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mods and save games

Do you want to start editing Freelancer, but have no clue where to begin? This is the place for you to find things and talk about getting started on Freelancer Modding

Post Sat Oct 09, 2004 11:41 pm

mods and save games

When you install a mod, do you have to start a new game or can you use old save games with mods??? (I havn't used a mod yet)

Post Sun Oct 10, 2004 12:23 am

When you activate a mod with FLMM, it moves all your savegames to a folder called Original Saved Games.

When you deactivate a mod, it moves all of the saves from the mod into a folder of that name. ie if you're playing the Friendly Universe mod, it would move them all into a folder called "Friendly Universe"

This is to avoid compatability issues between mods. However, you can use your original files, just copy them out of the Original folder into the actual savegame folder. Bear in mind that this may cause bugging, depending on the mod in question.

Post Sun Oct 10, 2004 12:34 am

so you would have to start a single player campaign over again???

Post Sun Oct 10, 2004 8:53 pm

Most mods are incompatible to each other (because they modify the same files in a different way). So a player could equip his ship completely differently. The player, his ship, the equipment he has on it and so on are all stored in the savegame, thats why it wont work for most mods.
FLMM should handle the savegame backuping and using, but you will have to start over SP if u change mods.

Fjord

---------------------------------
Infinity TC Mod Leading Developer
byebye Excelcia

Post Mon Oct 18, 2004 8:51 am

FLMM is a great tool but unfortunatly it doesn't allow you to use several mods at once due to diffrent mods changing diffrent things. I have found that decompressing the zip files and manually entering the info into the INI files and putting other files in the correct locations does work with saved games. Example: You have a game saved on Planet manhatten and you want to add a new ship to said planet. All you have to do is manually edit the ini's with the info in the xml file contained in the zip file (the xml file tells you what portions to put in which ini file) and disable one of the 3 ships there since the planet can only have 3 ships. Load saved game and it should show up at the ship sales person. If it doesn't then just leave the planet and redock. This forces the game to reload the files for the planet. If it doesn't show up make sure you put the correct info in the right ini files. It's always a good Idea to back up files before editing.

This doesn't work 100% of the time but it has worked 12 out of 12 times for me and it only requires limited knowledge of editing the game so you add the text into the proper parts of the ini's.

Hope this helps and edit at your own risk.

Out.

Post Wed Oct 20, 2004 12:18 am

What you can do is activate ANY mod you like, (don't copy over files because you will have to reinstall, and anything large would take you a month to do!), and then trip on over to your save games folder:

My documents/my games/freelancer/accts/single player

In there, FLMM creates folders for each mod/combination of mod - and puts their save games in there AFTER deactivation.

You can copy any saves you like and put them in this root directory (singleplayer) and try starting up. If it crashes - its incompatible!

Your single player maybe compatible with mods
If you wish to SAVE some save games files before installing a mod as well - then copy the contents of that folder into my documents (or a special mods save folder).

To use others saves files - you can copy them from thier folder in singleplayer accounts, and paste it into the root folder of singleplayer accoutns (ie - from "\singleplayer\TNG 1.7" folder into the "\singleplayer\" folder)

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