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Jump Codes.

Discussion Forum for people new to Freelancer. Here you can ask any question about Freelancer without fear...

Ril

Post Sun Jun 19, 2005 1:01 pm

Jump Codes.

Hello saw Freelancer for £10 and thought id give it a go. My question is this. As id really like to not bother with the storyline and truly go 'feelance', is there any way to get the jump codes for the whole of the Sirius sector? or do u have to play the story line. Thanks

Post Sun Jun 19, 2005 1:14 pm

Get and download FLMM and install it. Open FLMM and activate the mod, then exit. Start a new game of freelancer and your ready to go. You can use the Open SP mod to by-pass the story line.

Post Sun Jun 19, 2005 9:57 pm

Yeah, if you want to do it by the book, you'll have to play the storyline.
But don't worry, you'll get the access codes to all of Liberty fairly early on..
Then you manoevre further on and go freelance for a while, until Juni needs you again, and you'll get more access codes as you play.
i'd recommend you to play the storyline, as you get to do some cool missions, and otherwise, Juni will bother you the whole time if you ignore her
But you can also use the mod of course, the choice is up to you..
I'd rather not use any mods, as there are so many faulty ones that tend to mess up your game..

Edited by - cuber3 on 6/20/2005 2:06:56 AM

Post Mon Jun 20, 2005 5:57 am

Highly recommend playing the storyline through at least once think of it as basic training, it will give you a feel for some of the ships and controls , and also familiarize you with the basic map system, if not then get the mod manager here, and then the open sp mod here

hope you have a blast

Whether you spectate or participate, Life Happens

Edited by - Amedeus on 6/20/2005 6:57:54 AM

Edited by - Amedeus on 6/20/2005 6:58:37 AM

Post Mon Jun 20, 2005 7:08 am

@cuber: sorry to be an @ss here:

I'd rather not use any mods, as there are so many faulty ones that tend to mess up your game..

The FL-ModMakers have put thousands of hours of free work into some excellent and stable mods for the sake of game-play. This community has grown that big because of all this work. And the community provides us with the outstanding tool "Freelancer ModManager". If you use this tool correctly (and follow the mod's installation readme) you can mount and unmount dozens of mods without any problem. And in case of problems with a file reinstalling is easy.
So please, cuber, be fair to the modmakers: if you have been in trouble with a specific mod, then name it. Don't attack the others

Post Mon Jun 20, 2005 12:14 pm

Sorry guys, i wasn't attacking anyone.
I haven't really used so much mods, but if you read the technical errors forum,
you see loads of errors resulted from mods.
I'm not saying they're all faulty, and i have tons of respect to mods-makers, as some mods can indeed raise your gameplay fun, and they've spent months working on them.
I was just trying to say that some (a minority) can cause some damage (which you can probably repair anyway), and that's why I'm pretty careful with installing them.
I'm pretty sure there are lots of brilliant mods out there, so loads of respect to the people who made them, and my apologies to my 'quote', i didn't mean to point any fingers in any way...

Post Mon Jun 20, 2005 12:33 pm

90% of any possible errors a modder could make are deleted when you restore backups. When in doubt, restore backups. When still in doubt, install fl sdk. oh yeah, and don't forget to RTFM!

Post Mon Jun 20, 2005 9:28 pm

Thanks, i'll remember that !

Post Tue Jun 21, 2005 1:33 am

cuber, thanks for your explanation and making it clear

Ril

Post Tue Jun 21, 2005 6:25 am

Ok thanks for all your comments. Think ill play the story line and then delve into the mods - ive downloaded the mod picker.

PS how many mods! Surely this is one of the biggest mod communities on the net?

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