Fraid its not his place to fill in the blanks about peoples mods UNLESS it was a mod with his name as creator. Which mod are you using? Does it have the name of the creator in it? If so - then see if there is also a link to a homepage, or if the readme has contact info for the creator!
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**UTILITY** Freelancer Mod Manager v1.31
Here you can find news, get help and comment about the ?Freelancer Mod Manager (FLMM)? for activating/deactivating Mods for Freelancer
Lackster - Matt made the program that mods utilise in order to enable easy use of mods.
Fraid its not his place to fill in the blanks about peoples mods UNLESS it was a mod with his name as creator. Which mod are you using? Does it have the name of the creator in it? If so - then see if there is also a link to a homepage, or if the readme has contact info for the creator!
Fraid its not his place to fill in the blanks about peoples mods UNLESS it was a mod with his name as creator. Which mod are you using? Does it have the name of the creator in it? If so - then see if there is also a link to a homepage, or if the readme has contact info for the creator!
Hey IG, i was wondering if there is now a way to put 2 ids numbers in the same line with a macro yet? I saw Firebase's posts and the layout in The Order Needs You! mod for the rumours but that one doesn't work I want to use it for rumors and popups in the extended SP campaign mod i'm working on to save all the messing about with .dlls for different potential mission packs and so it'll work with any mod... So far I'm using wasted entries in resources.dll but it's not ideal...
+++ out of cheese error - redo from start +++
"Psycho-ceramics. We are the cracked pots of mankind.
Would you like me to decipher a Rorschach for you?"
- Dean Harding, 'One Flew Over The Cuckoos Nest' by
Ken Kesey
+++ out of cheese error - redo from start +++
"Psycho-ceramics. We are the cracked pots of mankind.
Would you like me to decipher a Rorschach for you?"
- Dean Harding, 'One Flew Over The Cuckoos Nest' by
Ken Kesey
romaniax: download and activate the OpenSP mod, and create a new game
Anton: unfortunately, that's not currently possible. If/when a new version of FLMM comes out, I'll try to fix that.
danut: try contacting the mod's author; he should be able to help you.
PearlSession: There are a few beam mods floating around, though I think most are integrated in larger, total-conversion mods. Try asking that question in one of the General forums.
Anton: unfortunately, that's not currently possible. If/when a new version of FLMM comes out, I'll try to fix that.
danut: try contacting the mod's author; he should be able to help you.
PearlSession: There are a few beam mods floating around, though I think most are integrated in larger, total-conversion mods. Try asking that question in one of the General forums.
Hi i have downloaded FLMM and i have installed it i downloaded the EFS deathmatch mod of the EFS website and then unzipped that and now when i come to activate any mod it just comes up saying"FLMM has determined that efs deathmatch v2.02 wont activate properly this was a test run so no files were changed (besides been compressed) look in the log for more details". i really would like some help if possible thanks for reading.
On: 6/7/2004 04:40 PST Bekenn wrote:
Whenever I write a script using the copyfile method with scanfile set to "true," I end up with a zero-sized version of the file that was supposed to be copied when I activate the mod. I haven't tried it yet without scanfile set to true.
I have the exact same problem, when I set scanfile to false, the file gets copied properly, yet with this set to true I end up with an empty file. Does any know if Bekenn managed to fix this problem and how?
Whenever I write a script using the copyfile method with scanfile set to "true," I end up with a zero-sized version of the file that was supposed to be copied when I activate the mod. I haven't tried it yet without scanfile set to true.
I have the exact same problem, when I set scanfile to false, the file gets copied properly, yet with this set to true I end up with an empty file. Does any know if Bekenn managed to fix this problem and how?
Forgive me if I'm in the wrong forum. I have downloaded FLMM and SDK. The 3 mods that I wanted TNG v1.7 and 2.6 and Tie Universe do not properly activate. I get a message in the log saying " 'C:\Games\EXE\freelancer.ini' doesn't exist"
I have been tackling this problem for the last 2 weeks. I thank Boscoe for his help/advice. I don't know what else to do. Is there any FL player living in Melbourne, Australia whose able to come to my place and see what I'm (if anything) doing wrong. I don't know what else to do.
Thank you
I have been tackling this problem for the last 2 weeks. I thank Boscoe for his help/advice. I don't know what else to do. Is there any FL player living in Melbourne, Australia whose able to come to my place and see what I'm (if anything) doing wrong. I don't know what else to do.
Thank you
i keep having a VERY anoying problem with downloading mods:
when i download most big and popular mods it says "the directory wasent found in the mod archive" after it gets thru downloading and the mod dosent apear on the flmm some exaples are warriors of the sky and asgard v2.0 and higher
CAN SOMEBODY HELP ME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
when i download most big and popular mods it says "the directory wasent found in the mod archive" after it gets thru downloading and the mod dosent apear on the flmm some exaples are warriors of the sky and asgard v2.0 and higher
CAN SOMEBODY HELP ME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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