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**UTILITY** FL Mod Manager v1.2 (and some mods)

Here you can find news, get help and comment about the ?Freelancer Mod Manager (FLMM)? for activating/deactivating Mods for Freelancer

Post Mon Apr 07, 2003 4:40 pm

Finally...

When in doubt, shoot.

Post Mon Apr 07, 2003 5:19 pm

my game now crashes at load up what do i do when no mods are on or off

Post Mon Apr 07, 2003 9:13 pm

When I try to load any mod I get this error in the logs:

Error: problem activating 'TIE Fighter mod' on test run
Error: file 'C:\Program Files\Microsoft Games\data\ships\shiparch.ini' doesn't exist

It seems its looking in 'C:\Program Files\Microsoft Games\ for the Data folder when it should be going to 'C:\Program Files\Microsoft Games\Freelancer , I think =/

Post Mon Apr 07, 2003 11:16 pm

Cmdr_King: sounds like it might be the pesky autosave file. Use Tools\Delete AutoSave. If that doesn't work (which it should), then do Tools\Restore Backups

m4rine: for some reason Freelancer wasn't installed properly on your computer. If you know how to edit the registry, go to HKLM\Software\Microsoft\Microsoft Games\Freelancer\1.0\AppPath, and make sure it points to the Freelancer directory (Program Files\Microsoft Games\Freelancer). If you don't know how to edit the registry, try re-installing Freelancer; it should fix the problem.

Post Tue Apr 08, 2003 3:05 am

Just added a number of neat new mods to the mod list

Post Tue Apr 08, 2003 8:39 pm

thanks, i found it and got it working

Post Tue Apr 08, 2003 10:21 pm

IG

when people download the latest version of my mod FLMMi s not updating the mod to the newer version and they are still using the old version.

Part of the Freelancer SDK Team
http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Post Tue Apr 08, 2003 10:31 pm

Hey wasup

could you do something for me plz

could you post the Libery dreadnaught with moor fix up here becuase i really dont want to mess with the data files without knowing what the f*** im doing

that would be great thanx

Post Wed Apr 09, 2003 1:16 am

Reynen and I found out the problem: his mod archive was corrupt

Schiznit: I'll try to get someone to make it for you

Post Wed Apr 09, 2003 2:20 am

Hey man thanks alot

Post Wed Apr 09, 2003 7:43 pm

When I create a new mod, then make some changes, during it's save process, it usually gets commodities and hulls; sometimes it will save ships, but then it gets a subscript out of range error, and crashes.

Happiness is a belt-fed weapon.

Post Wed Apr 09, 2003 8:59 pm

Hey, guys I know you've probably got your plate full with the automated ini maker, but I was wondering if there's something you can add to the XML script..? It would be great if you could include commands that would allow us to use XML editing for dlls, cause that would just be easier I'm not sure if it's possible to integrate that kind of decompression/decoding/whatever into the proggy, but if it is then hey that's another idea for you. Thanks so much for the great work on the program, I use it for everything!

~ Daekar
P.S. New slogan - FLMM: the way modding SHOULD be.

Post Wed Apr 09, 2003 10:52 pm

Acobar: Huh? You've lost me...

Daekar: That's already planned, probably for v1.2 or 1.3

Post Thu Apr 10, 2003 10:39 am

VERY cool ideas. I like them a ALOT ! .(period)

im talking about
- bases destructable
- disrupt tradelanes
- bounty hunters
- escort system
- bounty on very bad players and very good players by opposite faction

But ...

could u make it less power munching. Its completely over the top. Itll be alot of fun playing .. for about 30mins... the game balance is SO disrupted.

Why turn the current balance upside down,
- Titan heavy fighter ?,
- humpback starter freighter ?
- nanobots/shield batts heal 100k ?
- freighter cargo at min 250, max 400 ?
- turrets, guns, missile slots ?

hmm... thats the reason why i wont be using this mod. But for u ideas mentioned at top. Try add in:
- agent (finds best mission/cargo, hard to find a agent)
- hire AI escorts (maybe only for a single system, then ull have seperate deals with seperate escorts in seperate systems/territory).

Post Thu Apr 10, 2003 3:06 pm

Umm, I think you've replied to the wrong thread...

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