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Limit breaking 101

Here you find the different tutorials on editing and MODing Freelancer

Post Sat Jun 09, 2007 12:57 pm

Not to be rude, but there's one problem with editing the newplayer.fl. From what I've found, there's only one reason to even have the newplayer.fl, and that's if you've never played freelancer.

Freelancer copies newplayer.fl to your save games file and renames it restart.fl. And as I have just descovered, in order to have a new starting ship, you have to edit the restart.fl instead of the newplayer.fl. Just thought I'd post this as it may help a lot of people in the future.

Post Sun Jun 10, 2007 12:42 pm

it *should* be possible to kill restart.fl (i hate it myself - it can cause real problems when its out of synch with mod updates) by removing/redirecting the game away from it - the trick is to find where it says 'check for restart.fl first' and disable checking so it assumes its not there, or never writes it. i'm pretty sure this has been worked on without joy yet

Post Mon Jun 11, 2007 1:43 am

wouldnt it be easier just to "update" the restart.fl so it does fit to the mod?

Post Mon Jun 11, 2007 9:17 am

take a look at my Career Selection 1.2 Mod. One example of how easy it is to edit the restart.fl.

Post Fri Jun 22, 2007 8:51 pm

So what is it you guys are wanting then ideally? For restart.fl to not be made at all and continue using newplayer.fl? I don't imagine that would be hard to achieve (I'll look into it). If this is not it then what?

Post Sun Jun 24, 2007 2:18 pm

Great work dev. Do you have the details for increasing the maximum credits too?

Post Sun Jun 24, 2007 2:29 pm

Alcander: hey! mmm yup... that's what i said

Post Sun Jun 24, 2007 5:02 pm

First, what differense would it make to completely get rid of the restart.fl? All it is is a copy of the newplayer.fl file. I found that when working on my current TC mod.

Second, it's good to see you again Alcander. There's something that I've been wanting to ask you. What ever happened to your Freelimits project?

Post Sun Jun 24, 2007 5:33 pm

The point is, you can change the newcharacter.ini with a mod easily, but you cannot change an existing restart.fl that easy because it is stored on your own documents folder, and NOT in your FL folder.

Post Sun Jun 24, 2007 8:04 pm

but see you can change that with the FLMM v1.4 beta 4. So why not fix that instead?

Post Mon Jun 25, 2007 5:20 am

the restart.fl can be changed in various ways... one would be the flmm 1.4
another would be a client side script that can be integrated in FL
another would be the use of an installer

Post Mon Jun 25, 2007 7:32 am

I could use a Freelancer that only uses newplayer.fl, because that's how my OpenSP works. Until someone fixes FLMM 1.4, I'd say that that is the best option that we have.


Post Mon Jun 25, 2007 12:09 pm

ok, so let's take two birds with one stone. Instead of just patching the problem, let's get someone to fix the v1.4 beta 4. I mean, someone should know how.

Post Mon Jun 25, 2007 12:14 pm

the reason is that there are two files for the same task and it's not really necessary (all it does is add empathy rates); if you want to program an options script to edit both you will have a very slow-activating mod. that and the restart.fl crashes when empathy de-synchs due to changes, are what we're really annoyed with.

Post Mon Jun 25, 2007 11:01 pm

All I know is that I've tried going through an editing the newplayer.fl and it doesn't work with a restart.fl. I guess getting rid of this may help, but my biggest concern is that there are a good bit of things that you can do by editing the restart.fl that I personally don't think we should give up just because it's the easiet way to go about this.

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