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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 Fri May 02, 2003 12:34 am

Can someone make Babylon in FLMM

"MasterChief out".....("Keyes is such a pain in the a$$"

Post Fri May 02, 2003 1:23 am

Read Option #1 in the "Help\How Do I..." documentation. Basically, all you have to do is extract the mod to the \mods folder. The documentation explains in more detail.

Post Fri May 02, 2003 5:05 am

IGx89.....

i'm just wondering about altering the faction_prop.ini file.....
there's more than one section that has the same name......
how do i know which section i'm going into if they all have the same name....

oh....and i was wondering how flm manager works when creating backups for files being changed....cuz i'm not sure if i can alter the same file twice in different parts of the xml script.

for example..when you use sectionappend
does the section go:
[name of section
first line after name of section

or is it:
[name of section
line you want to append after

I'm kinda confused about it.....
really would appreciate your help...thx


Edited by - Ultra_64 on 02-05-2003 06:54:09

Post Fri May 02, 2003 5:58 am

sorry bout that IGx89... by the way... i was thinking if we can edit the Houses relationship wif the char.... is there anyway of editing it?

Post Fri May 02, 2003 7:50 am

btw....IGx89.....
do you want me to give you the xml script for the BSE mod??
i'm scripting most of the mod that came from that german fl website....
(i can't remember the name).....

Post Fri May 02, 2003 8:13 pm

i'm running windows ME and no i didn't have any other programs running

Post Sat May 03, 2003 2:49 am

Ultra_64: The section tag contains a unique identifier of the section. If there is only one "[ship" section in the ini file, then just put "[ship". But, if there are more, you need to be more specific, like "[ship" and on the next line "ids_name=55556". FLMM creates backups only while a mod is active, in the form of "filename.ext.flmmbak". Also, if you're editing too much of a file to be worth putting in a mod script, then just include the entire file in your mod.

Yeah, I'd love to have that script!

Ravener: Look in the Tutorials forum, and/or ask/search in the General Editing forum

eagle206: Download the beta v1.1.1 and tell me if it fixes it (it should): http://lancersreactor.com/t/forum/topic.asp?Topic_ID=15662&Forum_ID=18

Post Sat May 03, 2003 12:15 pm

yes it works perfectly thank you

Post Sat May 03, 2003 9:50 pm

For the Advanced Beam Weapon Mod, i can't seem to find the justice mk1 anywhere so i'll just ask and hope someone has the answer for me. Thanks.

Post Sat May 03, 2003 10:11 pm

waaraa13:
for the advanced beam weapon...the justice mk1's name is changed to a heavy star beam (level 10)....it's automatically equiped onto the ship that you start off with.

Post Wed May 07, 2003 8:08 am

it will be in the equipment shop in Planet Mahattan... look carefully at the projectile speed of the weap... it has changed

Post Wed May 07, 2003 8:11 am

the advance beam weapon mod has a prob though... i cant install it... it says 'Error: problem activating 'Advanced Beam Weapon Mod' on test run
Error: Unable to find a dest in 'C:\Program Files\Microsoft Games\Freelancer\data\fx\beam_effects.ini' what am i to do?

Post Wed May 07, 2003 1:14 pm

someone help me... i need the code names of the Eagle fighter, diamondbacks, Wyrm type2, Tizona Del cid, and Nomad Cannons that appears in the .ini files... i need to do some editing

Post Wed May 07, 2003 11:48 pm

Have you modified that ini file before? If not, send me that file and I'll try to find out what the problem is.

Post Thu May 08, 2003 2:16 am

Thanks for the mod!
Was wondering if there was any possibility of getting the colors from firing the beam weapons to turn off. I'm having problems seeing the cross hair and circle during a fight because of the trails.

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