Corrupted Files
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I have been have issues with sci-fiuniverse1.1 at https://the-starport.net/freelancer/download/singlefile.php?cid=5&lid=2026 I can add the file to FLMM but when I activate it, it says it is corrupted and does nothing to launch game. Also, I have both 1.3 and 1.31 FLMM.
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I downloaded the mod and installed 1.31 - seems to install fine. I did unzip the mod directly into the mod folder using 7z though. 1.31 wasnt reponsive to opening the file. You might try that.
What exactly is 1.31 saying in the log or pop-up window?
Is freelancer installed in a folder outside of “Program files”?
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I’m using FLMM 2.0e and it gives me an error message on the battleship encounters equipment xml saying the first line of br_battleship doesn’t start with ‘[’.
When I look at the modfile the author put the nickname in thesection. I’m not sure if that works or not. I thought thesection had to have the [Ship] line first.
But, I’m running ragged lately and don’t have time to dig deeply into it.
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It says the files are corrupted or does it say the mod failed to load?
If FLMM says the mod failed to load it should give you an indication on where the problem(s) lies.
If it says the files are corrupted can you open the file using 7zip?
Perhaps you can unzip them with 7zip and rezip them with winzip or rezip them as a zip file instead of a 7z file.
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Try this, make a second copy of the file and change the extension from .7z to .flmm.
Then see if that imports.
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Look in your Users<username>\AppData\Local\Freelancer folder for a file called flspew.txt, see if it gives any clues.</username>
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Open up file explorer and select your c drive
Then go to the view tab and click on options.
Select the View tab and select Show hidden files, folders, and drives and a couple options down uncheck hide protected operating system files (recommended).that should give you full view of the contents of your drive.
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I think that’s a normal error.
Where do you see the message that the files are corrupted? Is it something that FL generates or something that FLMM generates?
Lemme try something.
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robocop wrote:
Try this, make a second copy of the file and change the extension from .7z to .flmm.Then see if that imports.
That should’ve been change it to .flmod, not .flmm.
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robocop wrote:
robocop wrote:
Try this, make a second copy of the file and change the extension from .7z to .flmm.Then see if that imports.
That should’ve been change it to .flmod, not .flmm.
I tried that as well, just to see if it would work, and same thing happened, game would still not run.
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Try downloading it from my server. I repackaged it and it installed into FLMM 2.0e just fine although I’m getting errors in the syntax in the files possibly because FLMM 2.0e handles the scripts a little differently I think.