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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
ok one thing
i changed this because i dindt want to bump at all and i found the other problem b4
but heres another one..
i have a mod going, i open fl server, my firend tries loging in and he cant.
he has the mod and its activated. i dont know whats wrong..
Edited by - NobleKnight51 on 18-05-2003 03:24:28
i changed this because i dindt want to bump at all and i found the other problem b4
but heres another one..
i have a mod going, i open fl server, my firend tries loging in and he cant.
he has the mod and its activated. i dont know whats wrong..
Edited by - NobleKnight51 on 18-05-2003 03:24:28
OK I have done my best to read thru all 13 pages of this and see if anyone else has encountered the same problem I am having, and no one seems to yet.
I am making a mod, and I put it in flmm.
When I activate the mod, it activates fine, and when other people activate it, it activates fine, and plays fine, everything is there, and everything works, just no names for the other players to see.
we play the game on a server and only I can see the names and infocards from the custom dll file. I had everyone send me thier freelancer.ini, and the custom dll name is in there, and the dll is where it is supposed to be, but only I can see the names, efveryone else gets a ????? for the names and other resources.
It doesn't matter who host the server, only I can see the info.
I completely uninstalled and reinstalled FL and reactivated the mod and same problem. I use the exact same .flmod file that they do also.
Now the only thing I can possibly think of that could be the cause would be my script file. Mine basically doesn't have anything in it but the mod description and the creators info etc... I just want my files to replace the original ones and not do any editing to add this line or that line, just put the new file in place of the old. So my script doesn't have anythiing about the actual files in it, only the info on the mod.
we get no mod errors, no crashes, not errors during activation or deactivation.
Any idea what I am doing wrong?
I am making a mod, and I put it in flmm.
When I activate the mod, it activates fine, and when other people activate it, it activates fine, and plays fine, everything is there, and everything works, just no names for the other players to see.
we play the game on a server and only I can see the names and infocards from the custom dll file. I had everyone send me thier freelancer.ini, and the custom dll name is in there, and the dll is where it is supposed to be, but only I can see the names, efveryone else gets a ????? for the names and other resources.
It doesn't matter who host the server, only I can see the info.
I completely uninstalled and reinstalled FL and reactivated the mod and same problem. I use the exact same .flmod file that they do also.
Now the only thing I can possibly think of that could be the cause would be my script file. Mine basically doesn't have anything in it but the mod description and the creators info etc... I just want my files to replace the original ones and not do any editing to add this line or that line, just put the new file in place of the old. So my script doesn't have anythiing about the actual files in it, only the info on the mod.
we get no mod errors, no crashes, not errors during activation or deactivation.
Any idea what I am doing wrong?
Hi there! Can anyone tell me where to find the FLMM Babylon 5 Mod? I haven't seen any for the FLMM in the Downloads section, nor is it listed in the mod list at the top of the page. I saw several references to one as I was reading through the previous 12 pages, but there was never any mention as to where it could be found.
Thanks!
- 8472
Thanks!
- 8472
One other thing: I just tried running the Black Hole Mod. Everything worked fine, but there was no black hole to be found. I looked where it should have been. I assume it's easily seen from a distance (i.e. you don't have to be right on top of it to see it). I've noticed that others seem to have had the same problem. Could it be that it doesn't work in the demo (which is what I'm using)?
- 8472
- 8472
Westworld: If all the mod script has in it is the header section, then that won't affect any other files. I have no idea what your problem could be, especially since it seems that you and your friends have the exact same files .
species8472: I did have a FLMM version of the Babylon 5 mod, but then I removed it because I got tired of having to make a new one every time a new version of that mod was released. SInce it looks like the mod isn't being update often any more, I'll probably release a FLMM version *soon*. In the meantime, you can just extract the mod into the \mods folder, like it says in the FLMM documentation.
Start a new game and launch from Planet Manhattan, and look to the south-west for the black hole. It should be very apparent .
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Freelancer Mod Manager: newbies' dreams come true
Belief in Jesus: the only way to Heaven
Edited by - IGx89 on 19-05-2003 00:21:38
species8472: I did have a FLMM version of the Babylon 5 mod, but then I removed it because I got tired of having to make a new one every time a new version of that mod was released. SInce it looks like the mod isn't being update often any more, I'll probably release a FLMM version *soon*. In the meantime, you can just extract the mod into the \mods folder, like it says in the FLMM documentation.
Start a new game and launch from Planet Manhattan, and look to the south-west for the black hole. It should be very apparent .
------------------------------------
Freelancer Mod Manager: newbies' dreams come true
Belief in Jesus: the only way to Heaven
Edited by - IGx89 on 19-05-2003 00:21:38
I tried the Black Hole Mod again...still nothing. I have looked toward the southwest corner of the map from Manhattan, I've flown to West Point Academy, I've visited the Colorado Jumpgate, and I've searched the debris fields in that area, all while looking for something that might remotely resemble a black hole....nothing. I'm betting the mod doesn't work in the demo.
- 8472
- 8472
Ok, im new to the whole FL mod scene, i just dl the FLMM after being told about it by a bud.
Maybe i should just try reading moreof it, but when i activate it, and click on one of the speed mods, i get an error message *access to C:\program files\microsoft games\freelancer\data\constants.ini was denied*
Anyone know wtf is wrong there?
Not that im bothered about not being able to use it, just its kinda hard when ya pair up with someone, and go on a mission, and ya buddy is at the waypoint, and you are still charging cruise engines :s
Maybe i should just try reading moreof it, but when i activate it, and click on one of the speed mods, i get an error message *access to C:\program files\microsoft games\freelancer\data\constants.ini was denied*
Anyone know wtf is wrong there?
Not that im bothered about not being able to use it, just its kinda hard when ya pair up with someone, and go on a mission, and ya buddy is at the waypoint, and you are still charging cruise engines :s
I'm having problems with my FLMM... I installed it about a month ago, and it worked great.. no problems at all... and then all of a sudden, FL has started to crash on me... every once in a while it'll run but can crash during the game... I've tried removing the autosaves, and renaming the directory which forces it to create a new one, but it just keeps on crashing. Any ideas?? Oh, and i tried re-installing FL, but to no avail... Help!
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