Problems with mod manager in Windows 7 64
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Win 7 is a bit messy for modmanager. (Or more)
But if you activate the mod, copy all the files from the activated mod to your Freelancer directory it should work fine.It looks like it overwrite all files but it doesn’t. Regarless if you disable the UAC or dismark the “read only” in modmanager.
And the safegames you can find in:
C:\Users\Yourname\Documents\My Games\Freelancer -
Are people reading what the guy said?
Mods activate fine
Deactivation may be because some mods change the same files - if they show up as orange or red when one mod is activated, it means “possible conflict” - in other words the mods edit the same files - and when you deactivate, all will be deactivated together.
The solution for your beam weapon mod is given. The issue with save games being moved is covered I think - so let us know if it is all “gravy”
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also to mention is, that still, even in modern mods there are methods used (specifically copyfile, maybe renamefile, too), that are buggy with the latest stable FLMM, so always have one clean copy of the game files somewhere, to replace if deactivations fail. likely adoxa’s coming FLMM will fix these bugs without adding others.
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Chips wrote:
Are people reading what the guy said?Yes.
Mods activate fine
Now everything seems to install just fine and run just fine as far as the game goes. The Mod Manager is a different story. It seems to install ok.
There stands “It seems to install ok”
But it doesn’t. Otherwise you can’t get a deinstall error nor other problems.
I have had that several times in the past. It looks like the mod was correct activated, but it wasn’t. Altough FLMM told it was installed fine.
The game did start up, but some things where wrong and you collaps to desktop or got other problems.
Couldn’t deactivate the mod also, because nothing than errors. Copyd all the files from the activated mod and no problems at all anymore.
Window’s 7 is a bit hars with overwriting files when you want to.I don’t say this is the problem with the TS, but it could be a tip for him to try
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Wow.
I’m impressed. I was hoping for this kind of help but I didn’t 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 don’t change color to orange. They don’t show that they are going to have any issues. so its just odd. Also the speed mod will change the afterburner speed but it doesn’t 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.I’m impressed. I was hoping for this kind of help but I didn’t 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 don’t change color to orange. They don’t show that they are going to have any issues. so its just odd. Also the speed mod will change the afterburner speed but it doesn’t 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 “built in” to negate that problem However, this may mean that if you activate a mod, your “vanilla” (that means un-modded Freelancer) save games get moved away, resulting in no save files. However, I haven’t checked to be sure - maybe Autosave remains, dunno
After that, try Wicked_Witch’s 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 isn’t 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 wasn’t saving the file the same way; and notepad wouldn’t 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 wasn’t 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.
I’m 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 I’m closing range I’m going 600. Whatever. Everything works now!
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13ronin wrote:
Patched!For some reason XMLpad wasn’t saving the file the same way; and notepad wouldn’t 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 wasn’t 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.
I’m 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 I’m closing range I’m going 600. Whatever. Everything works now!
I can’t remember for sure, but I don’t think value you see in the window for “cruise speed” 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 I’m going from very very very old memory.
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Chips wrote:
I can’t remember for sure, but I don’t think value you see in the window for “cruise speed” 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 I’m going from very very very old memory.
There’s 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.