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no ship models in modded game

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Post Thu Nov 04, 2004 9:10 am

no ship models in modded game

hello fellow space monkeys :O) im back in the freelancer universe again after a long absence. i decided to reinstall and play with mods because they look like fun and the mods and stuff in x2 i are difficult to use. ive found to my cost i lost 6 months of real game time to a snafu save game file . as a result my x2 cd nolonger exists .grrrrrrrr. now having forgotten just how playable and atmospheric fl is compared to the aformentioned game i dive into the plot again using the all good things mod. my troubble is this .... in whatever mod i try to use the ships that are modded dont appear . their weapons and engine exhaust trails do but the ship model dosent . its alittle odd seing weapons flying in formation on their own . not attached to any visible ship ! i tired to kid my self they were cloacked but it dosent help . i wnat to see the new ships . can anyone help me . ? i am semi computer literate can transferr files cut and paste ect but the really technical stuff makes my brain hurt. . ps i posted this in technical but no one has answered. this is still an active forum innit?

dont point that at me again

Post Thu Nov 04, 2004 9:16 am

Are you using the freelancer mod manager to activate and deactive the mod? Its not like mods in X2 - where you upzip and dump files in folders.........we have a natty little program that lets you select, activate, deactivate mods etc - whislt moving save games to try and stop any issues it may cause too

Its Freelancer Mod Manager - or FLMM for short. You can find it on the download page.

If you are already using it, I would suggest re-downloading the mod then - as it maybe a corrupt download you have.

Post Thu Nov 04, 2004 3:28 pm

No, almost any mod does it to me as well. Something about the utility that creates custom ships. I can see my own ship, and scattered other ships, but most are flying ghosts.

Captain of the Kep Salu

Trekkie and proud of it!

Post Mon Nov 08, 2004 11:27 am

Did you guys also install SDK 1.3? You should do that first before activating any Mods and, definitely, use FLMM to activate / deactivate mods.

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