FLED-Ids error: Error: LoadLibrary() failed
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All of a sudden, FLED-Ids reports this error:
Error: LoadLibrary() failed
I’ve been having a lot of computer troubles the last few days, but totally unrelated to FL.
The ids_names and ids_infos show up fine in-game. So the issue must lie with FLED-Ids.
Anyone familiar with this error, and/or ideas how to solve it? I have a feeling it’s something embarrassingly simple, I just overlook…
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I’m assuming Freelancer or FLServer aren’t running in the background (be it stuck or otherwise)? It’s the main reason why LoadLibrary would fail.
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I have no clue, but after switchting up and forth in the Freelancer directory (I was wondering whether it should be pointed at EXE instead of the general FL directory) and now it works again, although it is at exactly the same directory as it was when I wrote the opening post
So, problem solved: good! But in an unsatisfying ‘trial-and-error’ kinda way.
Anyway, I have too much to do to get philosophical over this one
Thx for the feedback, FF! Maybe the issues I had, sort of affected the game in the way you mention.
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Dammit it’s not working again. This time my uneducated fix won’t work.
EDIT cut my cmplaining When I activate my mod, it works. Conclusion: my install has been corrupted. Easy fix -> clean install FL. Case solved and closed.
Q: “Why not take a break and come back in 30 sec?”
A: Because it takes only about 3 seconds to correct a typo. -
If you’re working on a mod, why not point it straight at the mod directory?
Example: gamepath=C:\Program Files\Freelancer Mod Manager\mods\name of your mod
Copy the vanilla infocards and name resources files etc over to your mods exe folder if you like to cut and paste from existing ids entries. Makes life easier.
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Timmy51m wrote:
If you’re working on a mod, why not point it straight at the mod directory?Example: gamepath=C:\Program Files\Freelancer Mod Manager\mods\name of your mod
Copy the vanilla infocards and name resources files etc over to your mods exe folder if you like to cut and paste from existing ids entries. Makes life easier.
Thx for the suggestion, but I had to look up some info in the unmodified DLLs so this wouldn’t have helped (I already already altered stuff in the DLLs in my mod project)
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Always thought load library was related to freelancer.ini and the dll files. So not sure how you use all this, but wherever you’ve got FLED working upon (as root directory) make sure you’ve got the Freelancer.ini and appropriate entries for corresponding dll’s in there and present…
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Moonhead wrote:
Timmy51m wrote:
If you’re working on a mod, why not point it straight at the mod directory?Example: gamepath=C:\Program Files\Freelancer Mod Manager\mods\name of your mod
Copy the vanilla infocards and name resources files etc over to your mods exe folder if you like to cut and paste from existing ids entries. Makes life easier.
Thx for the suggestion, but I had to look up some info in the unmodified DLLs so this wouldn’t have helped (I already already altered stuff in the DLLs in my mod project)
Read what i said again, move all of the vanilla dlls ( for infocards, nameresources etc) to your mods exe folder. They’re all in one location then, you don’t need to have your mod activated to work. Chips is right though, but you’ll still make life easier to work from your mod folder.