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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Disco mod and FLMM

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Disco mod and FLMM
Offline Sava
01-21-2014, 11:46 AM, (This post was last modified: 01-21-2014, 01:03 PM by Sava.)
#1
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Posts: 725
Threads: 54
Joined: Mar 2011

I wonder, why Discovery mod doesn't work with the Mod Manager?

I liked the way it was before - players could install the mod over their localized FL installations; they could easily switch between Disco and other mods.

The FLMM-compatible mod is, no doubts, way more newbie-friendly.

Edit: Also, FLMM offered such feature as turning off planets rotation, which I miss.
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Offline Echo 7-7
01-21-2014, 05:41 PM,
#2
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Posts: 4,077
Threads: 99
Joined: Sep 2006

FLMM does have bugs, and there can be errors when copying mod files or activating/deactivating mods. By having our own installer, you can then use FLMM for other mods on your primary Freelancer installation which won't affect your Discovery installation.

There was a sig here, once.
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Offline Cortexian
01-21-2014, 06:20 PM,
#3
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Posts: 37
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Joined: Jan 2014

(01-21-2014, 11:46 AM)Sava Wrote: The FLMM-compatible mod is, no doubts, way more newbie-friendly.
I would find the opposite to be true. The installer is a self-contained step-by-step processes.

From the perspective of someone who has never modded Freelancer before, the installer is the best way to go. For modding veterans, FLMM isn't any more difficult to grasp and it does offer some unique features, but it doesn't keep your vanilla game installation intact.
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