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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 Mar 24, 2003 9:44 pm

Garg... Display routines munged the error messages.

The CLI is 1 in all messages, system is rh02, not just 02

Post Mon Mar 24, 2003 9:58 pm

would it work on the demo

Lord Darth Locutus-

--Embodiment of the Sith--

If all you have to fear is fear itself, then be very afraid of me

Post Tue Mar 25, 2003 12:30 am

Only if the mod also does; I don't know if any do. The nostory mod might.

rhodan: try tools\restore backups and see if that works.

I'm leaving on a week-long trip tomorrow morning, so I won't be able to respond to anything until I get back.

Post Tue Mar 25, 2003 3:40 am

"AutoSave.fl" can burn in hell!!!!!!
I can't believe I reinstall FL twice just to find out its a little tiny file that was causeing all my problems

Post Tue Mar 25, 2003 5:01 pm

Just a little request over here, could you add the realistic battleship mod(cheap) mod again but now with the ability to dock with moorings wich has been found out in another topic, i cant seem to understand all those ini


Much thanks Destroyer

Post Tue Mar 25, 2003 6:29 pm

The 0.6 mod manager seemed to install some of the .inis right on my C drive and not into the mod subfolders so I guess that's what caused the problem.

Version 0.7 now tells me my game wasn't even installed and there was a missing registry key or something which is funny since my game works perfectly fine and it's the legal retail version. Well, maybe I'm too dumb for this program or it just doesn't like me. I think I'm gonna give it up. Thanks for the help anyway.

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P4 3.06GHZ
ATI Radeon 9700 pro
1536MB RD-RAM PC1066
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Post Thu Mar 27, 2003 8:57 pm

(I found a public library )

Destroyer: I'm working on getting Wanderer to release that; if he hasn't already, it'll be released really soon

FurryAngel: The reason why that's happening it because it can't find the location of Freelancer! Somehow, when you installed Freelancer it messed up and didn't make a registry key for it. You could either make a new registry key with the location (only recommended if you know what I'm talking about ), or re-install Freelancer making sure that you have admin permissions (if you're using 2000/XP).

Post Sun Mar 30, 2003 1:22 am

I'm back from my trip, and am starting up work on v0.8. Planned improvements:
-Automatically adding mod dll's to Freelancer.ini (can already be done manually, but this will make it easier)
-Try to figure out rhodan's problem, by extensive multiplayer testing and file comparisons between modded and un-modded FL installations (I'm going to be busy )
-Add some needed interface improvements (icons, etc...)

Now, are there any other problems people are experiencing, or have I covered everything? . Also, PLEASE give me any and all suggestions to make FLMM better! Do you want better/more documentation? Prettier interface? A new method added?

And, remember that you can e-mail me if you have any questions regarding how to make mods work with FLMM. Just have the word "Freelancer" in the subject, and I'll (personally) reply asap.

Post Sun Mar 30, 2003 7:49 am

HMm haven't seen this one before.

Activiated the battleshipa nd ghostship mod.

Modified the INI when it was active.

Tried to de-activate and it gave an error message and then exited.

Tried to start FL, crash, crash, crash.

Deleted autosave - crash again. Deleted all dave files - WORKED.

Started new game saved at man..

Uninstalled and reinstalled Mod Manager, then ran it again. Crash again and game crashes again too...

Currently rinstalling FL.

Post Sun Mar 30, 2003 5:16 pm

Have decided to no longer install and run mod loaders that are "BETA". Been having to many crashes and uninstalling and reinstalling freelancer that frankly it is becoming an annoyance.

Post Sun Mar 30, 2003 7:01 pm

Once I activate any mod in the manager-Freelancer crashes.
I delete all save games-Freelancer crashes.
I deactivate the mod-Freelancer crashes.
I delete all save games AGAIN and-you guessed it-Freelancer crashes!

It tends to crash right after the opening cinematics and the big screen on which it says "Freelancer". Considering the fact that my computer should belong to a museum, and it takes me about ten minutes just to load the main menu (not to mention reinstalling!), it is turning out to be quite a nuisance.

Post Sun Mar 30, 2003 7:19 pm

First off, thanks for the reports guys .

Reynen: I've never heard of FLMM actually crashing on someone! Could you give me some more information about the crash? Contact me on MSN if you want, and I'll work with you to solve this problem.

Mentalagumon: does even activating the NoStory mod cause Freelancer to crash? Does FLMM give any errors when activating/deactiving mods? If so, tell me what the Log Window says.

Everyone: if Freelancer crashes upon startup, first delete/move the saved game files. If that doesn't fix it, then load FLMM and use the Tools\Restore Backups menu option. That way, FLMM restores your Freelancer installation in seconds to what it was before using FLMM. A BIG timesaver, so that re-installing Freelancer is not needed.

Following Rhodan's bug report, I've discovered a bug in the deactivation of mods, where it might not be completely deactivated. I've already fixed it, but until I release a new version (probably later today ), use Restore Backups after deactivating a mod to get around that bug.

Post Sun Mar 30, 2003 8:56 pm

I experimented and found the problem. It seems your program is using check sums? If you edit any ini FL MOD modified AFTER you activate the mod you will not be able to deactivate it.

I've testing this a bunch of time, each time same error message and it will not deactivate. Restore backup does not work either.

These are the exact steps you can use to reproduce the bug.

Lets use Battleship cheap, ghostring, and RHgunship mod

Run FL MOD

Activate Battleship and ghostring.

Got into shiparch.ini and modify the sterring torgue, angular drag, and rotation inertia. Save and exit.

Now run freelancer and then exit.

Run FL MOD and try to deactivate battleship, it will not.

NOW goto into program files mod and delete the mod battleship cheap

Run FL MOD, battleship cheap no longer exists.

Activate gunboat mod.

Try to run freelancer and the game goes to crap.

Delete all savegames, and it will work again.

If you activate FL MOD, FL will crash and you will have to delete all save games again to make it work.

Restore backups on FL mod did nothing.

Hope that helps to track down your bug!

Post Sun Mar 30, 2003 10:20 pm

Yes, modifying ini files that are already modified by an activated mod screws everything up. So...don't do that! When I get time, I'll probably have FLMM make modified ini files read-only, so the user won't modify them without knowing the consequences. Instead, modify the mod script.

But, 99% of the users of FLMM (people who don't know a thing about making mods) won't have to worry about that .

Post Sun Mar 30, 2003 11:01 pm

Hi. I just joined today because I have a rather troubling issue I would like resolved. I found out about this mod (battleships) from another freelancer site I am a member of. People are not posting replies fast enough so I thought I'd come here and talk to the person who created the mod. Now for my problem:

I downloaded the v0.7 BETA mod manager, along with the ghost docking ring and rheinland gunboat mods. Im not having any trouble with my computer crashing or anything, but I cannot get into the battleship server which I have found from the other Freelancer site.

When I go to join the game, it gives me the "I'm sorry, but your requested server could not be connected to" error crap. I really wanna play this mod badly.

I have also tried to launch my own server using the mod, but I cannot figure out how to do so. I can't find the battleships or figure out how to increase the money of each character when they start the game.

Any help would be greatly appreciated. Thanks.

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