Version 4.84 contains more changes than any previous Discovery version. Almost half a hundred original ship models were created for the mod by our community members. Many more faction systems received long-awaited updates, and 5 new systems were introduced. With numerous new weapons for fighters and capital ships, it became much easier to create versatile and balanced setup for any ship you like. More equipment types were introduced, including new scanners, thrusters, and countermeasure droppers. In addition to that, many profitable and dangerous trade routes were added, involving both new and original commodities. Top-level NPCs became more challenging than before. History of Discovery continues: while Kusari onslaught into Bretonia has been stopped, fierce fighting in Tau systems still continues. The Wild are building a Nomad gate in Omega, its destination yet unknown. Rheinland accuses Liberty of illegal experiments with Nomads in the Alaska system.
Installation
- Download Discovery484.zip.flmod and save it anywhere on your PC.
- Install Freelancer Mod Manager (FLMM) v1.31 if you haven't already - you can download FLMM from this page, Useful Goodies section.
- Double-click Discovery484.zip.flmod and wait until it unpacks. If .flmod extension is not identified, choose FLMM manually to open the file.
- After unpacking is complete, select Discovery 4.84 in FLMM mod browser, press "Activate", and choose setup options you prefer (it's safe to leave default values).
- Launch Freelancer and enjoy playing in single or multi-player mode!
New in Discovery Freelancer 4.84
- 45 new ships:
Advanced Train
Arwing Light Fighter by Ryuujin
Barghest (Pirate Bomber) by Angel of Mercy
Border Worlds Transport by Mohr
Bounty Hunter Battlecruiser by Mancer
Bounty Hunter Bomber by Mohr
Bretonia Royal Liner by Doom
Bumblebee (Kusari Transport) by Doom
Challenger (Bretonia Bomber) by Angel of Mercy
Civilian Bomber by I m rdy
Corsair Cruiser by Angel of Mercy
Corsair Dreadnought by Angel of Mercy and Mohr
Dragon Battleship by Angel of Mercy
Dragon Bomber by Mohr
Dragon Cruiser by Angel of Mercy
Dragon Gunboat by Angel of Mercy
Falcata (Outcast Bomber) by Legeonation
FireFly by Godzero
GMG Miner by Doom
Havoc Mk II Bomber by Legeonation
Heavy Tanker by Mohr
IMG Gunboat by Doom
Kusari Bomber by Mohr
Kusari Transport by Angel of Mercy
Lane Hacker Gunship by dude42
Loki (Hessian Light Fighter) by Angel of Mercy
Mammoth (Liberty Transport) by Doom
Nomad Light Fighter
Nomad Very Heavy Fighter (limited access) by Treewyrm
Nomad Bomber (limited access) by Treewyrm
Odin (Hessian Heavy Fighter) by Angel of Mercy
Orca (Bounty Hunter Gunboat) by Angel of Mercy
Outcast Battleship by Epyon the Bored, Mohr, and Angel of Mercy
Percheron (Bretonia Transport) by Doom
Pirate Train by Mohr
Pirate Transport by Doom
Praetorian (Corsair Bomber) by Angel of Mercy
Rogue Gunboat by Doom
Scorpion Gunboat by TFK-Killermatrix
Thor (Hessian Bomber) by Angel of Mercy
Thor Mk II (admin ship) by Angel of Mercy
Viper Mk II by Nightstalker
Virage Very Heavy Fighter by Legeonation
Waran (Border Worlds Bomber) by RimShot
Zoner Destroyer by Angel of Mercy
- 5 new systems:
Omicron Eta (Edge World system controlled by Outcasts and Corsairs)
Omicron Iota (Nomad system)
Omicron-99 (Nomad system)
Omega-58 (Edge Worlds system controlled by The Wild)
Bastille Prison System
- 5 updated systems:
Baffin (Zoners system) by Denelo.
Londonderry (Mollys system) by Sawtyss
Puerto Rico (Junkers system) by Commodore
Sigma-59 (GMG system) by Commodore
Tau-44 (IMG system) by Denelo
- 19 new stations in different systems, and one new dockable planet. More stations have ship dealers.
- Extensive ship balance changes.
- Cargo jettison hardpoints added for all new ships.
- Countermeasure slots added for most transport ships.
- Components of Vanilla VHF ships became less vulnerable.
- Repair ship can hold 4000 nanobots and batteries now.
- Many hitboxes for large ships updated.
- Prices of all battleships increased by 100 million, all cruisers by 20 million.
- Battleship License items added for sale.
- High-level NPCs are now tougher; low-level NPCs slightly downgraded.
- 12 new capital ship turrets added. More forward cannon types added.
- All capital ship weaponry rebalanced.
- High-level fighter weaponry rebalanced; more weapons added, including Nomad weapons.
- 4 new codenames added, along with new wrecks. Sound effects for many codenames changed.
- Supernova torpedo added to replace Nova; Nova remains an anti-capital energy weapon with extremely high energy capacity and very low refire rate.
- Bombers are now the only ships capable of firing Nova or Supernova.
- Maximum missile velocity is now higher.
- Cost of all ammo types significantly reduced.
- 2 new countermeasure droppers, 2 new thrusters, 4 new scanners added.
- Price of all IDs reduced 10-15 times, except for Neutral ID and Xeno ID.
- 5 new IDs added, including Miner ID, and Smuggler ID.
- Freelancer ID is now eligible above level 40. Civilian ID replaced the former Freelancer ID for starting players.
- 3 new commodities: Counterfeit Software (contraband), Plutonium, Slaves (contraband).
- Many trade routes rebalanced. Smuggling became more profitable.
- History of Sirius commodity available from major planets.
- Certain mineable asteroids fields are now easier to mine.
- Shields for transports and freighters separated in different classes. Freighters can no longer mount transport shields.
- Names of two Unknown systems changed.
- flconfigdatabase.txt file by Louva Deus added (helps in solving problems for certain video cards).
- New admin notifications added: notifications will now specify which rule was violated.
- The History of Discovery continues: added news about the war between Bretonia and Kusari, the Liberty Conspiracy, The Wild, and more.
- Many more changes and additions. Multiple bugs fixed, infocard errors corrected, balance issues resolved.
- Shortcuts for quick connection to Discovery Freelancer RP 24/7 and PvP 24/7 included.
- Many more changes and additions. See the Readme.txt file in the mod package for details.
Before you Start
1) When turning Open SP on, make sure that you have a backup of Freelancer\DLLS\BIN\content.dll file. Freelancer Mod Manager (FLMM) will delete this file during mod deactivation, and you'll need to restore it manually. If Open SP is not enabled, content.dll will not be deleted.
2) It is not recommended to install any other mods or patches prior to and after Discovery activation. 1.1 official patch is included into the mod.
3) If Discovery won't activate properly in FLMM, your Freelancer installation is most probably corrupt. Reinstall Freelancer, and FLMM, if necessary.
4) Do not forget to transfer scanners, ID items, and armor upgrades each time when you buy a new ship. These items are displayed in 'Internal Equipment' section of ship inventory.
5) ID items present in Discovery are not used only for role-playing. They also act as tractor beams. Freelancer IDs are available for purchase from every base (500 credits).
6) If your large ship gets stuck while undocking from certain space stations, try moving backward and strafing, use thruster, or log off and on again with your character.
7) If you are automatically kicked from multiplayer servers, either check your ship loadout for equipment that's no longer mountable on this ship, or stop cheating.
8) Never enable Open SP when playing online.
9) Make sure your cruise speed never exceeds 350 (Discovery limit). If it does, reinstall the mod, or you will be banned for speed modding in multiplayer. The speed limit might be higher than 350 due to FLMM error (1.4 beta in particular).
10) Refer to the Readme.txt file if you need help and more information.
More Information
See the Readme.txt for more detailed changelog, installation instructions, troubleshooting hints, information on mod options, credits, and thanks. Also, visit Discovery forums at Discoverygc.com and Discovery website at Discoveryfl.com.
hi, i have never done a MOD, so i am quite slow.....
i love freelancer (but i don't play online) is this an online mod or does it change the game for singleplayer as well?
do i start the game from scratch again with discovery?
thanks
It doesn't change SP campaign by itself, however, SP becomes more complicated with Discovery enabled (due to improved NPC AI).
If you mean using original SP saves with Discovery, you can try to do this, but remember not to use Discovery saves with vanilla game, this will cause various issues. FLMM will somehow try to back up save games when activating the mod, so you might need to retrieve your old saves from where FLMM put them.
do you still have acess to the new ships and systems in the single player game. if it doesn't do you know of any other mods that do? it's just i've never been keen on online gaming.
thanks for you help, i've been waiting for freelancer 2 for far to long now.
Yes, you can still access them as far as I know. The added areas are there, so I would imagine the ships are too. I will know for sure soon, though, as I am downloading this mod.
Yes, you have access to ships, but it's not adviseable to use large ships for SP campaign. Might cause certain issues with scripts (not fatal, but it's always better to avoid trouble). All bombers, VHFs and other fighters can be used freely.
In Open SP you can naturally use everything you wish. Level requirement for all ships is 38, so you won't have any problems with inability to raise your level (which is the case in Open SP).
There isn't gonna be a Freelancer two, most likely. Microsoft's gaming department is too full of it's success with Xbox games. The PC is dead to them now )':
FLMM puts savefiles for different mods in a folder in the saves folder, AFTER they are deactivated, Original saves is in there too.
ie. Speed Mod (preloaded)
?/Documents and Settings/Your user name/My Games/Freelancer/Accts/Speed mod-.
This is what it's like on mine. For other mods saves just look in Accts.
i am having trouble incorporating discovery into the game. the settings that i apply do not work and therefore everything is returned to default before i start the game. is it possible you can help me.much appreciated from a felloe freelancer fan.
Multiplayer options won't work unless you got a server. All other options were checked to work multiple times. Check your installation.
hey befor i download this mod does enyone know if when you download it, does it give you everything from the previouse mods of freelancer descovery, or do you have to download them all
( sorry for spealing)
ive downloaded it. now im trying to run it but i cant. demon tools or something to open and install file
Freelancer Mod Manager 1.3 necessary.
Where can I get the [Freelancer Mod Manager 1.3]
I downloaded this new Discovery Mod, and I activate it and it confirms activation with that green checkmark, but when I go to play the game, it acts as if I hadn't activated it at all.
in FLMM goto file and click launch freelancer
As a matter of fact, none of my mods really work except for the Fresh Start (beta) one. I downloaded the v1.4 beta 4 version of FLMM. Anyone have any suggestions or anything?
you should get the 1.3 not 1.4 because it has serious errors
Hi am playing the discovery Mod Using open SP anyone know where i can get the Osiris or an Battlestar
Hi am playing the discovery Mod Using open SP anyone know where i can get the Osiris or a Battlestar Ship in the game
i installed this mod correctly, and in open sp, when i tell it to start me off in a system i always appear in the freeport 7 system and my afterburn dont work, whats wrong with it
1.4 beta 4 tends to cause certain problems with various mods. It's better to uninstall FLMM and Freelancer in your case, and then reinstall Freelancer and FLMM 1.3.
This is very likely a problem related to incorrect mod activation. Any other mods previously installed?
Capn26 - most probably the mod was activated incorrectly, or in a different folder then your playable Freelancer installation.
My apologies, replies to comments I try to post usually end up in the end of the comments page. Some kind of website issue.
Well, I downloaded FLMM v1.3, and the same things still happen. First I download Discovery 4.84 into a folder I created, then I double-click on that file and it automatically unpacks into what seems to be the FLMM folder it creates upon installation because I'm able to activate it. But when I go to activate it it says 'file C:/Program Files/Freelancer Mod Manager/EXE/freelancer.ini doesn't exist'. After awhile I thought to copy the folder 'EXE' from the Discover484 folder that's in the mods folder within the FLMM folder. It does that a few times with other things, but it still doesn't end up working. On the 1.4 it ends up saying it's activated after awhile but it doesn't work. I'm not quite sure what I'm doing wrong, I tried to look up things to tell me how to do it, but nothing will tell me. I actually had one of the Discovery mods about a year ago and uninstalled the game but kinda wanted to play again. Sorry for the long comment, but I really want to get it working.
"C:/Program Files/Freelancer Mod Manager/EXE/freelancer.ini doesn't exist" means that you have specified FL installation folder incorrectly. I guess your Freelancer installation isn't in Program Files/Freelancer Mod Manager folder, right?
Remove FLMM, reinstall it (and never use 1.4 beta, only 1.3) and specify correct path to your FL installation.
Well, I installed FLMM 1.3 and it is in fact in Program Files. That's my default for programs. But when I move the 'EXE' folder into the FLMM folder from the Discovery mod, that no longer becomes the problem. Then it's "C:/Program Files/Freelancer Mod Manager/data/character/costumes.ini doesn't exist". I just copied the 'DATA' folder from the Freelancer game folder. It was then available for activation, but when I activate it and start to play the game nothing seems to have changed. What I notice is that the starting money is still 500, and that isn't even an option when you change the options in Open SP for Discovery. That's all I really want to do is play SP but the one for the game is too short and there's not much to do. Idk, still lost and confused on this one.
1. m8, plz, reinstall everything.
2. install freelancer into: c:\program files\freelancer
3. install flmm into: c:\program files\freelancer mod manager
4. unzip/install mod u would like to play into: c:\program files\freelancer\mod manager\mods (and keep the mods directory structure)
5. activate mod from flmm
6. enjoy the game!
hmmm, imho, this mod is rather good advertised, than it has some interesting additions to fl.
Dude, you have no idea how many times I have unistalled and installed everything. Seriously, it's ridiculous. I just don't understand.
well, if u wish contact me directly, msg would b best (info on my profile), and i'll try to help u, m8.
Hey I see you know most of this stuff , so where do i put the files for discoveery mod ? I just started back playing FL and I want to use the discovery mod in single player.
btw, if u enjoy sp, i suggest to try other mods too, many of them r quite interesting in sp.
meant for michael88.
im trying to use the open single play option but i dont start from where i want to. i start in omicron major where there is nothing but 3 suns. i also get the objektive "dock with toledo" but since i have no clue where that is its pretty much like finding a bug in a desert.
is there something ive done wrong or is it a known problem?
G'day Guys
Newbie to this forum.
I have been playing FL for years now, Love it, GLW hates it coz it means less time with her....LOL. If & when I want to upgrade/downgrade the specific version I want to play I simply open the file.zip and drag the files directly into my FL folder and over-write the existing.
I did it when I swapped to playing 88Flak's version from the original, just recent I have been using FLMM 1.3 to incorporate multiple mods during SP mode, couple of mods were buggy, SFSG no major problems, it will test, then tell me if it will work or not, if it doesn't I delete it.
Mod Creators are not gods, they make mistakes, it's up to us to help them beta test to get feedback so they can debug, I have similar headf%&ks when I do Database programming, I create then do what I think needs to be done, then release it to the client so they can tell me whats wrong with it.
Most important thing to remember here is that we are getting these mods gratis, be patient, and most of all, just be grateful there is a community of people out there dedicated to providing us with the fruits of there imagination & labor.
hey guys
ive downloaded this mod
ive had it workin a month ago but reinstalled windows onto same pc
it was working on 64bit windows last time a played but now after installing windows, latest mod manager for freelancer and freelancer, then the discovery mod i cant get it to work. i know the microsoft server has shut down for this game now or whatever. is there a patch i need to download? would be great for help guys the only other thing i got on my computer is the Freelancer Account Manager witch i am not using. if u could reply to my email address (daniel_colebourne_7@hotmail.com) that would be great. cant remember what i installed last time to get it to work
I recently installed FL and FLMM and Discovery. Upon activating the mod, I found it would only let me start in a system with 3 stars and the objective 'Dock with Planet Toledo'. I tried uninstalled and re-installing all three programs more times than I can count and still keep starting in the 3-star system, regardless of which system I pick to start in. Any suggestions as to a solution? Or even what the problem might be?
Thanks for your time,
t.
alrit guys, does ne one know how to befriend the monkeys on planet primus in the omicron-kappa system
daniel, the latest mod manager has bugs in it that doesnt alow the latest discovery to install correctly you need to use freelancer mod manager version 1.3 or earlier, and their is a work around patch to show servers back on the main menu screen again,it comes under all the other downloads
i also had that problem were you start in omicron lost with the three suns, its because you havnt got a completey clean freelancer, i fort i did at one point but no matter wat i did it still didnt work so i ended up restoring my whole comp back to factory image, then tried again, and it worked, i dunno if ders an easyer way, but its still an option
Hey i need help how do i deactivate Fmm and uninstall because the mod wont work, btw i've never really done any of this before so i dont know what to do
it is best to uninstall and reinstall everything again. if u can't do that, flmm has an option to deactivate the mod, but it doesn't work perfectly, so reinstall is the best choice.
i need help i'm trying to install the mod with the FLMM and its says that the common.dll file acess is denie. why and what can i do to fix it???
turn read only attribute off on freelancer files.
Great peace! of work - big thanks to all involved.
Open SP works great -
But I was unable to activate the mod with the story based SP game.
New Freelancer install / FLMM 1.3 - says 'notrigger'? on M13.ini ? any hints!
Finally got the MoD working -
What have the modders done to the NPC ships - I wasted nearly an hour on a simple 1.5K mission - Sorry but whatever has been changed in regards 'NPC ships' has completely destroyed; what was once a very good series of mods. New ships new systems rather pointless if the game in the early stages is unplayable.
I'm remove this mod today and reinstalling a earlier version of Discovery
We are currently working on possible fixes for lower-class NPC ships present in the game.
emh.... how do i install it??
ok i fixed it XD sorry
how do i download flmm 1.3 or 1.4