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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 Wed Mar 19, 2003 5:23 pm

thank you once again IG for your support. i'm going to give this thing another try.

I find your lack of faith disturbing...........

*thunk*

Post Wed Mar 19, 2003 5:35 pm

What I think is needed is a section<name>replace-number where number represents the number of the section in the load table (since there are a lot of duplicate sections).

There are more things, but at the moment, it is a pain to automate. Just able to append and replace (why not, just alter a section). Being able to remove a section would be a good thing as well. It's your program, so I wont babble on.

I'm not dissing it. Just a few observations that make trulely automated mod maker for your program hard. (checking the CRC for a leaf is one way I don't want to go down =)

Post Wed Mar 19, 2003 11:42 pm

Np, I appreciate suggestions . Could you e-mail me a detailed list of what features need adding/tweaking?
Also, what do you mean by automation? Making a program that makes mod scripts for FLMM?

Post Fri Mar 21, 2003 3:53 am

v0.6 BETA is now done!

Post Fri Mar 21, 2003 5:31 am

The realistic battleship mod (cheap) cost 9,999,999 lol, but everything appears to work and I just love those gunboats.

Post Fri Mar 21, 2003 5:36 pm

I don't know if this has been mentioned, but whenever I try to use the realistic battleship or the cheap version, the price is set to over 9 mill. I thought is supposed to be 3.5 mill fully loaded.

Post Fri Mar 21, 2003 8:27 pm

http://www.lancersreactor.com/t/forum/t ... er&M=False

I can't figure out why it would be so expensive, because it isn't when I test it. The regular realistic should be 10+ million, and the cheap should be 150. Try uninstalling and re-installing it, and if that still doesn't work, look at the script.xml file in mods\cheaprealisticbattleship and tell me if any "price=" lines are more than a couple hundred.

Post Sat Mar 22, 2003 3:37 am

Well I tried reloading the mod and it still is 9million, And I took a look at the xml file and check all the price lines and none where over a few hundred. hmm...

Post Sat Mar 22, 2003 4:02 am

I tried running that new orion mod thorugh the installer. Its listed but I get the following errors when I activate it.

Error: SHCopyFile failed ('C:\Program Files\Microsoft Games\Freelancer\Freelancer Mod Manager\mods\orion\DATA\UNIVERSE\SYSTEMS\Orion\BASES\Orion_01_Base.ini' to 'C:\Program Files\Microsoft Games\Freelancer\DATA\UNIVERSE\SYSTEMS\Orion\BASES\Orion_01_Base.ini')
Error: problem activating 'orion'

When I ran it the game just drop to the desktop upon loading.
When I deactivate, It says that it can't find all of those files that is related to the mod, and still drops to the desktop upon loading. Good news is that restore backups fixed that right up

Post Sat Mar 22, 2003 5:29 am

I think it might be something to do with making a new folder (systems\orion). I'll get that problem fixed in the next version

Oh, and is the cheap battleship mod still expensive after you restored the backups? Just curious

Edited by - IGx89 on 22-03-2003 05:30:14

Post Sat Mar 22, 2003 6:10 am

NOOO!!! you were right lol

Post Sat Mar 22, 2003 9:21 pm

Could you lend me a hand with this program? I'd like to activate one of the mods, but it keeps saying
"Error: file '\data\ships\shiparch.ini' doesn't exist"

I've created data\ships\shiparch.ini within the mod folder, but it doesn't seem to work for me. What am I doing wrong?

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P4 3.06GHZ
ATI Radeon 9700 pro
1536MB RD-RAM PC1066
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Post Sun Mar 23, 2003 12:44 am

the links are dead

Post Sun Mar 23, 2003 12:48 am

Which links? They're all working for me.

Post Sun Mar 23, 2003 2:01 am

FurryAngel, which mod made that error? Was it only one mod that did?

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