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Whats With Mod Conflicts????

The general place to discuss MOD''ing Freelancer!

Post Mon Apr 05, 2004 4:49 pm

Whats With Mod Conflicts????

I, for one, am sick and tired of seeing these awesome mods (like cool custom ships), downloading them, and then finding that they conflict with mods I always use and love (Speed Mod).

The F-22 and Su-35 custom ship mod. I downloaded it cuz the ships look awesome. Guess what I find out? It conflicts with the Speed Mod. THE FRICKIN SPEED MOD!! WTF?

Why can't people create mods that DON'T conflict with others? What causes the conflict anyway?

Post Mon Apr 05, 2004 4:52 pm

You obvoisly dont know the first thing about modding. Verry few mods can work when both activated. The problem is: When two mods modify the same file they cannot both be activated, and both do what they're supposed too. Ie. If you and me both want to drive the same car at the same time. It just wont work. Its that simple.



Edited by - karatekid88 on 4/5/2004 5:54:16 PM

Post Mon Apr 05, 2004 5:00 pm

You're right...I don't know anything about modding. I've beaten Freelancer's single play 3 times, and multiplayer won't work for me (game crashes suddenly).

Still, it does anger me (quite a bit) when I see an awesome mod that won't work with a mod I always use.

Post Mon Apr 05, 2004 5:23 pm

@Zero, you could always use the mod, ship, you want and modify the thrust/cruise speed yourself with in that mod. I do it with what ever mod I use. Use the Tuterals forum to help you mod some. You love it when you get into it. i sure did.

Michael "Finalday"
In Memory Of WLB

Post Mon Apr 05, 2004 6:58 pm


and multiplayer won't work for me (game crashes suddenly)
Hmm... more info? Have you tried deleting your save games?

Post Mon Apr 05, 2004 7:25 pm

Zero117, usually if you activate speed mod, regardless of what flmm tells you, it will work fine. I won't say it works 100% of the time make it the last mod you activate and it should work even if flmm paints it red.

Post Tue Apr 06, 2004 10:16 am

I go into Multiplayer and the game just quits unexpectedly. I tried this when I first installed the game, while playing the single player, and after i've completed the single player.

I don't have any mods activated when I go to multiplayer, but the game just quits. I get to the server list, and then the game goes down. Or I'll get lucky, find a server, get into it for 30 seconds, and then the game quits.

I really don't understand why its doing this. I have a cable connection, and I can get on the internet and Halo Multiplayer Online without any problems.

Post Wed Apr 07, 2004 12:18 am

Try using your own machine as the server. set up multiplayer to not allow anyone to join in. If it still crashes then, there's probably some driver conflict happening. This is the first time I've heard of this problem.

-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
The Next Thing I Say To You Will Be True
The Last Thing I Said Was False

Post Wed Apr 07, 2004 2:02 am

Did you pick up the freelancer patch 1.1v I had something similar problems wise until I installed that....

Post Wed Apr 07, 2004 8:20 am

I would recommend a reinstall again. Sometimes things are perfect, and mine plays up. A good old delete/reinstall fixes it up quickish though

Post Wed Apr 07, 2004 11:31 pm

There was mine idea to make a ship library to allow any ship to work with most other mods. Since there was no interest in it I have suspended that project. See the Mod announcement forum for this. Also the Pinball mod is make to work with most others.




Tygrys

Post Fri Apr 09, 2004 9:20 pm

If you know how to read the code you could just use Word (or something like it) to compare the original to the edited version, or if the mod is in a script just look in the script. I've found that lots of mod makers put in their speed preferences in the script, so all you have to do is remove that section and it should work.

(This site is best viewed with your eyes open)

Post Sat Apr 10, 2004 4:13 am

As has been said the ini files will over write each other when activating mods that use the same ini file...The way around that is if the mod is scripted so that it adds to the file...Chips knows that but forgot to mention that in his post.

Also as already said activate the speed mod after the mod you want to use.
Who cares if it overwrites a file we want speed...

Did I ever tell you about the time I was following this gorgeous female pilot and she took off so fast the sparks set my pants on fire....

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