Hi folks.
I had a long mod list in AP. If I use the Plugin Manager and add the same zip archives as my chosen FL mods, they don't seem to be running in the game.
I was wondering if there's any simple change, maybe remove some "expected version" flags, that would generally work to get AP mods running in FL? Is it possible at all? I think a lot of my modlist are abandoned by the creators, so I can't wait for them.
Thanks
Can i edit an AP mod to make it work in FL?
Moderators: Scripting / Modding Moderators, Moderators for English X Forum, Moderators for the X3:FL Forums
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- Moderator (Script&Mod)
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Re: Can i edit an AP mod to make it work in FL?
It depends on the mod. Some of them way just work, others may not. It depends what and how thry change things.
Generally if its just scripts, it's more likely to be compatible
The version flags for the plugin manager are only advisory. You can still install them.
Just be aware that FL adds alot of new features so some of the mods may not be neccesary anymore
Generally if its just scripts, it's more likely to be compatible
The version flags for the plugin manager are only advisory. You can still install them.
Just be aware that FL adds alot of new features so some of the mods may not be neccesary anymore
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- Posts: 7
- Joined: Mon, 19. Dec 16, 23:43
Re: Can i edit an AP mod to make it work in FL?
Thanks! And, actually I realised that my (present company excluded of course) favourite mods *have* been updated to FL.
https://www.xuniversum.info/download/x3_fl/scripts/
So I hardly had to get my hands dirty
https://www.xuniversum.info/download/x3_fl/scripts/
So I hardly had to get my hands dirty