Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

**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

Post Sat Feb 05, 2005 3:51 pm

frank,have u gorn to tools and then restor backups.that will fix the ploblem i hope

Post Wed Feb 09, 2005 1:15 am

i just have installed freelancer but when i start the game i only let show the three movie and when it go's to the screen with freelancer the computer loads for a few second and then the game shutsdown to the desktop if anyone now a solution send a massage to [email protected]

Post Fri Mar 25, 2005 11:16 pm

i am trying to use the mod manager v1.3 and its my first time using it and i am running into a problem when i try to activate a mod it says: Error: file 'D:\Microsoft Games\Freelancer\EXE\freelancer.ini' doesn't exist and i have done a reinstall 3 times and get the same thing. wondering if someone can help me out here

Post Fri Apr 01, 2005 4:00 pm

IGx89, in a future version, if there will be one. could you make it so the lvl required to buy a ship is listed by base. some bases sell ships at a lower lvl than others. also instead of a best trade list, how about just listing the commodities sold and their prices?

Post Sun Apr 03, 2005 11:16 am

Might be due to the fact that the game doesn't run from the D: drive, it runs from C: usually, because thats where you install it, unless your config is different...

Post Fri Apr 08, 2005 12:14 pm

when i download most mods it comes up with "mod not found in archive" or something like that could somebody PLEASE HELP ME??????!!!!!
it most commonly happens on big mods but sometimes it will have it on smaller mods


i just need some help

Post Fri May 20, 2005 6:14 am

for some insane reason..some of the mods wont auto execute when downloaded..so I'm stuck with mod zips and unable to install them. Being sort of simple minded that I am....and believing in the K.I.S.S. (Keep It Simple & Stupid)
method, I'm very hesitant to try to install some of them manually (using the readme instructions) out of fear I'll wreck the game or corrupt files. Even some of the readme instructions are vague and nearly impossible to understand.
Got any pointers?
Thanks

Post Fri May 20, 2005 6:41 am

Earlier versions of FLMM did not have the self-extraction feature. Even as a n00b i could activate the mods. First a made a system restoring point in XP, deactivated then all mods in FLMM, copied then the Mod's zip into the FLMM-sub-directory (default: C:\programs\FLMM\something - sorry forgot exact name), made a new folder with the mod's name and unzipped them in there.
If you start FLMM then you will be able to see the new mod in the FLMM-window and now you can activate it. Enjoy !

Post Sun May 22, 2005 9:15 pm

if you manually extract mods put them in c:\program files\FLMM\mods\{modname}
most mods are downloaded as {modname}.zip.flmod
when you run these they should automatically be extracted to the FLMM\mods\ folder and available for FLMM to activate (copy to the actual freelancer folder) next time you run mod manager

Post Thu Jul 07, 2005 4:09 am

yeah i got flmm 1.31 and it wont let me activate freelancer massive addon 1.1
it says

Error: FLMM has determined that 'Freelancer Massive Addon 1.1' won't properly activate.
Error: Unable to find section (1 rep):
[BaseGood
base = Li01_02_base
in 'C:\Program Files\Microsoft Games\Freelancer\data\equipment\market_ships.ini'

wat the hell do i do ive copied the files from the mod folder to my freelancer directory but it still dont work ive checked the file and it has wat flmm is asking for but it wont work

Post Sat Jul 09, 2005 6:19 am

can anyone in lancer reactor give me some advice about flmm please
when i activate the mod manager it gives me a message that reads
[ there was a problem while inspecting one or more mods in the \ mods folder. please read the log for more information . i have tried to restore and used the tools but have came up empty . i am new to computers and would be pleased if some one could point me in the right direction thank you

angel_azreal

Post Mon Jul 25, 2005 7:57 pm

i downloaded the tie universe 2.1 and it wont activate properly! im getting this in the log box

Error: FLMM has determined that 'TIE Universe v2.1' won't properly activate.
Error: Unable to find dest 'archetype = li_dreadnought'(...) in 'C:\Program Files\Microsoft Games\Freelancer\data\ships\loadouts_special.ini'

i have never made a mod before and am totally clueless! HELP HELP!

Post Sun Jul 31, 2005 12:09 am

I know from some folks who have installed WinXP x64 that the Mod Manager won't run. Can you make it work?

:Edit
Never mind, it works now.

Edited by - Preacher0815 on 8/1/2005 4:52:18 AM

Post Mon Aug 01, 2005 3:17 pm

Angel,i ususally get that when a mod isn't working correctly or is corrupt,on the log at the bottom it should tell you which mod isn't working.Delete the mod from ur mods folder and then re-install the mod-that might work.



and like a phoenix i'll return from the ashes....with the help of the re-spawn key

Post Tue Aug 09, 2005 9:46 am

thank you phoenix m8 sorted it nice to hear from you
Angel_Azreal

Return to Freelancer Mod Manager