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Getting Rebalance to work

The general place to discuss MOD''ing Freelancer!

Post Thu Jun 05, 2003 3:48 am

Getting Rebalance to work

I've been trying since it went up to get Rebalance v1.4b to work to no avail. I've had to reinstall FL 5 times since.

I have:

-made every file NOT read only
-.zipped up the files after that
-renamed it .flmod
-Redownloaded FLMM 1.1 and tried to run it there

And nothing happens at all. Before, it would screw upa ll the ID tags and names for everything in the game and change nothing. Now it just changes nothing.

Can ANYONE help me out here I'm desperate.

Post Thu Jun 05, 2003 4:26 am

I don;'t use flmm, I just unzip the files and put it in the proper folder.
on top of that you have to download porsche ship pack.

Post Thu Jun 05, 2003 4:41 am

Im also having problems...
originally it was with the "centuron.cmp" saying "access denied" then it was with a system, please help me!

Post Thu Jun 05, 2003 5:15 am

What files go where? I want to try this but I dunno what goes in what folder.

Post Thu Jun 05, 2003 7:43 am

what you is you just unzip the files using winzip in a blank folder.
now copy the new folders that you just unzip and paste it inside your freelancer directory.

remember that modding is just replacing or adding new files at the proper place.

also, make sure the files are not read only

Post Thu Jun 05, 2003 10:13 pm

Interesting, Winzip didn't make any folders. Lemme see if I have hte right option on....

edit: yea, even if I "Use Folder Names", it just slaps it all into one giant directory. I dunno which files are supposed to go where in the FL directory.

Edited by - Dillinger on 05-06-2003 23:15:42

Post Thu Jun 05, 2003 11:08 pm

GreedoUW: download FLMM v1.2 beta from the thread in this forum; it fixes all access_denied problems.

Dillinger: Try re-downloading the mod; maybe something got corrupted?

------------------------------------
Freelancer Mod Manager: newbies' dreams come true
Belief in Jesus: the only way to Heaven

Post Thu Jun 05, 2003 11:09 pm

dillinger,
they should follow the same layout as the original freelancer install so if in doubt go look in the freelancer and sub-directories for the correct layout.
DONT FORGET TO MAKE BACKUPS OF THE ORIGINAL FILES IF YOUR NOT USING FLMM!!!!!
if you dont youll never be able to remove the mod without doing a reinstall of the game (no biggie i grant you - only takes 5 minutes)
if you want to try and get it working with flmm ( not sure about that - never tried the mod) then just mimic the file structure of the original freelancer inside a folder with the mod name on it then move this to the mods directory of flmm.the exeption to this rule is the dll files (if any) these should be placed in the top folder (alongside the "data" folder and the xml script if there is one)


if your not going to use flmm its just a case of replacing the original files with the modified ones (this option will not work if theres an xml script in the mod (as i said i dont know the mod) if theres a dll this should be placed in the exe folder i think.
id recomend getting the new beta of flmm - theres a thread in the general editing forum.

hope some of this makes sense.

dr del

id just like to refute the shocking rumour that copper wire was invented by two scotsmen fighting over a penny

Post Fri Jun 06, 2003 2:23 am

Im using FLMM 1.2 and Im getting this error
"Access c:/programfiles/freelancer/data/ships/custom/centuron/centuron.cmp denied" I have no idea why it would give me this..

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