Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

MOD Trouble

The general place to discuss MOD''ing Freelancer!

Post Thu Feb 19, 2004 1:38 pm

MOD Trouble

I got the FLMM Mod manager program and several new mods to utilize during game play, but I'm having trouble getting most of them to work. For instance, if anyone has heard of or used the Titan mod, I can't seem to get that one to work for some reason. Also, the FireBase Ship Pack v1.0 won't work.

Also, I'm trying to take a few of the ships that come in these mods, such as the Titan and FireBase mods, and try to incorporate them into the game. However, I can't seem to find the right file that determines where the ships are bought and how much they cost. I've noticed that the 'shiparch.ini' file determines what class of ship it is, how many HP it has, and cargo space, etc. But it has no mention of where it can be bought and how much it can be bought for. I know that when a mod is activated, it must overwrite some file in the original game path in order for the player to use those ships. Someone please help me out.

Post Thu Feb 19, 2004 4:01 pm

Several Mods have a problem with the saved games folder. You may need to delete the autosave and any recently saved games and then try the mods again.

Finalday

Until that final day. /Keith Green\ (1953-1983)

Post Thu Feb 19, 2004 9:53 pm

syGullian,

FireBase Ship Pack must be loaded last. it only appends files and there is a newer version of it here in tlr. There is no reason for it to work unless you are using FLRebalance MOD. it has some issues there that i cannot comprehend. But it works given that it has no info's on it.


---------------- E·N·D O·F M·E·S·S·A·G·E ... ----------------

Return to Freelancer General Editing Forum