FLMM won't activate full mod - change limit?
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I recall that I might read somewhere that FLMM does support a maximum of 2000 changes, but I am not really sure about it. You might could ask Crazy/Adoxa to change it in FLMM 1.5/maybe a FLMM 1.6 version
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There indeed is a limit in FLMM, and Iād also like to know how to simply edit it, as a FLMM 1.5 (or 1.6??) version doesnāt seem to gonna be released anywhere soon.
I wouldnāt know what the limit is though. As Iām doing almost everything with XML scripts (even stuff that I prolly might just as well do by adding the modified .ini to my mod - but I prefer XML scripts for clarity) Iāll be running into the limit at one point too.
Is there a way to count these data file= tags? There are 197 .xml files in my mod sofar (and Iāve just started ) and most files have at least two and often more data file= instructions. In addition, I often use the GENERATESTRRES and GENERATEXMLRES option - do these count too?
Anyway, it would be much appreciated if a simple limit hack for FLMM 1.4b would be figured out
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Gisteron wrote:
i know that 2000 was the limit of new resources the FLMM creates by xml orders. dunno however whether the data tag amount is limited, tooā¦In a worst case scenario I think I might be able to break down my modular mod into chunks, and install these step-by-step, each time adding the generated DLL file manually. Thatāll be a helluva job thoughā¦
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Gisteron wrote:
i remember adoxa (?) said heād make an updated version of FLMM one day (or is already on it), with fixes of bugs and increasings/deletings of the limitations.Yes, but the guy is already doing so much for all of us, and I understood this is not high ranking on his todo list.
Maybe this person should take some DNA of Adoxa and make a few extra copies of him :lol:
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Adoxa should have a donate button somewhereā¦ I know I owe him.
Moonhead wrote:
Is there a way to count these data file= tags? There are 197 .xml files in my mod sofar (and Iāve just started ) and most files have at least two and often more data file= instructions. In addition, I often use the GENERATESTRRES and GENERATEXMLRES option - do these count too?Anyway, it would be much appreciated if a simple limit hack for FLMM 1.4b would be figured out
The way I figured out how many change lines there were was to rename each xml file to a txt file and then using microsoft word, search for instances of <data file=ā. I only have about a dozen scripts in my mod, it would be a real pain to have to do it with 197 files. I just used the tools on hand.<br />What I did is I took the xml file that made all the edits to make the mod work with FLAC and made that a separate mod. First because those edits would be applied last anyway, and second because that mod script alone had 1,077 changes.<br />As each of those lines are change lines, (append, sectionappend, copyfile, replace, sectionreplace, etc.) I figured that would be a down and dirty way to see how many changes there might be. My mod has 12 options right now, so there might be 20-25 choices for a single option, that would mean one change even though thereās 25 <data file=ā lines,=āā so=āā the=āā number=āā isnāt=āā entirely=āā accurate,=āā but=āā about=āā half=āā of=āā my=āā options=āā are=āā change=āā nochange=āā options.<br=āā></data>
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Du meinst, ob es etwas Neues diesbezĆ¼glich gitb?
-> Is there anything new about the 2000 changes limit?
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FLMM v2 will allow 32768 each of string and xml resources.
There was a limit of 3000 data tags, which has been completely removed.
Right-click the mod and view its statistics, that will tell you how many data tags you have. In the old version, it would also correspond to changes, but the new version allows multiple changes within one tag, so youāll need an external utility to track that. ā¦ Actually, Iāll add stats for section and file changes, too.
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adoxa wrote:
FLMM v2 erlaubt 32768 string und xml Ressourcen.Es gab in FLMM ein Limit von 3000 ādata tagsā, welches komplett entfernt wurde.
Rechtsklicke auf die Mod und uaf die Statistik, um zu sehen, wieviele data tags die MOdifikation hat.
Die neue Version erlaubt mehrere Ćnderungen mit einem data tag, du bruachst ein externes Programm, um dies zurĆ¼ckzuverfolgen.Ich werde auch Statistiken fĆ¼r āsectionā und āfileā Ćnderungen hinzufĆ¼gen.
FLMM ist soweit ich weiĆ aber ncoh in Entwicklung.
Recht laienhafte Ćbersetzung, aber nur, weil es in diesem Fall auch ausriecht -
lol
I remember learning German in high school. When we didnāt know the German word, we would use the English word and just add an āenā to the end of it.If Tom(ay)to (english) = Tom(ah)to (german),
Why isnāt Pot(ay)to also Pot(ah)to in German?I embarrassed myself in class one day with that assumption.
Oh, also never pronounce firearm āScheissgewehrā¦ā
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well, tomato = Tomate in german (tomatos = Tomaten)
the āAā sound is pronounced long in english (AY) and short in german (AH).I was guessing that if tomato = Tomate then potato MUST equal Potate of courseā¦ (seems logical to meā¦) Of course Potato = Kartoffel which was counterintuitive at the timeā¦