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Issue...

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

Post Sat Mar 18, 2006 6:33 am

Issue...

Now as you all might know... FLMM has some troubles with de-activating some of the large mods in the kinds of Freeworlds and TNG.

I have several times experienced that some ships are left over, maybe the factions doesn't get reinstated and sometimes the leftovers a so big that they require a reinstall.

Kinda unhandy...

Also removing the files and folders only needed by the mod would be nice too.

_________________________
"But then something happened, something wich no-one could have Ever imagined... They, arrived."

Edited by - BmB23 on 3/18/2006 6:35:50 AM

Post Sat Mar 18, 2006 6:36 am

I find (Restore Backups) better than deactivating mods, it leaves other modifications I made with base things, like thrusters intact.

Post Thu Jun 01, 2006 7:00 am

Do you still find deactivating large mods using FLMM v1.4 beta 4 to leave files behind? If so, give me steps to reproduce the problem and I'll fix it.

------------------------------------
Freelancer Mod Manager: newbies' dreams come true
Belief in Jesus: the only way to Heaven

Post Thu Jun 01, 2006 4:34 pm

@ IGx89, it also happens when you get an error message when activating a large mod, Crossfire 1.62 aborts at about 80% activation with beta 4. When you then restore backups it deletes 1000+ files but leaves every single CF 1.62 model file in your Freelancer directory.
This mod will not activate with beta 4 and I suspect that any other mod that uses "renamefile" in their script will be the same.

**shuffles of with a new headache**

Post Fri Jun 02, 2006 12:25 am

you shouldnt bother about that problem with CF... the next version will come with a new installer that does not need FLMM anymore

Post Sat Jun 03, 2006 4:27 pm

Op thats not the point, if your mod doesn't work with 1.4 then how many others also don't work, it's something that needs to be looked into as without a fix nobody will want to use 1.4 and Matt will have been wasting his time.

**shuffles of with a new headache**

Post Sun Jun 04, 2006 2:36 am

well i can tell you how many other mods beside cf will have probs.... 1

Post Wed Jun 07, 2006 3:13 pm

SWAT_OP-R8R, I found the reason for that problem: the mod is trying to rename files that haven't been copied over yet. For example, with default options, the following script methods are done:

<data file="DATA\characters\heads\pi_pirate5_head.dfm" method="renamefile" newfilename="DATA\characters\heads\_pi_pirate5_head.dfm" options="1:0">
</data>

<data file="DATA\characters\heads\trenthead.dfm" method="renamefile" newfilename="DATA\characters\heads\pi_pirate5_head.dfm" options="1:0">
</data>

The problem is that the trenthead.dfm doesn't exist yet, since it won't be copied until later (the modifications done in script files are performed before files are automatically copied over from the mod's folder). The solution to your problem would be to either explicitly copy it beforehand (add a copyfile method before the renamefile) or, in this case, get rid of both those renamefile methods and use the following instead:

<data file="DATA\characters\heads\pi_pirate5_head.dfm" method="copyfile" sourcefile="DATA\characters\heads\trenthead.dfm" options="1:0">
</data>

Does that make sense? It's not a problem with FLMM v1.4, though in an ideal world it would recognize a script error like that and warn the user.

Post Thu Jun 08, 2006 2:06 am

Hi, I'm with FLMM 1.31. I have a similar problem with activating the Crossfire 1.62 mod. It shows me a message in the log:

Error: problem activating 'Crossfire Mod 1.62 Client Edition'
Error: SHCopyFile failed ('D:\Games\Freelancer\DATA\characters\heads\pi_pirate5_head.dfm.flmmbak' to 'D:\Games\Freelancer\DATA\characters\heads\_pi_pirate5_head.dfm')

In my case there's a problem with copying files. I looked for the file 'pi_pirate5_head.dfm.flmmbak' but I didn't find it. How can I fix that?

Metal Heart

Post Thu Jun 08, 2006 6:47 am

well actually i dont really care if it checks if the file is there or not
in version 1.31 it is working perfectly and in version 1.4 of FLMM it is not working
and because i cant see a single advantage in using flmm 1.4 i will simply use 1.31 and tell all others to do the same (because it is running much better than all other versions that came later)

i dont really see a problem here and actually im working on an own installer for mods atm which will be much more compatible and gives me much more options

Post Mon Jun 12, 2006 7:20 am

Have you tried it on a fresh installation of Freelancer, with no extraneous files lying around? My guess is that it's working for you because there are some files left behind which prevent the scripting bug from triggering. If it's working with v1.31 even then, that's evidence of a bug in v1.31 that I must have fortunately fixed in v1.4. Errors should be happening if a script is written like that, as I explained in my previous post.

Post Mon Jun 12, 2006 8:04 am

I've asked for help here, not for arguements which mod manager is better.
Please, try to explain me how to fix that error:

Error: problem activating 'Crossfire Mod 1.62 Client Edition'
Error: SHCopyFile failed ('D:\Games\Freelancer\DATA\characters\heads\pi_pirate5_head.dfm.flmmbak' to 'D:\Games\Freelancer\DATA\characters\heads\_pi_pirate5_head.dfm')

Metal Heart

Post Tue Jun 13, 2006 7:20 am

well IG... if it was a bug in 1.31 then the bugged version was better than the fixed version (sry to say that but there it did work)


to use CF use FLMM 1.31 and a clean installation of FL and everything will work

Post Sun Jul 09, 2006 1:09 pm

Whoa, forgot about this one. Haven't looked at it for a while, anyways; IGx86, I don't use betas so I can't tell you. But try activating something like Freeworlds and then deactivating it. Then go poke around in the various folders of the FL dircetory and you'll find several files belonging to Freeworlds still in there. Also if you go ingame inaverdetly some things will be left from Freeworlds, such as faction names. Also some mods (again Freeworlds is also an offender) feature "Patches" and "Upgrades" or "Changes" wich is mods that you have to activate ontop of other mods wich will most certainly result in FLMM becoming confused and leave you with a broken FL.

I'm a little perfectionist, so I suggest that you add functionality that removes and reverts everything the mod does, and not just in the DATA folder, there are other folders you know. And perhaps add functionality for "Patches". A mod that can be activated ontop of another, specified mod.

EDIT: A quick reply would be appreciated.

_________________________
"But then something happened, something
wich no-one could have Ever imagined... They, arrived."

Edited by - BmB23 on 7/11/2006 10:13:56 AM

Post Sun Jul 09, 2006 2:50 pm

Just incase Metalheart comes back...

The answer is a simple reinstall and then try again.

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