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New "Freelancer Rebalance Mod" by Michael D.

Here you can find news, get help and comment about the ?FL Rebalance Mod? for Freelancer

Post Sat May 10, 2003 8:34 am

There is a B-Wing downloadable now, and I am still eager to pilot a Millenium Falcon. DO you think there would be Star Trek ships? I would be crazy and kinda cool to see both of them in the same Universe. Heheh!

Post Sat May 10, 2003 9:06 am

Is there a game server with this mod in it? How do I scan for servers with mods installed like this one?

Post Sat May 10, 2003 9:29 am

Ummm I have been experiencing alot of crashes.. I use FLMM . was wondering if it is because i have the xwing/awing pack installed in the freelancer directory and dont use flmm to handle that pack.

i crashed trying to take off from planet gammu in a stock rhino found the jump hole in new york to it.

Post Sat May 10, 2003 10:08 am

Wow, my first crash :p

Was playing the SP campaign in 0.6b2 yesterday until I reached Cali. minor (prev. post) and noticed the missing A-Wing (I didn't copy the Slave pack files). Noticed a new ver 0.6b3 so I dl'd it, used FLMM to uninstall 0.6b2, and manually deleted my SP saves. Dl'd the Slave1/AWing pack, then copied the Slave1 and AWing folders to Freelancer's \data\ships\ (no I didn't activate it in FLMM, it says it conflicts with this mod anyway). Installed 06b3 and launched no problems. Started the SP campaign. Looks okay so far right?

Completed the second mission (Pittsburgh, destroy rogue base). Returned and docked at Pittsburgh after King and Juni said their lines. Launched into space... and Freelancer minimise-crashed. I noticed I had tractored 2 deep scanners and had equipped one while selling the other and my original scanner. I thought maybe the light fighter you start with can't handle a deep scanner, so I reloaded, sold one, kept the other while still equipping my original scanner. Launch from Pittsburgh, again minimise-crash. Reload, sold both deep scanners, launch... and still crashing.

Any ideas? Launched from Pittsburgh successfully (mission with King), so I don't have any clue what's wrong here. I'll try to dock somewhere else instead of Pittsburgh after destroying the rogue base. Brb...

Edit: Nope, it's not just Pittsburgh. Landed on Fort Bush, launching cause the same minimise-crash. Any suggestions?

" In Defeat, Malice; In Victory, Revenge[! "

Edited by - Titanite on 10-05-2003 11:31:39

Post Sat May 10, 2003 11:29 am

I installed (copy and paste) and Awing & Slave01 into the Rebalance mod (Build2). I did not install it into the FL either, only into the Rebalance mod, so when I activate the mod, I get the cool ships, so far, no problems for me.

Post Sat May 10, 2003 2:20 pm

Titanite, and others after mission 01b: don't land on pittsburg on anywhere else, go directly to manhattan, sell the 2 deep space scanners or 1 deep space and 1 normal scanner and u'll advance to lvl 3. then talk to juni+king in the bar and after the cutscene with Lonnigan launch onto mission 2. that's to avoid the crashes in liberty, after mission 2 the gates will be unlocked and hopefully there'l be no crashes.
the millenium falcon is not such a good model, not well textured, and support for the bwing with a 8/1 wepon config will be in next version.

Post Sat May 10, 2003 2:20 pm

Titanite, and others after mission 01b: don't land on pittsburg on anywhere else, go directly to manhattan, sell the 2 deep space scanners or 1 deep space and 1 normal scanner and u'll advance to lvl 3. then talk to juni+king in the bar and after the cutscene with Lonnigan launch onto mission 2. that's to avoid the crashes in liberty, after mission 2 the gates will be unlocked and hopefully there'l be no crashes.
the millenium falcon is not such a good model, not well textured, and support for the bwing with a 8/1 wepon config will be in next version.

Post Sat May 10, 2003 2:57 pm

Ah, so it's not just me screwing up? Will do that. Wonder if we can figure out WHY it's malfunctioning like that. Mysteries are to be cracked Btw thanks for the real fast reply lol. Cheering you guys all the way.

Post Sat May 10, 2003 3:17 pm

MD, whenever I tried to place a 'best path' between 2 different systems, I get a crash back to the desktop. In-system 'best paths' are OK though.

This is using a savegame. I just beaten the campaign using your Mod and I'm not in a hurry to start a new one. (One thing: I buy the EngineMKIV for a truckload of credits, then when I buy a new ship and I can't transfer engines?! That MKIV isn't cheap! But if engines are hard-coded, you can't do anything about it too.)

And will you be releasing a separate copy of your v06b3? No offense to Grrsk; others make like the short trips to the Outerworlds but I prefer that they remain unchanged.

Edited by - sparepart on 10-05-2003 16:19:34

Post Sat May 10, 2003 6:12 pm

well, i think Grrsk modified best legal and ilegal path files to match the new jumphole system, and this may give this crashes/errors. i'll have to look deeper into that, probably the crashes before mission 1 have the same reason.
I'll probably release a 06c version with only my modifications, bwing included, to see if the crashes still appear...they should not.

Post Sat May 10, 2003 7:19 pm

I am having this problem, I am at Freeport 9, and I have the Slave01 and A-Wing models. I noticed that the Slave01 and the Eagle have these gun/turret settings, 8/2 and 8/1. I have enough Class10 guns to fix them all, but I encounter this problem, the first two guns are mounted but not visible to me (when purchaseing the ship), when I click on it, the game hangs.

Can someone help me? Oh yeah, there are two engines for the Slave01/FireSpray? How come? Is that a glitch or what?

Edited by - GameShark03 on 10-05-2003 20:24:51

Found a way pass it, the transfer the funny icon (missing gun) and it is all ok. But I could not bypass the engine part. Where do you get The Order items? Can someone tell me specific locations? Kinda big Universe, you know

Edited by - GameShark03 on 10-05-2003 20:39:05

Post Sat May 10, 2003 8:17 pm

no the two engines are included in the orginal package and i left them that way...please don't remove any of those as u'll get a crapy speed(102 i think) and never be able to mount them both back(only one).

GUX

Post Sat May 10, 2003 9:36 pm

I'm havng big problems with Build 3. downloaded the ZIP file and saw your message about renaming it. that doesn't work cause the FLMOD is inside the zip. renaming the zip makes a nested FLMOD file that ends up just making a directory in FLMM with only the readme file and the flmod file sitting in it. if you try to activate it then it takes less than a second to claim to be active and it doesn't actually do anything. so I unziped the download file and double clicked the actual FLMOD file inside and it appeared install fine. here is the big problem. now when I try to run Freelancer it attempts to bypass the startup cut schenes (microsoft's, digital anvils, storyline) and go straight to the FREELANCER page, then it kicks right out to the desktop and never gets to the load / multiplayer screen. If I deactive the MOD in FLMM then I'm able to go right back into the game like normal. Course then I can't play this mod. I have never had any problems like this with the other versions.

Post Sat May 10, 2003 9:51 pm

sorry about that instal direction, didn't know the flmod file was inside the zip...
gux, your probelm seems to be that u have save files from normal version and they're not compatible with the mod...erase all savegames from the save directory(my documents\my games\freelancer\singleplayer) and then start freelancer.

Post Sat May 10, 2003 9:53 pm

gux delete autosave using flmm should fix that problem.
as for me im reverting back to the prior build.. i have way too many crashes to desktop in the grrsk/rebalance version

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