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 Post subject: Running Multiple mods without deactivation
 Post Posted: Tue Apr 13, 2010 10:03 pm 
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 Post Posted: Tue Apr 13, 2010 11:06 pm 
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Here's another way that may be a bit easier for some:


Read here how to have several different installs of FL mods using FLMM.

This will also prevent FLMM Mod Cross Contamination.


A good solution to the issue of possible Cross Contamination of files from Mod to Mod via FLMM. As long as, you have sufficient Hard Drive Space to pull it off.

Multiple Copies of FL for each Mod Name.

The Procedure:

Deactivate any active Mods, delete FLMM/reinstall and delete all mods in it and install only the mods you wish to use. Most of those items are of no use when running a client-side mod anyway.

Uninstall FL; Check the Microsoft Games Folder to be sure FL folder is NOT there; (if it is, delete it). Restart your System. (FL makes changes in the registry, so Installs or Uninstalls require REBOOT to be complete.)

Now, Reinstall FL; then Copy & Paste the Folder inside the Microsoft Games folder.

Now, Rename the Folder to Mod X, Then Copy & Paste it AGAIN, and Rename it Mod Y. (you could give them the name of the mod you play as well.) and so forth for each MOD you wish to be able to run, and not Cross Contaminate them with each other.

When you want to play on a Server with Mod X, then you simply start FLMM click "Options" at the top of FLMM. Now click the "Choose a Different Freelancer Directory" and you will see Mod X, and Mod Y folders, or what ever you named them. Now click on the one you want (for now say Mod X). Now Load Mod X in FLMM. When you want to switch back to Mod Y, you simply deactivate the Mod X,. Now click "Options" at the top of FLMM again. Now click the "Choose a Different Freelancer Directory" and you will see Mod Y’s folder. Now click on Mod Y. Now Load Mod Y in FLMM and play.

By doing this, you eliminate the Restore Backups process, as you are not transferring files from one Mod to another. The biggest issues then are Hard Drive Space, and Remembering to change the Different Freelancer Directories for each mod switch.

Hope this helps and you can rest assured that no files from one mod to the next will be transferred. Also, you will have to deactivate the mod you're playing to switch FL Folders.

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 Post Posted: Wed Apr 14, 2010 3:33 am 
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Firstly the UV is the only one you need Mwahahahahaaa!

But in nutshell if you wanted to run multiple copies without having to activate and deactivate all the time using flmm it is really easy.

Here is what i did when i was running 2.23 and testing beta 2.24 hehe.

Install freelancer activate the UV using flmm 1.3.
Goto c:/program files/microsoft games/freelancer and rename that folder to Freelancer UV.
Go into c:/program files/microsoft games/freelancer/exe and locate the freelancer exe, create desktop shortcut and rename it Freelancer UV.
Now install freelancer again and activate your other mod.

and thats it, you could repeat the process as many times as you like depending on how many mods you wish to have.

Step 3 and perhaps the most important step of all, HAVE FUN!!! and seeya in the UV
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 Post subject: Re: Running Multiple mods without deactivation
 Post Posted: Thu Apr 15, 2010 10:51 am 
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Topic Moved to player help

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