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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
Hmm, then it probably isn't a problem with FLMM. "Access Denied" usually occurs if you have that file open in another program, or currently selected in a file browser. If it still does that after you've closed all programs and rebooted the computer (if you haven't already), then I have no idea how to help you further
Hi,
I had the same problem that Freelancer would not start when all mods were removed. I deleted the autosave file, did the restore, and nothing changed. I then uninstalled FLModManager and it still would not start [it would get to the Freelancer splash screen, then just die If I enabled just one mod, Freelancer would start.
So at a loss, I deleted all save files in my single player directory. Only then would it allow Freelancer to start.
Hope this helps someone.
I like the interface but have one suggestion:
allow several mods to be selected and enabled at one time instead of only one at a time.
I had the same problem that Freelancer would not start when all mods were removed. I deleted the autosave file, did the restore, and nothing changed. I then uninstalled FLModManager and it still would not start [it would get to the Freelancer splash screen, then just die If I enabled just one mod, Freelancer would start.
So at a loss, I deleted all save files in my single player directory. Only then would it allow Freelancer to start.
Hope this helps someone.
I like the interface but have one suggestion:
allow several mods to be selected and enabled at one time instead of only one at a time.
This is a XML question.
I want to add about 12 weapons to manhatten to be bought, what method would I use.
Another qeustion
I have put in my mods folder in the mod directory of FLMM, but it does show up in the list <the script.xml is in there also>(I have even edited the ini files and put them in it just wont show up on the list, I am completely out of ideas. I have added other mods{ i added Sol System beta and it shows up on the list.)
Edited by - Azerel on 13-04-2003 21:34:27
I want to add about 12 weapons to manhatten to be bought, what method would I use.
Another qeustion
I have put in my mods folder in the mod directory of FLMM, but it does show up in the list <the script.xml is in there also>(I have even edited the ini files and put them in it just wont show up on the list, I am completely out of ideas. I have added other mods{ i added Sol System beta and it shows up on the list.)
Edited by - Azerel on 13-04-2003 21:34:27
Chuck Davis: yes, if you manually make a saved game while a mod is loaded, then that will mess stuff up too. Can't you just double-click one after the other?
unessential: try uninstalling and re-downloading FLMM.
Azerel: Look at the Realistic Battleship mod; it's sectionappend. E-mail me, and I'll try to help you figure that other problem out. We could try Remote Assistance if you have XP.
I've also almost finished converting an "advanced" beam weapon mod; look for it in the next couple days
unessential: try uninstalling and re-downloading FLMM.
Azerel: Look at the Realistic Battleship mod; it's sectionappend. E-mail me, and I'll try to help you figure that other problem out. We could try Remote Assistance if you have XP.
I've also almost finished converting an "advanced" beam weapon mod; look for it in the next couple days
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