Problems with mod manager in Windows 7 64
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Wow.
Iām impressed. I was hoping for this kind of help but I didnāt honestly expect it. I should have some free time this afternoon to try it all again. I plan on having this open at the same time.
As for a few posts and replying to them:
The mods in mod manager donāt change color to orange. They donāt show that they are going to have any issues. so its just odd. Also the speed mod will change the afterburner speed but it doesnāt change the cruise speed like it suppose to. Odd. As for restoring backups; it actually is restoring save games. Like I said when activating the mod it gets rid of all saved games and then when I restore backups it puts the saved games back in place. Its definitely strange.
So the beam weapon problem is solved. Thanks!
What do I do about the speed mod?
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13ronin wrote:
Wow.Iām impressed. I was hoping for this kind of help but I didnāt honestly expect it. I should have some free time this afternoon to try it all again. I plan on having this open at the same time.
As for a few posts and replying to them:
The mods in mod manager donāt change color to orange. They donāt show that they are going to have any issues. so its just odd. Also the speed mod will change the afterburner speed but it doesnāt change the cruise speed like it suppose to. Odd. As for restoring backups; it actually is restoring save games. Like I said when activating the mod it gets rid of all saved games and then when I restore backups it puts the saved games back in place. Its definitely strange.
So the beam weapon problem is solved. Thanks!
What do I do about the speed mod?
Misunderstanding and I explain poorly
When you activate a mod, the mod manager (if savesafe or move saves games is enabled) will automatically move save game files for you. If you went to the save games directory, you may find sub-directories named after said mods, and inside them, various save games as appropriate. Those are saves created whilst that mod was activated. If you activate the mod, it will put that save game file into the root directory for save games (I may not be 100% accurate here, this is from memory - but basically what FLMM does regarding save games).
FLMM moves various save games, and then puts them back afterwards. It is because save games from one mod may not work with another (cause a crash). It was one of the most common issues people had with mods - crash on startup. It was nearly always due to the save games issue So FLMM has it ābuilt inā to negate that problem However, this may mean that if you activate a mod, your āvanillaā (that means un-modded Freelancer) save games get moved away, resulting in no save files. However, I havenāt checked to be sure - maybe Autosave remains, dunno
After that, try Wicked_Witchās ideas. I read and understood what you wrote in a different way to what he (and others) read and understood - hence my confusion over what they were saying
If FLMM gives any errors (including the space at the bottom of FLMM it has a sort of output text) say what they are
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Spoke too soon. The beam weapon problem isnāt solved. I downloaded an XML editor and changed the mod as stated but it still comes up as class 10. I deactivated the mod successfully (for a change) before changing the file then reactivated it after I changed the file.
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Patched!
For some reason XMLpad wasnāt saving the file the same way; and notepad wouldnāt let me save any changes to the beam weapon mod. It said access denied. Later after messing around with it I realized that for whatever reason it wasnāt recognizing me as administrator. So I moved the script onto the desktop; edited it there with notepad, and moved it back into the mod folder.
Iām currently running around with 5 advanced beam weapons on a defender fighter. lol. It keeps me laughing. I just look at something and its gone.
As for the other crap; for some reason the mod manager seems to (mostly) be behaving itself. The speed mod is still off; I doubled the cruise speed to 600 but the gauge is still readin 300 even though I can tell by how quickly Iām closing range Iām going 600. Whatever. Everything works now!
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13ronin wrote:
Patched!For some reason XMLpad wasnāt saving the file the same way; and notepad wouldnāt let me save any changes to the beam weapon mod. It said access denied. Later after messing around with it I realized that for whatever reason it wasnāt recognizing me as administrator. So I moved the script onto the desktop; edited it there with notepad, and moved it back into the mod folder.
Iām currently running around with 5 advanced beam weapons on a defender fighter. lol. It keeps me laughing. I just look at something and its gone.
As for the other crap; for some reason the mod manager seems to (mostly) be behaving itself. The speed mod is still off; I doubled the cruise speed to 600 but the gauge is still readin 300 even though I can tell by how quickly Iām closing range Iām going 600. Whatever. Everything works now!
I canāt remember for sure, but I donāt think value you see in the window for ācruise speedā is actually anything to do with cruise speed. In other words, it is just 300 being displayed irrespective of whatever the cruise speed is really.
But Iām going from very very very old memory.
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Chips wrote:
I canāt remember for sure, but I donāt think value you see in the window for ācruise speedā is actually anything to do with cruise speed. In other words, it is just 300 being displayed irrespective of whatever the cruise speed is really.But Iām going from very very very old memory.
Thereās a hack for that!
freelancer.exe 0D5936 0F85->90E9 = remove cruise speed display limit of 300 -
Adoxa is our very own Steve Jobs
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Always up to no good me Not much use for anything else lol.