Freelancer Mod Manager section
As you’ve maybe already noticed there is a new “Freelancer Mod Manager” category on the sidebar.
This blog will now also handle the FLMM development.
Beware that FLMM related posts won’t be displayed on the frontpage.
To read about the brand new FLMM version (1.5 beta 1) and its features just click on the “Freelancer Mod Manager” category on the right (or bellow
).

You’ve got a typo in the title
Freelancer Mod _Mangager_ section
March 16, 2009 8:04 AM by Hribek
Thx for the hint.
Fixed.
March 16, 2009 9:04 AM by Crazy
Hey,
good job.
Greethings Iceman.
April 3, 2009 10:11 PM by Iceman
About Mod Manager 1.5 Beta. I used it the first time I installed it to mod the freelancer.ini for the server list. That worked great thanks. Since the global server is still down I decided I would play around with some of the SP mods in it but the next time 2nd time I clicked on it it just freezes up at the splash screen. I have to use the task manager to close it and as soon as I do that I get an error message from the Mod Manager that it can not access Freelancer.ini.
June 13, 2009 10:39 PM by Fletch
That’s fixed in the next version.
Remember that it’s just a beta version to find some silly bugs like that
July 7, 2009 9:09 AM by Crazy
Comments on FLMM 1.5_1
1). Seems to use a LOT of memory while loading mods. Unable to do other things while it’s loading. This is with a P4 3.5 with 2G RAM
2). If a mod is activated and then FLMM is shut down, the next time FLMM is started up it locks up with the message that it can’t access freelancer.ini. Removing the ‘read only’ attribute on the freelancer.ini file fixes that but that must be done each time.
3). Earlier versions of FLMM used to sort the mods in the mod list in the same order they’re listed in the Freelancer Mod Manager\Mods folder. This way if you have multiple versions of the same mod (development), you could always be sure you’re activating the correct one by verifying it against the folder list in the Explorer tree. 1.5_1 does not seem to have any specific order in which it lists the mods.
Robo
January 29, 2010 2:48 AM by Robocop
Figured out the issue with the mod sort.
Another issue though is that when FLMM is restarted, it does not recognize that a mod is activated.
January 29, 2010 6:06 PM by Robocop