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HELP

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

Post Tue Jan 04, 2005 8:38 pm

HELP

I really am clueless on how to get the mods I downloaded to work i downloaded a bunch of ship but i can't see how they worl i unziped them to the freelancer directory then tried it with FLM manager but i cant get any resultes and what up with the xml files??? any help would be appreciated.

Post Wed Jan 05, 2005 1:21 am

You don't specify what mod(s) so I am talking generally

1. Do a fresh install of FL - you probably already messed up some files
2. Delete ALL your savegames or copy them into another folder with another name
3. (Re)Install FLMM (Freelancer Mod Manager)
4. Install Mod (some install directly into correct folder, others you have to unzip in the correct folder - details read in the mod's readme.txt !!)
5. Start FLMM
6. Choose Mod in the FLMM-Window
7. Click "Activate Mod" in FLMM (if everything is ok, you will have "installation of ... successful"-message; otherwise: give us EXACT error message)
8. Click "Launch Freelancer" in FLMM
9. Play and enjoy
10. Tell us you were succesful

@ Moderators or other 'cracks': feel free to edit or to correct if needed

Post Wed Jan 05, 2005 1:27 am

He is right, however a small ammendment.

When you have FLMM installed (Freelancer Mod Manage) correctly, you will find that nearly (note nearly!) all mods that you download will have a little picture icon for them - not a zip icon, but a strange white icon with a freelancer icon on it, surrounded by a bit of red. This is an flmod file - and it automatically unzips into the Freelancer Mod Manager directory. ALL you have to do, is double click on the files icon - give it a second, and a progress bar should appear. Once its done, FLMM will autorun - and you can activate the mod.

FLMM copies files from its own directory to the Freelancer directory. It makes backups of the files it overwrites, so when you deactivate a mod, it restores the originals once more. The scripting files (the xml files) contain instructions to ammend/change files instead of over-writing them. FLMM backs the files that will be ammended/changed too!

However, seriously reinstall first - so that you have a clean copy.

Hope that helps you out.

Post Mon May 16, 2005 7:12 am

qhat folder do you install the MOD's?

Post Mon May 16, 2005 8:02 am

If you have Freelancer Mod Manager installed (if not, check the downloads) installed - then just double click on the mod after downloading it. Then use FLMM to activate/deactivate the mods.

If you mean what directory are your mods in? It tells you in FLMM...

Post Tue May 17, 2005 9:25 am

ok i still cant get them to work. i have just uninstalled flmm and fl. can you give me a step by step guide to downloading the jedistarfighter MOD please?

Post Tue May 17, 2005 12:40 pm

Sure thing,

1. Install Freelancer again.

2. Download and install the FLMM ver 1.31 here

3. Download and install the SDK here

4. Download the JediStarfighter mod here


1* Okay, now you have all the files you need. First up - install FLMM ver 1.31. Double click on the exe file that you downloaded, and let it automatically install to its default directory (which will be C:\program files\Freelancer mod manager\)

2* Once that has been installed - you should then see the Jedistarfighter mod as a little white square icon, with a small freelancer helmet and some red in it. Double click on that, and it will auto-unzip itself to the Freelancer Mod Manager directory.

3* Now you can double click on your FLMM desktop link icon - and then double click on the name of the mod you wish to use in order to "activate it" - or you can install the SDK.

The reason I say this is because the installation of the SDK is voluntary. You do not need it to play the mods, its just that some people experience some issues with activating mods due to errors saying "blah blah target destination not found" (or something similar).
IF you want to install the SDK - you will do it BEFORE step 2*. So following above, do the 1* - but then do this part to install the SDK.

Double click on the Exe file - agree to the whatever, and it should come up with your default FL's data directory. If you didn't install it to that location - or if you are unsure - then browse to the location of your data folder. So if your Freelancer is on D: for example, browse to D:\program files\microsoft games\freelancerIt installs to a data folder by itself. If you click on the data folder whilst browsing to the install location (ie Freelancer\data), it will then create a data folder INSIDE of that data folder - so stop navigating once you have the Freelancer folder selected

Then resume from 2* above.

Hope that gets you going.

Post Sat May 21, 2005 5:11 am

This is what it said

Error: FLMM has determined that 'E3 Jedi StarFighter' won't properly activate.
Error: Unable to find section '[BaseGood'(...) in 'C:\Program Files\Microsoft Games\Freelancer\data\equipment\market_ships.ini'

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