How
do I make a downloaded mod work with FLMM?
Does
FLMM work with the Trial version of Freelancer?
IÆm
trying to run FLMM, but I get some error about ôoleacc.dllö missing!
My
Freelancer installation is messed up! How can I fix it?
What
are all those ô*.flmmbakö files in my Freelancer directory?
Help!
All my saved games disappeared!
What
is the ôAutomatically Move Saved Gamesö feature?
What
does the ôMake modified files read-onlyö menu option do?
If the mod ends in ô.zip.flmodö, then you just have to double-click it and it will install itself!
Otherwise, launch FLMM and go to ôHelp\How Do Iàö. Basically, you just have to extract all the mod files into the ôProgram Files\Freelancer Mod Manager\mods\TheModsNameö folder, following the correct directory structure. The documentation explains it in more detail; read Option #1.
Yes! Unfortunately, only a few mods (like cruise speed, beam weapon, and some ship mods) are compatible with the Trial version.
Go to Control Panel, Add/Remove
Programs, Windows Setup and then install the Accessibility option (the one with
the wheelchair for handicap people). FLMM uses the
First of all,
make sure that you are using the most recent version of FLMM.á If you are, and you can replicate the crash,
download the FLMM Debug Files from http://www.usaezhost.com/site/igx89/flmm_debugfiles.zip
or http://flmm.hopto.org and put them in
the same directory as FLModManager.exe (usually ôProgram Files\Freelancer Mod
Managerö).á They will enable a bug report
dialog that shows up when a crash happens, and that will let you easily e-mail
me the details of your crash.
The chances of something bad happening to your Freelancer installation that deactivating all mods doesnÆt fix are pretty slim, but it could be possible. If that happens, load FLMM and do ôTools\Restore Backupsö as your first troubleshooting step; that usually fixes most problems.
FLMM makes backups of all modified files, naming them ôsomefile.ext.flmmbakö. They only exist while a mod is activated. DO NOT ever delete them manually! Use Tools/Restore Backups instead. If you delete any of those files it WILL cause big problems!
ááááááááááá (see below)
FLMM will automatically move saved games into different subfolders in the current userÆs saved game folder (ôMy Documents\My Games\Freelancer\Accts\SingePlayerö, or ôMy Documents\My Games\Freelancer Trial\Accts\SingePlayerö if that doesnÆt exist). This feature prevents saved games from causing Freelancer to crash, and also helps you to better manage all your saved games. If you have saved games that youÆve made before using this feature, you will have to manually move them into the right subfolders. FLMM doesnÆt create a subfolder until youÆve launched Freelancer with that mod active, so you will have to launch Freelancer before you move your old saved games. The subfolders are named according to the directory names of the active mods (if the mods arenÆt ôsavesafeö). So, if you activated the NoStory, Nomad Battleship, and NearlyInvulnerableShields mods, then the subfolder would be ôSinglePlayer\NearlyInvulnerableShields-nomadbattleshipö (NoStory is savesafe).
While a mod is active, FLMM will make read-only all the ini files that are modified. I added this feature because modifying an ini file while a mod is active *could* make it impossible to deactivate the mod, and the only way to fix it is to use the ôRestore Backupsö feature.
ááááááááááá Yes! It currently supports 2 different parameters:
FLModManager.exe c:\somemod.zip.flmod (installs the specified mod archive)
FLModManager.exe /toggle=önostoryö (activates or deactivates the specificied mod, using the name of the modÆs folder under \mods )