FLMM Question
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I can rename a file thusly: (taken from IGx89’s Ghost Docking Ring Mod)
<data file=“DATA\SOLAR\DOCKABLE\docking_ringx2_lod.sur” method=“renamefile” options=“1:0, 1:1” newfilename=“DATA\SOLAR\DOCKABLE\docking_ringx2_lod_.sur”></data>
where the file docking_ringx2_lod.sur is renamed to docking_ringx2_lod_.sur
But, I want the client to have the option to change a stack of cmps, txms, and other files. If I just put the folders in the mod, FLMM automatically overwrites everything whether I like it or not.
So, let’s say I have a directory in my mod (DATA\FLU_INTERFACE) and I want the client to have the choice to incorporate any changes that are in that directory by renaming that directory from FLU_INTERFACE to INTERFACE, overwriting everything in the game DATA\INTERFACE directory with everything in this directory.
Is that something FLMM can do, and what would the syntax be?
Here’s my script:<data file=“DATA\FLU_INTERFACE” method=“renamefile” options=“1:1” newfilename=“DATA\INTERFACE”></data>
When I try to activate it, FLMM copies over 82 files and then generates this error:
Error: problem activating ‘FLUAddonMod’
Error: SHCopyFile failed (‘C:\Programs\Games\Freelancer\Game\DATA|FLU_INTERFACE.flmmbak’ to ‘C:\Programs\Games\Freelancer\Game\DATA\INTERFACE’)It then offers me the opportunity to restore backups and restores 82 files.
Can someone steer me in the right direction?
Thx.
Robo
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I don’t have anything installed anymore to check with, but you want something like these-
<data file=“########” method=“copyfile” sourcefile=“" scanfile=“”false””><data file=“########” method=“newfile” sourcefile="” scanfile=“”false””>Can’t remember if it’s “copyfile” or “newfile” you need to use.</data></data>
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Newfile is when u dont replace a existing file.
Coypfiles is when u replace a existing files (for example different texture skins).
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Hope I’m not necroposting but since I started this thread and I have another question about FLMM, why not stick it here?
FLMM 1.4
I took my HUGE single script and broke it down into multiple scripts dealing either with specific files, or a specific feature. I figured it’d be easier to manage mod edits that way but I’m encountering an odd problem.
If everything is in one script the mod will activate just fine. When it’s broken down into component scripts the mod will also ‘activate’ fine, but some scripts will apply while others won’t.
I verified that all scripts were indeed *.xml with the tags at the beginning and the end and all <data_file… entries=“” are=“” correct=“” and=“” consistent=“” with=“” the=“” single=“” script.<br=“”>Has anyone seen this before and found a solution?
R</data_file…>
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I think you need to tell FLMM to activate the other scripts, but I’m truly no FLMM or modding guy, so this is only my guess
robocop wrote:
I can rename a file thusly: (taken from IGx89’s Ghost Docking Ring Mod)<data file=“DATA\SOLAR\DOCKABLE\docking_ringx2_lod.sur” method=“renamefile” options=“1:0, 1:1” newfilename=“DATA\SOLAR\DOCKABLE\docking_ringx2_lod_.sur”></data>
where the file docking_ringx2_lod.sur is renamed to docking_ringx2_lod_.sur
But, I want the client to have the option to change a stack of cmps, txms, and other files. If I just put the folders in the mod, FLMM automatically overwrites everything whether I like it or not.
So, let’s say I have a directory in my mod (DATA\FLU_INTERFACE) and I want the client to have the choice to incorporate any changes that are in that directory by renaming that directory from FLU_INTERFACE to INTERFACE, overwriting everything in the game DATA\INTERFACE directory with everything in this directory.
Is that something FLMM can do, and what would the syntax be?
Here’s my script:<data file=“DATA\FLU_INTERFACE” method=“renamefile” options=“1:1” newfilename=“DATA\INTERFACE”></data>
When I try to activate it, FLMM copies over 82 files and then generates this error:
Error: problem activating ‘FLUAddonMod’
Error: SHCopyFile failed (‘C:\Programs\Games\Freelancer\Game\DATA|FLU_INTERFACE.flmmbak’ to ‘C:\Programs\Games\Freelancer\Game\DATA\INTERFACE’)It then offers me the opportunity to restore backups and restores 82 files.
Can someone steer me in the right direction?
Thx.
Robo
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There is a 1.5 version now… that even I’ve decided to play with a bit… (& i hate FLMM…) give that a whirl, it seems to work faster & with less problems than previous FLMM releases.
Always better to just hardcode anyways… & use FLMM purely for activation (still make ye mod compliant via a script)
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Link to FLMM versions above 1.4?
Also @tai, any recommendations on how to tell FLMM to activate a script? Like I stated above, it already knows to activate multiple scripts, it’s just that it activates some but not others.
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