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Mods crash ??? The Mod Manager and Using Mods help Topic

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

Post Fri Jun 09, 2006 8:46 pm

Ok before I do a complete uninstall, delete all FL folders and reinstall I wanted to ask if anyone has tried the Freelancer continues v1.0 mod. If so did it work for you and did you have any problems?
Plz respond asap.
Also is there a way to get the north quadrant mod to work on the sp version?
It works up till mission four when you fight the battle after leaving mactan base.
All the jump holes and gates say "docking not alowed". Just currious.

Edited by - Zion1 on 6/9/2006 10:12:42 PM

Post Thu Aug 03, 2006 10:56 am

Is there a limit to the size of a system?
I'm thinking of attempting an all encompassing 3D universe mod without separate system areas. Something in the neighborhood of 5,000 to 10,000 Kilometers cubed that would contain roughly 150 to 200 star systems and a variety of planets, bases, nebulas, debris and asteroid fields, a few jump gates and a large system of trade lanes. All factions will be included along with encounters and missions.
Is this technically possible?




"Only two things are infinite: The universe and man's stupidity...and I'm not sure about the former." - Albert Einstein

Post Fri Aug 04, 2006 8:33 am

Yes it's possible but there are limitations, there's a maximum of 255 items in one system. There's also a limit to the number of jumpgates/jumpholes that you can have. If you keep it for SP then you won't have any real problems, MP is a non starter as there's a kill box in the source code that stops people wandering to far out (about 1000k) as the LAG would be a killer for the server.

**shuffles of with a new headache**

Post Sun Aug 13, 2006 9:04 am

hi,there's a slight problem,when i try to start mod manager the manager wont pop up, is there any help?

Post Mon Feb 12, 2007 7:58 am

Hi folks. I´m not a newbe but the last time I played Freelancer was two years ago. Everytime the FLMM worked fine but now I can´t activate big mods like Tie Universe or the Federation shippack. I made everything that was told in the FAQ and the tipps you told here but it didnt work. There are files FLMM can´t find but I found no errors. The Error Line in FLMM for the Federation Shippack for example:

Error: FLMM has determined that 'Federation ship pack V2.3' won't properly activate.
Error: Unable to find section '[Trigger'(...) in 'C:\Programme\Microsoft Games\Freelancer\data\missions\M13\M13.ini'

So where is the problem? I used the patch and the SDK. Also the Quick fix after a reinstall but it didn´t work...

Post Tue Apr 24, 2007 5:47 am

Okay, here is an odd problem and I'm not quite sure how to fix this one.

It's about a CDT when setting attempting to set a path to another system.
What could be causing this to happen?

Now, I've gone back through it all and generated new path files and for the moment I'm only getting a "no best path" message in the Nav Map HUD.
Got any ideas?

Post Tue Apr 24, 2007 6:07 am

Try using FLScan version 1.3

FLScan is a program that will scan your Freelancer files looking for errors, saving you time and headaches. You can direct the program to scan certain areas of your project or to simply scan the whole lot. An error report will be created which details the problems, common causes and possible ways to fix the problem.

FLScan also has a nice featrue called the PathBuilder.
The PathBuilder is a new feature introduced in version 1.3 that can generate pathfinding information for a mod automatically. As well as saving you time this should help eliminate errors caused by incorrect pathfinding files, such as AI and navmap errors that can be serious enough to crash the game. In order to do this FLScan will inspect your universe files and attempt to plot paths around the universe, travelling as a player or NPC might do.

The PathBuilder should be able to help you with the problem you're having.

Post Thu Apr 26, 2007 11:06 am

I apologize for not being a little more specific in my description.
Actaully, I did use the FLScan 1.3 to generate the path files after the first set of full crashes. For the moment, it just seems I have a "no best path" situation.



Also, I'm trying to get all the jumpholes and gates to open up without having to use the OSP lite mod (Chips, Argh, Xerx) .
Two particular paths are the jumps from the layer to the core (and out) and Dyson though the airlock to the Sphere (and back out) I've noticed the lack of a visible "gate" or worm hole from the Dyson Sphere back out to Dyson..(simply because that's where the story line ends anyway.
I've noticed in the m13.ini where these are referenced as "dock_request" where the action is automatic but am unable to perform the "dock" manuver manually (as though using a jump gate or wormhole) .
Since they seem to be not referenced in particular, I thought I'd give adding them a try to the .ini file.
Well, I tried to enter the specific lines and "Act_Player_dock_request" to enable them (by basically copying the information right out of the game m13.ini file into the OSP Lite m13 files, but alas..when attempting to go through the locked segments..they remain locked.

A radical thought just occured to me but I think perhaps a little too radical.
Since the story line ends basically in the Dyson Spere (never mind the trigger to send you back to liberty) ..
Would it be possible to station the Osiris within the Sphere (easy part)
Then, when a player docks with the Osiris is when a trigger (jump effect) takes place sending you back to the New York System to undock from the Osiris (again) . (Sort of like using the Osiris as a one way jump gate)

I think I'd have to set up an Osiris Model as a specific type of "jump gate" where the jump would take place once inside the hanger bay. BUT, you simply auto "undock" from the Osiris in NY.
To add a little pizazz to this, the Osiris would then dissappear (you know how) shortly after you undocked and headed to Manhattan.
Well..anyway...I got the basic effect I was looking for without the fx by changing the LOD to a range where the ship would show up only when you got in range of it.

Edited by - Rankor on 4/27/2007 5:14:26 AM

Post Sun Sep 16, 2007 6:38 pm

well, "no best path" is better than a ctd ... really.

Post Fri Nov 09, 2007 8:41 am

this mod crashes at startup http://www.lancersreactor.com/t/downloa ... asp?id=847
it wont let me use it in the game.

Post Fri Nov 09, 2007 9:08 am

I can say that Aug's Ship Pack - version 1 does work as you can see from the screenshots because I posted those pictures.

I can only think that the reason that it's not working is because the Mod is conflicting with saved games.

If you are going to use Mod's the best way to make sure they work is to delete your Freelancer folder and then reinstall Freelancer and delete any saved games and start a new game after you activate a Mod.

If you're not sure where your Freelancer folder is it's in
C:\Program Files\Microsoft Games\Freelancer

And Freelancer saves games in
My Documents\My Games\Freelancer
both Singleplayer and Multiplayer

If you play Multiplayer online, the server saves your game.

Post Fri Nov 09, 2007 1:36 pm

that mod i was talkin about, i tried loading it on freelancer mod manager and it cept having an error saying there was a problem while inspecting one or more mods in the \mods folder. please read the log for more information. why is it doing that?

Post Fri Nov 09, 2007 10:57 pm

In FLMM at the bottom part below where it says "Activate Mod" and "Close", you will see a window panel with the label "Log:"

Read the text below that, carefully.

It will tell you which mod it is having problems with, and maybe what the problem is too.

If FLMM is having problems with this mod it is possible that your download is bad, try deleting yours and download it again.

Roleplay: - the art of self-deceipt!

Post Thu Nov 15, 2007 3:23 am

Hello to everyone, i would like to ask you something my friends, and also help me.
Iam building one new mod, i would like to ask you this, i have inport 2 battleships, one is liberty and other in rheinland, when i try to undock with the rheinland exploze in the planet before undock and come out of docking ring. when the video is over i exploze

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