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Getting the mods to work

Here you can get help with applying those different MODifications for Freelancer

Post Wed Feb 18, 2004 2:52 am

Getting the mods to work

I hope this is the right forum this time, I was told the general discussion was the wrong one, but not told where to put this topic instead...

Anyway...

Hi everyone, I've just got back into Freelancer, and I've downloaded some mods. I want to try the Open SP mod in particular, as I prefer a more open game (like Frontier Elite 2).

Anyway, I've downloaded the mod manager (FLMM), and some mods. The mods are recognised by FLMM, and I can activate them, but when I run the game (from FLMM) there doesn't seem to be any difference, same opening movie (which I've now seen way too many times!), and same startup mission.

I don't know what to do now, can you help? In case it matters I have FLMM installed on m C: drive, and FL itself on my D: drive.

Thanks for your help,

Mike

Post Wed Feb 18, 2004 4:51 am

At least you're trying.

Moving to the right forum now.

Post Wed Feb 18, 2004 5:06 am

Thanks!

"I work for the second most demonic sect of the satanic bunny corporation. We don't really run this burrow, but we have an agreement with the bunnies that do..."

Post Fri Feb 20, 2004 7:56 am

One thing you can do is make sure that FLMM is modding the right Freelancer directory; it could be pointing to the demo's directory if you used FLMM before getting the full game. Load FLMM and go to Options/Choose Freelancer Directory, and make sure it's pointing to Program Files/Freelancer (or wherever else you installed it to).

Also, some mods, including OpenSP I believe, require you to start a new game for them to go into effect.

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