Problem with new systems
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The names for all the bases, gates, planets etc are held in DLL files if you look in the EXE folder you can see there’s quite a lot lol.
I believe most mods use a new DLL for the additional content so you should get a blank template from the downloads section along with excellent FreeLancer Developer.FreeLancer Developer allows you input the names and info cards for all your new bases, gates, planets etc, essentially ude existing info cards for templates and away you go.
CK256
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Give it the path to your freelancer.ini file and it’ll work it out all by itself.
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Sirius wrote:
And who i can open .dll with FLDev?Dear Sirius,
Not “who” (or “hwo”)…
“How”!
And two more tips…
“Wo” is “Where”, and
“Wer” is “Who”. -
The freelancer.ini of your mod?
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This issue usually happens, when you have 2 different freelancer.ini files.
The first in the orig folder, the second in your mod folder.
As far as im concerned, i have same problem, after i made my infocards, i delete the extension of the freelancer.ini –-> freelancer in my mod folder, otherwise the names of the objects will dissapear. -
Sirius wrote:
I create some new system using Freelancer Explorer and when i punt in on server, i don’t see the name of base,jump gates, systems.I want know who to add id in the original mod or another way to make the name to be visible?Sirius,
Before you make any changes, make a copy of your clean plain Freelancer folder, name it “Plain Freelancer” and keep it safe.
FL Explorer asks you for a name for a new mod folder, and saves all changes in that folder.
When you use FL Explorer to make changes, it puts the new files into the mod folder, and also puts any new names into a new DLL file and suggests for you the name mymod.dll for this DLL file.
You should be able to find that mod folder easily. It will have inside the folders DATA and EXE.
If you have FLMM then just open that mod folder and zip the contents as mymod.zip, and then when the zip is completed, rename the mymod.zip to mymod.zip.flmod.
If you now double-click mymod.zip.flmod, FLMM will open it and test it and make it ready for activation.
When you are ready, activate it. When you play all changes should appear, taking the new names from mymod.dll.
If you do not use FLMM, you need to find that new mod folder where FL Explorer saved the changes, and manually copy the DATA and EXE folders into the game’s DATA and EXE folders.
Remember when you move any files into the game folders manually in this way, you are activating the new mod but cannot de-activate it.
To restore your plain freelancer, first rename your modded Freelancer to “MyMod Freelancer” and then rename (or copy) “Plain Freelancer” folder as “Freelancer”.
Try that and let us know if it works for you?
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StarTrader wrote:
Sirius wrote:
I create some new system using Freelancer Explorer and when i punt in on server, i don’t see the name of base,jump gates, systems.I want know who to add id in the original mod or another way to make the name to be visible?Sirius,
Before you make any changes, make a copy of your clean plain Freelancer folder, name it “Plain Freelancer” and keep it safe.
FL Explorer asks you for a name for a new mod folder, and saves all changes in that folder.
When you use FL Explorer to make changes, it puts the new files into the mod folder, and also puts any new names into a new DLL file and suggests for you the name mymod.dll for this DLL file.
You should be able to find that mod folder easily. It will have inside the folders DATA and EXE.
If you have FLMM then just open that mod folder and zip the contents as mymod.zip, and then when the zip is completed, rename the mymod.zip to mymod.zip.flmod.
If you now double-click mymod.zip.flmod, FLMM will open it and test it and make it ready for activation.
When you are ready, activate it. When you play all changes should appear, taking the new names from mymod.dll.
If you do not use FLMM, you need to find that new mod folder where FL Explorer saved the changes, and manually copy the DATA and EXE folders into the game’s DATA and EXE folders.
Remember when you move any files into the game folders manually in this way, you are activating the new mod but cannot de-activate it.
To restore your plain freelancer, first rename your modded Freelancer to “MyMod Freelancer” and then rename (or copy) “Plain Freelancer” folder as “Freelancer”.
Try that and let us know if it works for you?
Thx very much, it’s work!!
And if i add new ships/weapons from another mods, how i can put it in my mod .dll?