Vesko wrote:
Honestly, if FLMM won’t work with anything you try, you don’t need it imo. .flmod files are basically just .zip files that you can unzip into your FL folder. Simple as that.FLMM was created so you could select which parts of the .zip file you want to unzip, and so you could remove the files afterwards.
Unfortunately that is not true, guys!
Many mods use FLMM scripts that generate infocards and do other things that simply unzipping the mod into the Freelancer folder will not do.
And then undoing the mod without FLMM activation is having to delete the Frelancer folder and make a new one, (which is where copying a freshly-installed Freelancer and saving it for later copying is a good idea).
FLMM does have bugs and leaves mod files behind sometimes, hopefully someone will develop a better way soon.
This is why I believe in making all your mod files independent and without use of FLMM scripts, which means making your own infocard .dll files.
But already here someone is making a totally-FLMM-dependent mod and other modders think it’s a good idea. Wrong, in my opinion.
But - who am I in any case? Nobody.
<sulks>Where’s the tearful crying smiley?</sulks>