**UTILITY** Freelancer Mod Manager v1.31
I'm proud to say that FL Mod Manager was the first mod installer out there, and is still the easiest to use (just 3 mouse clicks to download, install, AND activate a mod; so easy, you could do it with your nose ). Also, it is the ONLY one that can use scripts to modify files, which makes the download size of your mod a lot smaller (<10kb for a mod that modifies 8+ ini files!).
FLMM even works with the demo of Freelancer! (as long as the mod also does too) The included NoStory and Ghost Docking Ring mods do (and possibly the beam weapon mod!), and some of the mods listed below also work.
New version 1.31 (4-8-2004):
http://www.lancersreactor.com/t/download/download.asp?id=927
http://files.seriouszone.com/download.php?path=/eoa/flmminstaller-v1.3.1.exe
http://igx89.home.comcast.net/FLMM_Downloads.html
Small list of downloadable mods for FLMM (most other mods work, too, if you extract them into "Program Files\Freelancer Mod Manager\mods\TheModName" ) :
Dr. Del's Klingon Destroyer ship (800kb)
Reynen's huge ship and equipment mod
Ceylon's Path-finding mod (makes FL compute best jump hole/gate path to your destination) (29kb)
Xerx's OpenSP v1.1 mod (makes singleplayer like multiplayer) (571kb)
Wanderer's Liberty Dreadnaught mod (with mooring, and beam and missile turrets) (19kb)
Garion's Homeworld ships mod (should work with demo; untested) (534kb)
Garion's FS2 ships mod (should work with demo; untested) (534kb)
Quicksilver's Angel fighter mod (works with demo!) (161kb)
SoulForge's Large Train mod (carries LOTS of cargo!) (50kb)
Goto the Downloads section on this web site for many, many more mods!
List of changes:
v1.31
-Fixed two bugs that slipped through: numTimes > 1 now works, and custom DLLs are now properly listed in freelancer.ini
v1.3
-This is just v1.21 beta 11 with a few more bug fixes; it is now stable enough to warrant moving out of beta-testing. Read the readme for the full changelist since v1.21 beta's 1-11
-Made "append", "fileappend", and "sectionappend" methods the same (doesn't require any changes in mods)
-"append" (and thus "sectionappend" ) now works if the found section doesn't end with an empty line
-Added more debugging information to XML parsing and "append" method error messages
-Added a right-click menu to the mod list, which lets you open up that mod's folder and view some statistics
-When deactivating a mod that requires other mods to also be deactivated, FLMM prompts the user to continue
Todo:
-Bug fixes
-Implement multi-threading: so no more "freezing" when activating large mods!
-Add some sort of organization to the list of mods; taking ideas
-An extra-special, "enhanced" section modifying method
-A utility/wizard to automate mod script making, by comparing the original and current .ini files?
This version includes fourteen different mods.
The script syntax is pretty much complete and includes detailed instructions (goto Help/How do I...), so start making mods! If you have any questions about making scripts for it, I'll be more than happy to help.
Old thread for FLMM v1.2 and older
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Freelancer Mod Manager: newbies' dreams come true
Belief in Jesus: the only way to Heaven
Edited by - IGx89 on 6/11/2004 6:39:53 PM