You can make huge changes to the game simply by editing text files. The majority of the files that make up the game can be edited, added to, or extended. □įreelancer is highly extensible but it requires a few specialized tools to do so. I won't actually tell you anything wrong. The "lies" are just telling you one way (or tool) to do something when there are often more than one method or tool to do the job. I won't attempt to explain everything and I will even tell you a couple of small lies to make the story simpler, but this should help you get started. There is a LOT of information on the Internet about Freelancer and modding it, but even the "beginner" tutorials seem to assume some understanding of how it all works. I've never seen a simple description of how mods work, so I'll take a stab at it here. Fortunately there are places like SpaceSimCentral that help to organize and share the information. But there is no Official Freelancer Modding Handbook - the "how-to" information is spread across the Internet. The game engine is designed to make it easy to extend the game - or even to create new games based on the same engine. Modding is entirely a community-supported reverse-engineering "hack" with very little help from the original authors. □ When everything works correctly you can experiment with different mods without ever reinstalling the game. Activate one, play it, then deactivate it and activate another. Sure, the mod manager makes it as easy as toggling a mod "on" and "off". It's free and quite a bit easier than learning how to install mods by hand. You want FLMM (Freelancer Mod Manager) because it makes it simple to install and manage mods. 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?
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