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Freelancer Massive Addon v 1.0 problems.

The general place to discuss MOD''ing Freelancer!

Post Sat Jun 21, 2003 1:57 am

Freelancer Massive Addon v 1.0 problems.

Whenever I try to install this mod, all I get is an error in flmm that says:

" 'C:\Program Files\Microsoft Games\Freelancer\Data\Ships\StarWars\Falcon\mfalcon.mat.flmmbak' doesn't exist"

Do I need to download additional files or what?

Post Sat Jun 21, 2003 11:15 am

i have no problems with the massive addon mod so far, but i can't find the jumpholes anywere. but about your question, i dont think you need any additional file or anything, because it works fine by me, and i haven't got any other files. i used Freelancer Mod Manager v1.1 to install it, maybe it works then. hope this helps, and if you find any jumpholes please tell me

Post Sat Jun 21, 2003 5:12 pm

I think I may have an option in FLMM turned off or something, because it keeps saying (whichever file).flmmbak does not exist, but those files are there without the .flmmbak. Anyways, any ideas?

Post Sat Jun 21, 2003 8:56 pm

I downloaded the massive MOD and installed it using that program and it worked but it crashes when I go through jump gates.

Post Sat Jun 21, 2003 9:09 pm

What about my problem? Its only this mod that does this, not any others. How can I get this to work, this is a mod I've been waiting for, something that doesn't really change the main game but adds onto it.

Post Sat Jun 21, 2003 10:39 pm

I uninstalled my game and reinstalled, the mod still won't work and brings up the same error msg. So I replaced the Data files in the Freelancer folder with ones from a backup (before the reinstall) and now all ship infocards are gone and weapon names (in the HUD in game) are gone, replaced with number 1-whatever number of guns are on the ship.

Post Sun Jun 22, 2003 1:29 am

Does your FLMM menue say "FreeLancer Massive Mod Addon 1.0" or does it say something else? If it says something other than the above, then the reason you can't find any gates or holes is because you're playing a straight Freelancer (no massive mod).

If you loaded the download into FLMM using the "massive.zip.flmm" you had better check your FLMM directory for a massive mod sub-directory of the massive mod sub-directory.

The Fangman

Post Sun Jun 22, 2003 6:10 pm

After reading ALL of the posts I hope i'm replying to the right one so i don't get spanked for not reading....
Here it goes I am have a similar problem where the MOD will not activate using FLMM this is the only MOD i have ever downloaded so there should be no conflict so if any one says do a fresh install im going to flip I have followed all your tips and nothing i tried one of the mods that came with FLMM and that worked fine also the error i get refers to EA01.ini.flmmbak which if i am not mistaken is a backup file of said file (why would it be looking for that) any who here is proof

Post Sun Jun 22, 2003 7:25 pm

make another dir in the mods directory, I named my a & b. put the data in b and leave the rest in a. In FLMM activate the a directory and then the b. It worked for me. I started with a clean install with the no story mod installed.

Post Mon Jun 23, 2003 5:51 am

Jwills500
What are you saying??? Did you make one other directory or two a and b???
Put what data in b and the rest of what in a??? Did you take Communication 101 yet?

I have a similar problem and would like to know an answer. I use the Porsche shippack and want to deactivate it and activate a shadows ship pack, but FLMM gives the same kind of error statement as the picture post above.
***********************

Get right with God; one day you are going to meet Him.

Post Mon Jun 23, 2003 7:19 am

i thought directions were to the point i followed his steps and was able to complete the activation process now im only on mission five so i really can't goto Liberty to look to make sure i can buy the added ships but ill go to cortez and look there let you know if it worked for sure

Post Mon Jun 23, 2003 3:41 pm

Please, look at the comments at LR under the TFMA Mod. There is a procedure to install mod under FLMM 1.1. Or use FLMM 1.2, it has no problems.

Also check for TFMA 1.1, it should be ready in a while.

Tygrys

Post Mon Jun 23, 2003 8:04 pm

If one was to goto the "Using Mods Help Forum" and READ XGx89's post "How to Fix Access Denied Problems" it might ease one's frustration.

A couple of hints...You have to have the latest FLMM (the beta).
...You have to d/l the updated Massive Mod.
...The Massive Mod.zip.FLMM installs correctly.

The Fangman

Edited by - fangmans on 23-06-2003 21:10:39

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