So what mods do you reccomend?
So what mods do you reccomend?
I just played and beat this game for the first time a few days ago. LOVED it. Normally after I finish a game I delete it from the hard drive and never touch it again but there are exceptions when the game in question is truly top notch. This game qualifies and I'd like to extend the experience as much as possible. I was looking through the mods and found mostly tweaks and stuff. Are there any mods that actually add gameplay, like new missions and such? Were there any expansions ever made for this game?
RE: So what mods do you reccomend?
Ah btw, I created a Pinnacle profile for this game (http://www.pinnaclegameprofiler.com) for Xbox 360 controller. Haven't posted it in their forum as I doubt too many people would use it, but if anyone wants it I'll be happy to post it.
RE: So what mods do you reccomend?
I like these two personally:http://www.spacesimcentral.com/freelancer-f22/mod-phoenix-mod-t52.htmlhttp://www.spacesimcentral.com/freelancer-f22/mod-itano-circus-t42.htmlIt has been a while since I played FL and there might even be an updated mod for each of those. I know those two are standalone. Those are generally what I like to play since multiplayer servers tend to go down.
RE: So what mods do you reccomend?
So how does it work, you install the mods and the story continues? How do you get started, ie where do you go to get your first new mission? Also, can you have multiple mods installed at the same time?
RE: So what mods do you reccomend?
You will need to use mod manager to enable/disable mods. You can only have one game changing mod at a time. There are small little mods that don't really change the game that can be enabled with others. It depends on the mod if story is intact or if they have created a a open world (which is the way FL should be without a story, or very minor one).
RE: So what mods do you reccomend?
So if I have one mod installed, I don't need a mod manager? Can I install one mod, play through it, uninstall it and then install/play the next mod? Or would I have to uninstall the whole game and start over?Also, the two mods you reccomended, are they both 'game changing' mods?
RE: So what mods do you reccomend?
Yes you need to have the mod manager installed: http://www.spacesimcentral.com/downloads.php?view=detail&df_id=37Here is a good description of Itano Circus: http://www.moddb.com/mods/itano-circusAnd in the download description of Phoenix it has most of the info you are looking for: http://www.spacesimcentral.com/downloads.php?view=detail&df_id=126
RE: So what mods do you reccomend?
Cool thanks. I keep seeing the word vanilla. What is that?
RE: So what mods do you reccomend?
Shant wrote:
Cool thanks. I keep seeing the word vanilla. What is that?
I think it might refer to a clean install of Freelancer as in without any mods. Just they way it is when you normally install it. Also have a look for the discovery mod. Highly recommended.
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Bullwinkle
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RE: So what mods do you reccomend?
Shant wrote:
So if I have one mod installed, I don't need a mod manager? Can I install one mod, play through it, uninstall it and then install/play the next mod? Or would I have to uninstall the whole game and start over?
Short VersionYou want FLMM (Freelancer Mod Manager) because it makes it simple to install and manage mods. It's free and quite a bit easier than learning how to install mods by hand.Sure, the mod manager makes it as easy as toggling a mod "on" and "off". Activate one, play it, then deactivate it and activate another. The mods do not contaminate each other. Mostly.
RE: So what mods do you reccomend?
Holy cow...thank you Bullwinkle! That is a HUGE help. OK, well I probably won't be doing any modding anytime soon, and apart from trying out the speed boost and jumpgate animation shrinker that you provided, I don't envision editing any text files (unless I have to). For my purposes, at least for now, I just want to keep the game going. So, please correct me where necessary. If I read you right, all I have to do is:Step 1 - Download & install FLMMStep 2 - Copy my FL game data treeStep 3 - DL & install whichever mods I want to playStep 4 - Start FLMM and enable the mod I want to playStep 5 - Start the game as usual...and it's as simple as that?Separately, a few more questions. 1 - I've had the Discovery mod, Phoenix, & Itano Circus reccomended to m me so I'll start with those. Any other mods you reccomend trying?2 - Are the 3 mods mentioned above all game changing mods? IE, do they all add new missions? And if so, does that mean there are new rumors, dialog, etc...?3 - Do the in-game changes made by the mods run concurrent to the original missions/story, or do they replace them altogether? In other words, if I install a mod, do all traces of the original story disappear or will they still be there for me to pick & choose?Can't thank you enough for that, once again.
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Bullwinkle
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RE: So what mods do you reccomend?
Shant wrote:
Holy cow...thank you Bullwinkle! That is a HUGE help.
Glad to help. I have learned a lot from others, so it is nice to be able to contribute back to the community.Sure, start small; one mod at a time, and try other people's mods before making your own.Small changes to your list:Step 1 - Copy my entire Freelancer tree: C:\Program Files\Microsoft Games\Freelancer. Get it all, including the DATA, EXE, and DLLS trees. Mods can change things in any of the sub-folders.Step 2 - Download & install FLMMRight. For some reason, version 1.31 is more universally accepted than 1.4xStep 3 - DL & install whichever mods I want to play.Right... a note about "installing" FLMM mods. The easy way, after FLMM is installed, is to make sure that the mod has an extension like "MyMod.zip.flmod". Then all you have to do to install the mod is to double-click the file and FLMM will do the rest of the installation. Some mods download with the correct extension while some require you to add the .flmod part. Note that, by default, the Home Edition of Windows does not let you see file extensions. This causes much more confusion than it solves. If Windows Explorer does not display file extensions, then fix it: Tools | Folder Options | View | [ ] Hide extensions for known file types <== Uncheck this box.Step 4 - Start FLMM and enable the mod I want to playStep 5 - Start the game as usualYep! It's that simple. FLMM does most of the hard work for you.
Shant wrote:
1 - I've had the Discovery mod, Phoenix, & Itano Circus reccomended to m me so I'll start with those. Any other mods you reccomend trying?
I am plan to try Phoenix and Itano Circus myself. Discovery is pretty good, and it does some of the speed-ups for you. Version 4.80 is the last version of Discovery that includes the single player story line, so you might try that rather than the newer versions (which are tuned for multi-player). The story line is basically the same, but the missions are more challenging, the payouts higher, and there are some cool new ships to try.After watching all of those cut scenes a billion times, I can't tell you how much I appreciated the new uniform that the Crossfire mod has for Juni! When you activate Crossfire choose Sexy Outfit 2. I liked the uniform so much that I saved it for use with other mods.Crossfire, by the way, has an extremely cool Sol System, complete with a dockable Earth. It is done to scale, so it will take you like a week to get from Pluto to Earth (just kidding about the week, but the system is HUGE compared to most Freelancer systems). The planets all have moons and there are a couple of in-system jump gates to speed up travel from the Keyper Belt (Pluto) to Jupiter, and a special trade lane from Jupiter to Earth that neatly takes you through the Van Allen asteroid belt.Oh, and Crossfire adds a final mission to the story line, with a cute twist at the end. It is worthwhile to play Crossfire just for that final mission to Earth.
Shant wrote:
2 - Are the 3 mods mentioned above all game changing mods? IE, do they all add new missions? And if so, does that mean there are new rumors, dialog, etc...?
Let's talk about terms for a moment. Remember that most of the big modders are primarily multi-player people who do not play the story line. I think that DarkOne's use of the phrase "game changing" was perhaps a shortcut way to explain what I tried to say about the way that FLMM can either replace files or script minor changes. I believe that he meant that you cannot use two mods at the same time that change game files by replacing them.In other words, FLMM comes with a couple of small mods that you can use with other mods (a gun, a ship, faster cruise speed). But mods that make a lot of changes (such as the mods that you mentioned) can only be activated one at a time. You can install as many as you like, but FLMM will usually make you disable an active mod before you can activate another.So, yes, most mods have "new missions", but they are typically changes to the missions that you get in the Bar or on the Job Board. Some are pretty good. If you are thinking of extensions to the story line, that part of Freelancer has had less work than others, mainly because it is much easier to edit ships, guns, systems, and bar missions than it is to add a cut scene or extend the story line script. Remember, none of this modding stuff is supported by Microsoft (although they don't seem to mind mods that don't infringe on their copyrights).And, yes, new rumors and infocards. Don't expect new cut scenes or audio dialog, unfortunately. As I said, the Crossfire team got pretty creative in their Mission 14, and they added new music and other sounds.So that leads us to your next question:
Shant wrote:
3 - Do the in-game changes made by the mods run concurrent to the original missions/story, or do they replace them altogether? In other words, if I install a mod, do all traces of the original story disappear or will they still be there for me to pick & choose?
Some mods have no story line at all... just exploring. Many are built with the multi-player game in mind. Some mods let you play the original story line with different variations. Some add a little to the story line. Some replace the story completely. Have fun exploring!-- B
RE: So what mods do you reccomend?
Wow I guess that covers all the bases. Thanks again man! Will let you guys know how it goes.
RE: So what mods do you reccomend?
Do you have a link to the crossfire mod?
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Bullwinkle
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RE: So what mods do you reccomend?
Shant wrote:
Do you have a link to the crossfire mod?
http://www.moddb.com/mods/crossfire/downloads/crossfire-mod-17-client-versionYou may have to disable your antivirus program before it will install. There is a false alert with some checkers (including mine - Norton).Merry Christmas!B
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SolCommand
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RE: So what mods do you reccomend?
"Shattered Worlds" is a cool mod also, very well made.http://www.freelancer-swwt.com/
RE: So what mods do you reccomend?
for me discovery was the besti played a lot of Single Player sadly the differences between SP Discovery and MP Discovery are big.they should focus on the SP part too
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SolCommand
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RE: So what mods do you reccomend?
I played Discovery also a wile ago but I guess it all depends on what mod you're looking for: total conversion, tweaked vanilla etc
RE: So what mods do you reccomend?
imagine what could be done if microsoft releases the code for freelancer
RE: So what mods do you reccomend?
SolCommand wrote:
"Shattered Worlds" is a cool mod also, very well made.http://www.freelancer-swwt.com/
Where do I download the mod from? I can't find any download links on that site...