Discovery problems
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Ok so I have been playing for a while now and i was a little disappointed when the story ended, I was hoping for more. I decided to go on exploring and uncovered a fair bit of he map before deciding to have a look for one online. Lets just say I wasn’t expecting so many systems.
I’ve now discovered the Discovery 4.85 mod. When i found out there was an extra campaign i was pleased to say the least, but oh no……it won’t work I’ve tried everything I can think of bar smashing my computer with a large hammer…but I don’t think that wise.
I get this error when I try to extract the file…
Access to c:\Program Files\Freelancer Mod Manager\mods\2009-06-09-Discovery485\DLLS\BIN\content.dll was denied.
I’ve tried changing the folder permissions for the FLMM directory…no dice.
I’ve downloaded the mod from a number of locations to test file integrity…no dice.I can’t actually think of anything else so any help would be appreciated
Thanks in advance
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Here’s the link to the install instructions on the discovery forum.
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The new “campaign” is, like for most mods, a set of RP stories that guide the mod’s design and direction in a specific path. It has bearing on the universe and the RP on the server itself, but nobody has created an entire new singleplayer storyline (some did do single missions however).
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But OpenSP isn’t as interesting; if you have the choice between OSP and MP, try MP.
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On a side note: SWAT-OP-R8R announced that he is going to create a new SP storyline campaign for CF 2.0. It will be of course still a extremly long time and the whole thing is most likely just a concept but……
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several times i downloaded the storyline conversion “Big Daddy Storyline”.
the mod seems to have an issue, cuz with it activatet i never managed to get even into the start menu. if it would interest me enoughly i would look into the mod in seek for issues but those time it was neither in my possibility range nor in my interest though. did anyone else hear of the mod? -
Vesko wrote:
Aye, the only mod I recall expanding on the campaign is “Trent the monkey king mission 1# mod”, or something like that. Discovery also supports Open SP, which lets you play in SP without the storyline, if that’s what you meant.There was a ‘Before FP7’ one aswell. I might have a copy somewhere actually. PM me if you want me to try and find it.
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Hello ppl! My name is Ezequiel, and i’m trying to run a Discovery Freelancer 4.85 modded Sever, but I found some issues… for example… there are difference on the ore prices and that all the jumpgates y jumpholes are locked and when i try to dock with them it say “access denied”…
Can some one gimme a hand about this problem
Thank you
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It sounds like the mod is not installed properly. Here’s the link to the install instructions on the discovery forum.
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I did it… I reinstaled Freelancer and even the mod again like it say on the Discovery FL forum… but it didnt work… i’m starting to think that it’s about the .fl file configuration… but dont it comes with the MOD? I rencently found about locked_gates in another post… so i’ll try to check it. But I’m still wondering about the ore prices :S This problem looks like it’s a wrong installed mod… but i did it all like it say on the forum. Any way, it’s not a big deal… the FLMM just extract the files to the FL folder, and make some appends and changes to the ini files… :S
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It sounds like it’s not activated.
It’s also possible your Freelancer folder is damaged by another mod?
Have you done a clean installation of Freelancer and started again?
I’ve not use Discovery for a long while so I can’t remember if there’s any special thing to do, but normally for a mod:-
When you double-clicked the discoveryxxx.flmod file, FLMM opens and copies out the files into its own \Mods folder, and adds the mod to its list of mods. If there is a problem, FLMM stops and gives you a message. The mod then cannot be activated.
If the mod file opens OK, it is still not activated.
To activate it you have to start FLMM and select the mod in FLMM’s Mods list, and click Activate. Wait for the green check mark.
To start Freelancer I always close FLMM and start it from the Freelancer shortcut, FLMM is not always reliable for starting.
As Cannon says, if you didn’t get the mod file from the Discovery forum then delete the mod from FLMM and download it again and start from a fresh Freelancer installation too.
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I made a clean install 3 times, but i didnt work cuz the character were already created. The problem was this:
[locked_gates]
locked_gate = 2856723651
npc_locked_gate = 3080351366
npc_locked_gate = 2749302404
npc_locked_gate = 2384076422
npc_locked_gate = 2747303563
npc_locked_gate = 2350144385
npc_locked_gate = 2919942795
npc_locked_gate = 2694587652
npc_locked_gate = 3157307012
npc_locked_gate = 2675819466
npc_locked_gate = 3015759243
npc_locked_gate = 2578962883
npc_locked_gate = 2254122510
npc_locked_gate = 2293678337
npc_locked_gate = 2284213505
npc_locked_gate = 2444625543
npc_locked_gate = 2980035276
npc_locked_gate = 2640501769
npc_locked_gate = 3051899916
npc_locked_gate = 2711806985
npc_locked_gate = 3051850763
npc_locked_gate = 2926089285
npc_locked_gate = 2460445762
npc_locked_gate = 2926433351
npc_locked_gate = 2263303234
npc_locked_gate = 2382233355
npc_locked_gate = 2569281742
npc_locked_gate = 2963174661
npc_locked_gate = 2541540999
npc_locked_gate = 2259929730
npc_locked_gate = 3128701573on the initialworld.ini file
It’s strange cuz the MOD changed this file… I think it’s maybe cuz i installed a patch before install the Discovery Freelancer MOD on once and the MOD XML file append the ini file, but didnt remplaze it :P… I’ll check it again when i’m back to home…The only think rest to resolve is the ore prices… They r not like on the RP 24/7server and i’m trying to find out “why”. Oh! and wait till the next MOD come out so the server will be available for all the spanish talking ppl
Thank you
Ezequiel M.