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SHADOW SHIPS MOD CRASHING FL , WHY??

The general place to discuss MOD''ing Freelancer!

Post Fri Jun 20, 2003 1:58 am

SHADOW SHIPS MOD CRASHING FL , WHY??

TFK-Killermatrix does another fine modding job with 4 Shadow ships, but I can't get them to load through FLMM. The ships look great and I want them.

1. I went to Manhattan (where these ships are sold), sold my Sith Infiltrator and bought a game ship, did a quick mission to get an autosave without a modded ship, just to be on the safe side. I am running no incompatible mods (only the cruise speed boost to 1200 that comes with FLMM)
2. I downloaded the ships, opened them "Successfully" with FLMM, deactivated the starwars ship pack "successfully" and activated the shadow ships "successfully"
2. When I start the game and exit the opening movie the game begins to load and then crashes!
3. I tried repeatedly, and double checked everything, AND disablesd the Autosave feature (whick causes the game to crash) according to FLMM. It still crashes!
4. I reactivated the Porsche starwars ship pack and the game works fine again.
5. I deleted the shadow ship pack and redownloaded it using the "OPEN" command on download (which seems to work well with finicky mods).
No luck.
6. I noticed in the directories that ALL the shadow ship files are in one folder under the SHIPS subdirectory! This is odd. Most ships have thier own folder.
7. I also noted that all four ships are docked in Manhattan and in Pittsburgh. I read elsewhere on this forum numerous times that only three ships could be sold in one place.

IS THIS MOD ONLY FOR BABYLON 5 MOD USERS????? If so, WHY doesn't it say so!?!? Over 1500 people have downloaded this mod.

Is anyone else having this problem?? What is the solution?
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Get right with God; one day you are going to meet Him.

Post Fri Jun 20, 2003 3:35 am

sounds like your having a problem getting back to a normal no-mod game. I had to delete all of my save games cept 1 last night, becouse it kept crashing when i tried to play without the voyager mod, and i didnt even get to buy the damn thing. took me 20 min of fiddling with the game mods to get the game to load properly without any mods. then i installed the falcon mod. and everything worked. just keep toying with the save games, but make backups. =)

Post Fri Jun 20, 2003 8:41 am

I have found that as mods get more complex they leave files behind when you switch between them. This can and does cause a lot of problems.

I dont advise people detele all their saves when ever they have a problem. Instead just back them up and see if it helps. If it does, try removing them 1 and a time until you find the one with the problem.

But id only do that after trying a fresh install of FL and then installing the mod i wanted to play.

Giskard

Post Fri Jun 20, 2003 7:37 pm

Thanks for the info. But these are simple ship mods, not major re-works of the game. I was hoping that this was what FLMM was all about.

It seems to me that what we really need is a means (hack) of some sort that allows modifying a game without restricting usage or causing crashes. Perhaps this needs programed into the game. Other games have been doing this for YEARS ie Unreal, Unteal tournament, UnrealTournament 2003, Quake series.

Is there any other solution other than a reinstall and save game replacement?
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Get right with God; one day you are going to meet Him.

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