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flrebalance activation problems with upgrade 2.01

Here you can find news, get help and comment about the ?FL Rebalance Mod? for Freelancer

Post Fri Apr 30, 2004 1:35 pm

flrebalance activation problems with upgrade 2.01

I just did a fresh install of FL and then added the 1.1 patch. I started FLMM1.31 and activated flrebalance 3.40. Once that was activated though, the fight ship, upgrade 2.01 and the upgrade 2.01 patch are all redded out. It says that they are not compatible with the flrebalance mod i have activated. What am I doing wrong?

Post Fri Apr 30, 2004 11:59 pm

Yeah, they update stuff already existing in rebalance, go ahead activate them and click "yes" when FLMM asks you if you are sure. Don't forget to go to the Freelancer folder and run the ModSettings.bat batch file.

" In Defeat, Malice; In Victory, Revenge! "

Post Sat May 01, 2004 12:21 am

I did that but it gave me 0 files changed... and went to the next setting. Everytime I make a choice other than q for uit it just says 0 files changed

Post Sat May 01, 2004 5:08 am

Hmm... that's quite annoying (I've been asking for a proper readme.txt also). Anyway, the way to be certain is run ModSettings.bat before you activate the mod. You know when you download the flmod file and click on it, it'll unpack itself and automatically start FLMM right? Well don't activate it yet, quit FLMM, go to the Mods folder under the FLMM folder and then run ModSettings.bat from there. Then restart FLMM, activate the mod, activate the addons, then run Freelancer.

P.S. I don't understand why you should be getting a 0 files copied message, since ModSettings.bat removes the read-only protection that FLMM locks the files into. Btw I do all this by hand (in a dos box, cause I'm running win98se) so if you're doing it by explorer point-n-click, there might be a mistake you're making somewhere that I don't know about. More details would be helpful.


" In Defeat, Malice; In Victory, Revenge! "

Post Sat May 01, 2004 9:40 am

Thank you very much for you quick replies and help. I am off to try what you suggested. If it doesn't work I will post as complete a description of every step I took to get to the roadblock I am at now :-)

Post Sat May 01, 2004 8:30 pm

Oh, I forgot one thing... the individual batch files don't unlock the FLMM protection -- only ModSettings.bat does. So if you're trying to change only one setting and running, say, CutScenes.bat (choose whether you want to see the SP campaign cutscenes or not), it won't work. I mean, it'll probably say "successful" but you'll also see an "Access denied" message (and also probably "0 files copied" iirc).

So if you are trying to run just one of the batch files, you'll have to un-readonly the files which it affects, and then re-lock them when you're done (just to be safe, and to keep FLMM happy).

" In Defeat, Malice; In Victory, Revenge! "

Post Tue May 04, 2004 5:08 pm

have you any old save games? I found these can conflict sometimes and stuff up a mod install or game load.

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