Corrupted Files
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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.
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It doesn’t launch in 1.3? Are you still getting a corrupted file message or is it just not activating?
It doesn’t show up in 2.0?
I assume you’ve unzipped the .flmod file to your desktop and then double-clicked on the file to install it into FLMM.
If FLMM starts at least you’re not getting the corrupted file error again.
At the bottom of your FLMM dashboard is the log of the mods loading. Scroll down until you see any errors. Then look at the errors to see if they’re related to the SciFi_Universe mod. If so that log should start giving you clues as to where the mod is failing. I fixed the BS_Encounters files but when I saw other files had errors also I gave up, just no time.
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The only error message I get from 1.31 is “Error: problem deactivating ‘Sci-Fi Universe 1.1’
Warning: SHMoveFile failed (‘C:\Program Files (x86)\Microsoft Games\Freelancer\DATA\SOLAR\DOCKABLE\docking_ringx2_lod.sur.flmmbak’ to ‘C:\Program Files (x86)\Microsoft Games\Freelancer\DATA\SOLAR\DOCKABLE\docking_ringx2_lod.sur’)”For 2.0 I get a box upon opening FLMM reads “There was a problem while loading one or more mods. Please read the log for more information.”:
Log reads, "Unable to load mod!
Error: Freelancer - BS Encounters Advanced Equipment.xml:7: first line of section (‘nickname = br_battleship’) doesn’t start with ‘[’.
Reading mod script…
Parsing mod script…
Found mod: C:\FL Mod Manager 2.0e\mods\SCIFI_UNIVERSEUnable to load mod!
Error: Freelancer - BS Encounters Advanced Equipment.xml:7: first line of section (‘nickname = br_battleship’) doesn’t start with ‘[’.
Reading mod script…
Parsing mod script…
Found mod: C:\FL Mod Manager 2.0e\mods\sci-fiuniverse1.1"I did unzip it on desktop and tried to load it into game from desktop with both versions, not getting any corrupted file message.
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I also just tried double clicking on Sci-Fi mod to activate it, and got this error message in log box.
Error: FLMM has determined that ‘Sci-Fi Universe 1.1’ won’t properly activate.
Error: Unable to find section ‘[Object]’(…) in ‘C:\Program Files (x86)\Microsoft Games\Freelancer\Data\Universe\Systems\intro\intro.ini’ -
Yeah, so now you’ve got the mod installed but FLMM can’t understand the way the scripting is formatted in the mod or, your game files have already been modded and things the scripts are looking for have been changed from what it expects to find.
I suppose the next step now would be to restore the original inis if they’ve been changed to see if the mod runs then. If not you’ll have to track down each error message in the mod and fix the scripting issues that are preventing activation. The scifi universe mod is pretty big, that could take a while.
You might remove all the scripts except for the script.xml file and start with that one. If it runs properly add each script in one at a time until it fails. Then fix that script and continue.
That’s how I got my start in modding years ago, just trying to figure out how others did what they did. Learned a lot that way. Got a lot of help from many people as well.