Unofficial 1.4 patch
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The website, The Patches Scrolls: http://www.patches-scrolls.de/ offers an Unofficial Freelancer 1.4 patch (link here). Is this recommended to be installed over the 1.1 patched version? What if I’m playing with the Discovery Mod? (Singleplayer in both cases.)
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Any mod will already package any additional patch you might need. There is not need to install even 1.1 in most cases, and so-called “unofficial patches” will most often break compatibility with mods.
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FriendlyFire wrote:
Any mod will already package any additional patch you might need. There is not need to install even 1.1 in most cases, and so-called “unofficial patches” will most often break compatibility with mods.I see. What about if I’m not playing with any mods, just the original game? Is this 1.4 Unofficial patch recommended at all? (It appears to be made to fix bugs left unfixed by the official 1.1 patch.)
I am asking because I have finished the original game (which had the official 1.1 patch and the unofficial 1.4 patch installed), and would now like to try the Discovery Mod on the same installation. I am using the Freelancer Mod Manager. Would you recommend that I reinstall Freelancer again? Or will FLMM take care of this for me and allow me to play the Discover Mod without issues?
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It should be fine, but I cannot guarantee it. Discovery, like most mods out there, recommend a clean install of Freelancer before playing. I do not know what exactly the 1.4 patch does.
I would say that generally there is no recommended upgrade path beyond 1.1 and the Global List Server fix. Most additions you can do from there are mods. I don’t think there is anything out there that’s just there to improve the vanilla experience; most change it in one way or another and add stuff on top of it. Whether changing means improving is left as an exercise to the reader
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Most of the patches you see correct errors in the original game files that most players won’t even see on a vanilla server. So, in most cases, it’s not even needed. In fact, the 1.1 patch is geared more towards the server side of the game files than the client files. Recently we discovered that in order to connect to some servers, the client must also be updated to 1.1, but that’s not always the case for some reason.
That said, most modded servers, even server-side only mods use one of the available patches as their foundation. The two most common patches used are the SDK 1.3 kit, and the JFLP update which is built off the SDK 1.3.
If the server you are playing on has been modded using these patches, there is a slight possibility that an incompatibility may exist between your files and theirs although this is rare.
Most server-side only mods are designed to allow any players including players using the original game files to play without a problem.
So, I guess your choices are these:
1). Don’t worry about it and play on vanilla or server-side only modded servers
2). Use the SDK 1.3 or JFLP update patches if you feel you must patch your game files, or
3). Find out which patch is required to activate the mod for the server of your choice. FLU’s mod for example is written around the JFLP update patch (all hail Adoxa, may he live forever), and in order for our mod to even activate, the client files must also be updated to the JFLP level. This is because the FLU mod is almost 100% scripted and looks for specific lines to modify. (1.000000 <> 1) -
As far as I’m aware JFLP includes the unofficial 1.4 patch and the sdk, all stitched into one, streamlined and mostly bugfixed. JFLP is best patch to use so long as it doesn’t conflict with a mod you might want to play.
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Yes, JFLP was actually built off the 1.4 Unofficial Patch (which itself was built off the 1.3 SDK). To assist with mods, have a look in the JFLP directory and you’ll see jflpmod.exe, which will modify *.xml files to hopefully translate SDK to JFLP; mods.txt contains a list of some mods requiring changes.
In FLMM v2, 1.000000 will equal 1 (as will 1e0; key, key = and key = true will also be treated as equal).
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Timmy51m wrote:
As far as I’m aware JFLP includes the unofficial 1.4 patch and the sdk, all stitched into one, streamlined and mostly bugfixed. JFLP is best patch to use so long as it doesn’t conflict with a mod you might want to play.Know if the 1.4 unofficial patch will conflict with the Discovery mod, or would it not have any negative effects?
If I’m using the Freelancer Mod Manager, will it take care of any possible issues for me and allow me to play the Discover Mod without issues? Let’s say that I’m not gonna be playing multiplayer for now, just singleplayer.
Sorry for the newb-ness of the questions. I don’t know much about how mod and patches interact with each other in Freelancer.
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I am using the Freelancer Mod Manager. Would you recommend that I reinstall Freelancer again???
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I recently re-installed Freelancer (on Win10).
This was my recipe:
a. Freelancer clean install
b. MS patch v1.1
c. Jason FLP - (the unofficial 1.4 patch and other fixes)
d. Installed the no-cd exeVanilla Freelancer played perfectly online. I found that the single player campaign did not.
When I came to try the Discover mod, it did not like my “fixed” vanilla Freelancer install.
So, I simply uninstalled Freelancer, re-installed it again, applied the MS v1.1 patch (cos I wanted it to be totally MS up to date).
Then I ran the Discover installer and it installed first time. Make sure you run the Discovery installer with admin rights.
Been playing it without a hitch for a week now.
Ping me if you need more details…
Jerico