Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

how do i get mods to actually work?

Here you find the different tutorials on editing and MODing Freelancer

Post Sun Jun 15, 2003 8:23 pm

how do i get mods to actually work?

ok, i have BiniQDU and FLMM, but what do i need to do to make the mod work. what do i do to the files?

help!

Post Sun Jun 15, 2003 9:41 pm

well his all depends on your i.q. (and copy of freelancer is also handy )

now if this is a downloaded mod then install flmm. if the extension is flmod ,double click on the downloaded file (if it is an exe or zip you will have to follow the instructions that were given/inside the zip file). this should install the mod in flmm. activate the mod in flmm. play the game (what do you need BiniQDU if you just want to play mods).

if you want to MAKE mods you also need UTF editor(for cmp,mat,3db editing) ,FLEd-ids(for infocards,dll updating), possibly ResHack, and maybe Milkshape plus cmp exporter for your own models. then you have aquired these other tools try reading the tutorial forum especially this thread

American Scientists spent millions developing the perfect writing utensil; It writes in Zero-gravity, upside down, under water, in space... The Russians used a Pencil.

Post Thu Jun 19, 2003 7:02 pm

you don't understand me....

how do i get the files to actually take effect?

Post Thu Jun 19, 2003 11:59 pm

I think you are having the same problem as me how far have you gotten?

Post Mon Jun 23, 2003 3:00 pm

Looks like you guys don't know how to use FLMM to create your mod, right?

Well, FLMM has a folder called "mods". Each individual mod has a subfolder in it, and such a subfolder corresponds to the Freelancer root directory.

So if you are creating a mod, you will begin by creating a folder "my mod" or whatever, in the FLMM folder "mods". Each file you mod should be in your mod folder, at the exact location (sub folder) as it is in, in the original file.

So, if your mod uses the file "universe.ini", it will be at

..\Freelancer Mod Manager\mods\Crossroads\DATA\UNIVERSE\universe.ini

When you activate your mod, FLMM will replace the original ini files (which are backupped by adding .flmmbak to it) with your modded ini files.


Instead of modding an ini file, you can also put a file "script.xml" in your mod folder, and use several commands to alter or add lines in the ini files. Study some mods to see how its done. Using the script.xml file is handy, even if you don't use it to mod files, becayse you can add some extra info that the user can view in FLMM.

Post Sat Jul 26, 2003 9:29 pm

Could someone help me when ever i try to install a mod the same three messages come up that
c:\programme files\microsoftgames\freelancer\data\ships\shiparch.ini
and
c:\programme files\microsoftgames\freelancer\data\equipment\good.ini
and
c:\programme files\microsoftgames\freelancer\data\equipment\market_ships.ini
are not available any ideas why

IF AT FIRST YOU DONT SUCCED CHEAT. CHEAT UNTILL CAUGHT THEN DENY IT.

Return to Freelancer Editing Tutorial Forum