will cause disasterous effects if you activate it.



Shoot first, shoot straight, win always.

Aum

Post Tue Jan 24, 2006 10:36 am

Thanks for the info folks. Appreciate all the help. Had a look at the xml scripts of all the mods that I would like to look at and I'm surprised at just how many of them have the save safe = true tag in the header. At least I know now how to fix that.

Thanks again,

Aum

Return to Freelancer Discussion