"sigh"
Stop telling people how to do things the hard way, you don't have to go into a DLL and write up every name by hand with FL-Ids, I've never done it that way and won't start telling people to do it that way. The only way your going to use FL-IDS for a system is if you don't have FLE or if your computer is so crappy that you can't run FLE. The program pretty much names everything for you. All you need to supply is the work. I have only used FL-IDs for making names for ships and weapons.
@purekarnage
K, I am sure you have made your own folder that will sit in FLMM where all your data will go into. Should look like "/Freelancer Mod Manager/mods/mymod/DATA"
Anyway, when you make a system and apply changes, the dll. should pop outside the DATA folder. ok?
Now FL will should still show the names with the dll. outside the DATA folder, but for some funny reason it stopped working for me so I just did this.
Make a new folder called EXE ( right next to the DATA folder), then move the dll. into the EXE folder.
Now if you look into the Freelancer folder. (From the game not your mod) You'll find a folder also named EXE. look in there and find a file called Freelancer.ini. Copy it and paste it into your EXE folder and open it up with notepad or something and find the lines I list below. It's not a huge file.
( Don't copy the one that FLMM makes, that one will not work. the one you are looking for should look like the notepad with the gear by it.)
[Resources
DLL = InfoCards.dll ; Contains all infocard text resources
DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text
DLL = NameResources.dll ; Contains names of things, primarily.
DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources)
DLL = OfferBribeResources.dll ; Contains random mission offers and bribes
DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text
DLL = my_mod2.dll ; <---- This is where you are going to put the name of your DLL. just write DLL = yourdll.dll ;
Save the file and then your done! If FLE made the DLL. right, the the names should show up. Otherwise, 'IF' FLE didn't make the dll. right, you just go back into FLE, open up props. and rename everything and then save it, and then do what I said again.
Now the way your going to update your dll. with new systems that you might make in the future is that FLE will just make a new updated dll. outside the EXE file, your pretty much going to move that dll. into the EXE file and over write the old one. So it won't be such a hard thing to update it. If you follow everything I said it should be working.
This is what I do for my mod and it works. So no saying that it doesn't
QuEsTiOn AsKeR
Last Hope MOD
Edited by - Question Asker2044 on 7/29/2006 6:24:51 PM
Edited by - Question Asker2044 on 7/29/2006 6:25:51 PM