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There are currently 46 users playing Freelancer on 44 servers.
September. 22, 2020

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Help needed with Freelancer Explorer
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I'm trying to add patrol paths to my mod. I've done this with pretty good success in the past using FLE although I've always had to go back and make sure the entries and references were correct.

The problem I'm having now is that while I can do everything else I've tried with FLE, I can't seem to be able to create patrol paths. The program crashes every time I try to end the path creation.

At first I thought the problem was with the program but I'm finding now that if I edit the vanilla game I can create paths just fine.

Here's how I've been doing it. I activate the mod and then start up FLE. When asked if I wish to continue editing an existing mod I select 'no' which takes me right into the systems map. I then select the system and go to work.

So, when my mod is activated I can't create patrol paths. When my mod is not activated I can. Doesn't do me a whole lot of good though when the system I need to add doesn't exist without the mod being activated.

I've tried manually adding in the system rather than letting FLMM activate the mod but that doesn't work either.

Has anyone else experienced this and found a solution? I've tried all that I can think of and no joy.

Unless someone can point me to a point-and-click program to draw these paths I'm limited to this program. I've looked at FLDev but there does not seem to be a method to draw patrol paths using that program.

Thanks for any help you can provide.

Posted on: 2015/3/25 3:14
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Re: Help needed with Freelancer Explorer
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I had a similar error modding the vanilla Tohoku system. Came down to the arch radiation zone wasnt being recognised by fle. Maybe you have an ini error or something similar. After that experience I made a duplicate of the system to be modded and only included items I wanted to link with patrol paths, I then cut and pasted the fle patrol paths back into the mod file (after a lot of text editing). Personally I wouldnt let fle anywhere near my active mod files these days.

Posted on: 2015/3/25 9:55
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Re: Help needed with Freelancer Explorer
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I tried even that. I deleted all zones and objects except for the landmarks I needed in order to place the paths properly. I'll try again.


Posted on: 2015/3/25 12:41
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Re: Help needed with Freelancer Explorer
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I may have found the solution to the problem. I started deleting things from the system file until I could create patrol paths. For the two other admins who might still be using FLAC, I had a beam_target entry in the universe.ini file that might not have been in the system file. Deleting both entries allowed patrol paths to be created.

Closed.

Posted on: 2015/3/25 18:29
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Re: Help needed with Freelancer Explorer
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Why are you activating the mod then using FLE? You just need to show it the path to the mod folder and it works fine. Save your work, THEN activate the mod.

Posted on: 2015/3/26 6:05
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Re: Help needed with Freelancer Explorer
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I don't...
I activate the mod using FLMM. Then I edit it using FLE. Then I go in and manually fix all the problems that FLE introduces and save the work creating a new version of the mod and progress from there.

Posted on: 2015/3/26 10:10
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Re: Help needed with Freelancer Explorer
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You shouldn't be activating the mod until after you use FLE. No wonder it's going Pete Tong. When you activate FLE, the first question it asks you is 'Do you want to continue editing an existing mod?'. This means a mod that isn't already activated. Only after you've finished using FLE should you activate the mod.

Posted on: 2015/3/26 19:18
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Re: Help needed with Freelancer Explorer
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Been building systems this way for 10 years... It works for me. This little problem just turned out to be an oversight on my part.

Thanks for your help though.

Posted on: 2015/3/28 1:30
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Re: Help needed with Freelancer Explorer
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Just tp clarify what happens when you use FLE. It changes the mod files after you save your work, meaning the files in your mod folder after editing. This means if you already have your mod activated in FLMM, you will create errors. good chance none of your edits will be saved. If you use FLE on an unactivated mod, the files get altered as per your edit, and when activating the mod via FLMM, the changes then get put into the main game folder of FL. It really is as simple as that. If you've been doing like you suggest for 10 years, doesn't mean it's right. You're just making a load of extra work for yourself, but good luck with your editing.

Posted on: 2015/3/28 7:46
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Re: Help needed with Freelancer Explorer
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Yes, I understand that. After making edits and changes using FLE I always create a new mod using the newly edited files. The mod is done with scripting and the only *.ini files in it are new or added files.

It's always worked where I edit the existing game files (modded or not) and then save those changes to a new mod. I do not allow FLE to change the mod files at all. When I'm done with the edits I deactivate the old mod, activate the new and continue on.

To be clear, I use FLE only for placement of objects and creation of zones. Everything else is done manually. Even asteroid fields and mbases.

Posted on: 2015/3/28 11:06
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