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Making it Mod Manager accessable
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
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I'm kind of a newb at mod making and was wondering what you had to do to make a mod able to load and unload in FLMM. I used the search bar to find any other topics on this but couldn't, so if there is, sorry for spamming.
You need to open up FLMM and create a folder for ur mod underneath the mods folder. Then inside ur folder create a Data folder just like in normal Freelancer. Inside there u make folders like the ones containing the .ini files u want to change. Copy the .ini files u are changing into the appropriate folder under ur mod and edit away. Once ur done you can go activate ur mod using FLMM.
Gixxer, if you actually read the thread stickied at the top saying 'Beginner, first port of call then' - you could have found this out with pictures etc all there for you.
Heck - its even got a BRIGHT RED icon, so that people cannot miss it.
Guess I was wasting my time making it all accessable for you then huh?
Edited by - Chips on 11/24/2004 11:49:51 PM
Heck - its even got a BRIGHT RED icon, so that people cannot miss it.
Guess I was wasting my time making it all accessable for you then huh?
Edited by - Chips on 11/24/2004 11:49:51 PM
9 posts
• Page 1 of 1
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