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Changing Mods without loosing Save Game

The general place to discuss MOD''ing Freelancer!

Post Tue Feb 15, 2005 1:51 am

Changing Mods without loosing Save Game

Here's an idea to discuss:
We all know that switching from one mod to another does mostly mean we have to start a new game - and we loose what we had before (rep, credits, etc.). Sometimes we even have to start again with a new version of the same mod (e.g. TNG).
now:
Step 1: EVERY Mod does NOT change ONE single station and there ONE single ship. Players could land there, change their ship to this special one, sell all (ALL !!) equipment - and save.
Step 2: deactivate Mod X, activate Mod Y, load savegame - and start again with a lot of $$ and the standardized ship. From then on you can buy whatever equipment you want wherever it's available (ship, weaponry etc.)

Proposition: All Mods keep "Trenton Outpost" in NY-System and there a "vanilla"-Falcon is sold. This ship will be used only for "switching-purposes" so the mods are free to sell two better ships on Trenton (or 'Manhattan' or anywhere else).
Of course if a player does not sell EVERYTHING before then he takes the risk of a crash to Desktop.

Could this work ? (... for mods that are not total conversions like 'Warriors of the Sky')
What do the ModMakers (I am not ...) think about a standard save-and-switch point ?


I don't care a beep beep about my rank

Post Tue Feb 15, 2005 2:33 am

well you also have to look out for custom weapons, commodities, etc that may be in your cargo hold


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Post Tue Feb 15, 2005 2:47 am

... apparently ALL !! and EVERYTHING is not big enough ...

Post Tue Feb 15, 2005 3:36 am

sorry ok i didnt actually read it all .......

Post Thu Feb 17, 2005 11:32 pm

anybody ?

Post Fri Feb 18, 2005 8:04 pm

You would have to remove all references to solar objects in the save game file or if will crash the server. Perhaps also information regarding visited NPCs, killed ships, and factions as well.

Bottom line, all you would be left with is money and a name.

So what would be the point? You might as well start a new character.

Post Fri Feb 18, 2005 8:08 pm

Unless you are playing Open SP, some mods have Juni and company flying different ships. that could create a problem as well.

Post Mon Feb 21, 2005 12:29 am

OK, I did not think about the NavMap and other individual Info *sigh*. So nothing to do.
"Goodbye million credits" - does THIS sound familiar to anybody ?

Post Mon Feb 21, 2005 10:27 am

well you could d... nah, i wont say it.
Too complicated yawn. Im off to bed

Post Wed Feb 23, 2005 1:36 pm

well to keep your saves just land on a base that is in both mods. then make sure you have ship fro vinella fl. go to flmm and change your mod you will see that it moves you saves. go to some tab at the top and look in the saved games folder. get the saves from the folder labled the mod that you moved from copy never cut them then past them into the folder you started in.

Post Wed Feb 23, 2005 7:34 pm

Perhaps not what the thread calls for, but... How about write down your equip and money, start a new mod and (wait for it) edit a new char to have that stuff too! Ya know i amaze myself somedays lmao

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