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A compilation Of Mods

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

Post Tue Oct 19, 2004 4:59 pm

A compilation Of Mods

I am new here, but from the enormous amounts of threads I've read, I think its fair to say you're for the most part, pretty close when it comes to MODing. As a result, through helping each other and yet giving the individual room to breathe, there are many many MOD's available.

Would it be possible for (via public vote where a clash of mods appears, i.e. 2 different versions of manhatton) to create a 'Lancers Reactor Mod' Combining all the, at least best of, MOD's that are available? I think that if such a thing happened, it would be the definitive MOD, and be a good starting point for MODs to expand on as it could become 'A must have' among the MODing community, like an industry standard. You could have every unique system added, every ship available in a place, every weapon somewhere. The enormous amount of variety this would create on both single player and Multiplayer would mean that almost every day would be unique, with so many places and ships at a players disposal all at once, the lifespan of freelancer Would be greatly increased.

Thank you for your time, I realise that It would require a lot of cooperation, teamwork and hard work, but i think for the MODing community and the players who simply use MOD's, It would be a big step forward.

I've tried to find a similar topic because it seems like an obvious concept, putting many MOD's together in one simple MOD, but I cannot find it, forgive me if I missed something obvious and am repeating another suggestion.

I'd Like to apologise, because I think this is definitely in the wrong place (although not completely off topic by the forum description)

And He Saw That It Was Good

Edited by - cornered_wolf on 10/19/2004 6:08:38 PM

Post Wed Oct 20, 2004 4:42 am

Combining several mods if difficult to almost impossible. Intergrating ships, systems, ect. Then you have the Effects file to intergrate, and some will not work as the use the same file, though slightly altered. It was sujested before, but found to not work.


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Post Wed Oct 20, 2004 5:58 am

oh right, I thought as most of the image file references were stored in the ini files that it would be possible to rename the image files and change the references for all ships that need it so that It does not conflict with a different MOD. Theory is no match for experience, thank you for the reply.

Post Sun Nov 21, 2004 2:03 am

There is another MAJOR problem with combining mods.


(And I'm not speaking about "Outer Space."

There are only so many places to put systems before you run out.
Each base, that sells ships, can only sell 3.
Each object, in each system takes space, and there's only so much of it.

Not to mention...
You need the space on your hard drive to put it all.
My "Privateer: The Reckoning" mod is 22mb zipped, but it's 50mb unzipped.
(That's 50mb in the FLMM directory, and 50mb in the Freelancer directory, once it's activated.)
I've seen several mods that are 32mb-70mb zipped.
Combining the best would make a mod around 1gb in the FLMM, and 1gb in the Freelancer directories.

There currently are mods which combine ships/weapons from several games and movies available.

And not every mod is enjoyable to every player.

I've had rave reviews of my Equalizer mods...
And equally nasty reviews of them as well.

Watch your 6!

Post Sun Nov 21, 2004 12:33 pm

I'm just thinking to myself... "and what would they do with TC efforts..." lol.

Seriously speaking, not all of us are adding things to the original game- many of us are making whole new games here... that just wouldn't fit in with some giant compilation (even it was possible to do so).

Dozens of mods re-use the same entries over and over again, too... there must be at least 50 custom versions of the Liberty Justice, the Starflier, and other things that almost every modder has started with.

So, while the idea sounds neat on the face of it, a "Mod of Mods" is probably not technically achievable, nor would it be much fun.

Post Sun Nov 28, 2004 2:59 pm

Also, if you put too much into a mod, it will scare people away. I haven't played any of those 100+ new ships and 200+ new weps and 50+ new systems mods ever because I just don't have the time to explore several times the amount of stuff than in the original game.

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