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FLMM ver 1.1

Here you can get help with applying those different MODifications for Freelancer

Post Thu May 29, 2003 3:04 pm

FLMM ver 1.1

My question is how do you get around having to start the game all over again when you deactivate a ship mod and activate a different one? I have tried deleting the autosave to no avail. I have even tried selling the modded ship and buying a new one from the game unmodded. I then tried taking off real quick with new unmodded orignal ship and relanding to overwrite the autosave to no avail. When you use FLMM to activate the mod is the game exe rewritten with the new stats and canot be undone without reloading the entire game again? Any and all help will be greatly appreciated.

Post Fri May 30, 2003 1:53 pm

I have dne it before but you need to have an un-modded ship or the game will crash. It might also depend on the mod itself too...

If I had a nickel for every time someone told me that my idea for melting down coins to make a giant robotic parrot was a bad idea, I would have one kicka$$ giant robotic parrot.

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