Need help with FLMM script
-
Huhu,
I just began to mod but I am sticky with the FLMM script
Error messages:Unable to load mod! Parsing error on line 2: unable to find '=' (in 'C:\Freelancer Mod Manager\mods\Freelancer Reborn\script.xml') Parsing mod script... Found mod: C:\Freelancer Mod Manager\mods\Freelancer Reborn
With 1.4 Beta I was able to see the mod but when I was trying to activate it:
Error: FLMM has determined that 'Freelancer Reborn' won't properly activate. Error: Unable to find dest '[Effect]'(...) (#1) in 'C:\Programme\Microsoft Games\Freelancer\DATA\FX\effects.ini'
Error: FLMM has determined that ‘Freelancer Reborn’ won’t properly activate.
Error: Unable to find dest ‘effect_type = EFT_WEAPON_PROJ\nvis_generic = pi_pulse_02_proj’ in ‘C:\Programme\Microsoft Games\Freelancer\data\fx\effects.ini’I also got an error message that told me that there is something in line 38, a tag w/o <data>tag. The start is always difficult >.<</data>
-
I d check, if
- there are spaces or forced CR/LF not exactly the same as <dest>…</dest>
- any other script touches the “\data\fx\effects.ini” before that script
- an other script executed before is buggy (missing vrackets etc.)
And you could try 2 run that script alone.
-
umm… “nvis_generic”…??? << this may be your problem here m8
if FLMM is looking for a line that says “nvis_generic” … its only going to find “vis_generic” in FL (vannila) & thus you’ll crash
if i were u id look over my script for that nasty little line and change it to “vis_generic”
then try agian…
or just hardcode it? ;D
-
This confuses me as well. Because I used 2 lines in FLMM,
<data file=“data\fx\effects.ini” method=“sectionreplace” options=“1:1”>[Effect]
nickname = pi_pulse_02_proj<dest>effect_type = EFT_WEAPON_PROJ
vis_generic = pi_pulse_02_proj</dest>
<source>
effect_type = EFT_WEAPON_PROJ
vis_effect = pi_pulse_02_proj
vis_generic = pi_pulse_02_proj</data>There isn’t a \n in it.
@F!R: Thank you for your tips, will look at it later again.
(Though, only the first option could cause this problem) -
The “/n” is xml code for a line break.
Depending on you editor, there might be one, you don’t see.If you wan’t to know: run the script alone.
If you want to get it done fast: hardcode it, as suggested by Xarian.
-
Ok, I managed it with Trent’s help (ty mate)
My mistake (I give a part of the fault of the writer of FLMM script help 8)):
<header name=“Freelancer Reborn” savesafe=“”true”” exclusive=“”false””></header>
These aren’t the usually quotationmarks used in FLMM script. It is hard to see here, copy them into notepad and compare them with them in front or after the header name.
The reason why the mistake occured was that in the FLMM script help HTML file are those wrong quotationmarks. I copied them, without able to knowing that those are wrong ones.
But I am thankful to have such a helpful comm out here.
-
So any one here who want to get through my mod with me? ^^
€: Wrong topic - need help, every time the mod gets deactivated important files get deleted (such as sarma.txm, freelancer.ini) or some files do still exist like some of the custom HUDs (navmap background) - So…?