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Uber Shield Mod question

The general place to discuss MOD''ing Freelancer!

Post Fri Jun 24, 2005 9:20 pm

Uber Shield Mod question

I installed the Nearly Invulnerable Shield mod and the Predator mod. I just realized that the installation of the "Uber Shield" deleted my thruster (a serious personal problem!) and now I can't buy a new one. Is there a patch for this or does the shield mod come at the expense of afterburners?
Also, the Beam Weapon and Advanced Beam weapon mods no longer work. I get errors when I try to activate them. I've reinstalled both Freelancer and FLMM to no avail. Any suggestions?
Thanks


'Planet Pittsburgh. What it lacks in charm and sophistication, it more than makes up for in cheap drinks.'

Edited by - PrivateerFan on 6/24/2005 11:44:24 PM

Post Fri Jun 24, 2005 10:53 pm

See... this is why I "depose" the things I want and just add them to the regular game via the ini files instead of using FLMOD. It may overwrite and then even re-encrypt something I wanted to keep.

I suggest you start parsing the various mods by taking out the pieces you want and putting them in the regular game files instead of installing mod after mod. That way you get what you want and nothing else.

Read some of the beginners editing stuff and get the editors you will need and then go from there... You will be a happier guy.

Post Sat Jun 25, 2005 5:30 am

@ JustSomeGuy, are you nuts or something,doing it like that all it takes is 1 mistake by you and you'll corrupt your game files, and that means installing Freelancer again.

Do what the rest of us do and create a folder in FLMM's mod folder and build your mod in that.This way you can safely acctivate your mod without worrying about F***ing up you game files.

Post Sat Jun 25, 2005 1:10 pm

No, he's not nuts - this is what I do a lot. It's how I've been doind stuff for a long time. This is how Rebalance got spinning planets (looked and saw what Chips did in the spinning planets mod, then opened up my files and edited them myself instead of doin the FLMM-activate-the-mod way. Yeah, sure, one mistake will mess your game up -- but that's how everything with computers is Most modders do everything themselves by hand, and they usually avoid creating big typoes. And when there is a crash, it usually IS because of a typo from doing it by hand It's just a necessary evil of modding really.

________
- Ro9ue
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Post Tue Jun 28, 2005 10:06 pm

Thank you Ro9ue...

Nuts indeed..!

When I started doing mods there was no mod manager or anything else. Finally along came some neat editors, mainly bini, bine lite, FLED_ids, and lots of helpful tuts from the rest of the community and I was hooked. Now there are a plethera of editors, scads of tuts, many experienced modders and yes, FLMod Manager. The problem I now have is that with over 100 extra ships, a couple of DLL's, mods to almost every system, new faction, 60 new weapons, a bunch of commodities... all made by me, I wouldn't know where to begin to put it all in a mod and use the mod manager. I just occasionally make a dvd of all the downloads, the entire Freelanacer directory, and the saved games and back up that way. If I do crash sometimes, its because of a change I just made, so I go back in and fix it right away and usually all is well. By the way... never put a colon where you mean to put a semi-colon.

Edited by - JustSomeGuy on 6/28/2005 11:06:54 PM

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