Ok heres Volume 2!. How there will be links (In BLUE writing) on this page, I suggest you right click
on them and press "Open in New Window". Because then you can look at it and still read this!
Ive inclosed a list of EVERY base in freelancer. Ill just talk you though the basics of what everything means.
Heres my first entry :

Li01_01_Base = Planet Manhattan
Li = New York
_01 _ = First base (Manhattan)
Base = Just means base lol

This tutorial will be taking you though the various methods of how to link your systems and create a
"Custom Universe". It will also talk about the BUGS in Freelancer and how to basicly avoid them.
On the flip side I will show you how to take advantage of things just as "population zones". You
may have created on by not actually seen anything. Or you have created one with 15 factions thinking
you would see ALL 15, when you only got 1.

Well firstly im going to create only a few systems. We will me making three systems for the tutorial. Linking
them up only twice with the stock freelancer universes. Why? because the less times you touch the originals
the more the game accepts them. Dont ask why freelancer is strange, and never does what its told :)
We will be also using the "string" method. Many players prefer this because once your in, no way out. It also
custs down on things that can/will go wrong.The string method is shown below.

As you can see, once your in theres no way out, you can either go forwards or backwards. An exciting
idea to many players. This is actually a close idea of what we are going to try and achieve. It will be in
the same place as if you followed my first tutoiral. The very basics of FLE (Freelancer Explorer).
Below is a list of terms and rules you will need to learn.

Terms
FLMM : Freelancer Mod Manager
String Method : Shown above, once your in, forward or backwards only.
PSB Method : Passers By Method, a new system is placed in the middle of stock systems. Making
it so the player MUST pass though them.
Base Limit : The set limit to the amount of infomation/objects freelancer can cope with.
CTD : Crash To Desktop.
Stock: Stock (Original) Freelancer

Rules :
New York : Never ever touch this system, CTD's every time. Because New York is at its base limit.
Jumpgates/Jump Holes : The less the better, esp when going to stock systems.
Backups : Backups, Backups, Backups. Make a folder, zip every succes and restore on every failure. Cant
be stressed enough.You have two choices, back up so you can restore to 5 mins ago, or dont back up so you
can restore to 5 hours ago. Choice is yours.

That "done as dusted" as my mate Harrier says :). Ok next were going to move onto making the system.
Now since youve made a system from my last tutorial, and your prob messed about with FLE since then.
Im presuming you know the basics and I will not have to show you guys often. This has been shown

Okies make a folder called "Tutorial_Volume_2". How Im going to show you the wonders of FLMM scripts.
There is a xml script called...script (wow) and its in the material folder. Open it up. Lets go though it so you
can customise it for you modding needs.

<script>
<header name="Epsilon Mod Version 2.6"> - Name that will appear in the FLMM
<scriptversion>
1.05- Just leave it there, making it any higher means that it wont work for many people
</scriptversion>
<author> - Authors YOU! or who ever else is there.
Harrier
Parabolix
Dark Dragon
</author>
<description>- From here below is all your game, as you can see weve (Nova design) just added all the stats for
our mod. What ships/systems/weapons etc are in it.
</description>
</header>
</script>

That xml is strait off 2.6 Of the Epsilon Mod. No is not a plug in lol but it is showing you how its done. Seeing it for your
self is better than me explainning it any time of the week. Now just copy and paste this to your folder and change as need be.
Ok now im going to show you a skill you will need even if you NOT a systems builder.- How to complite your mod.
This is how things are set out.
Again Epsilon 2.6 is the example:
Epsilon 2.6 -> (Opens into)
Data , Exe, Readme, Script, and any other documentation.

Data ->

Equipment, Fx, Missions, Solar, Universe etc etc (You know the thing Imean)

Exe - >
Epsilon.dll (Your .dll - included in the last volume), Freelancer.ini (Show again the the last volume)
That is the basic lay out. If you get stuck with anything or dont know where to put it (it happens), just look at the stock directory.

If you are going to include a readme. It must be placed as said above for FLMM, and called Readme. That enabled the user to click
readme at the FLMM screen and it will automaticly just pop up. Clever eh?

The last peace of modding knowledge you will need for FLMM is how to make it so it automaticly installs itself. This isnt as hard as it sounds.
Of course this is the last stage of modding, and should be performed just affer running your mod though datastorm (shown in Volume 1)

Ok now we all know how to use Winzip, or atleast I hope so. Ok open up WinRAR/WinZip and "add" it to your zip collection.
Then youll get to a part you can actually "name" your zip. Rename it .zip.flmod - Picture Below.

Even if you do not have. WinRAR. This should give you a clear idea of what I mean.The end product should be.
A zip called - Epsilon Mod.zip.flmod (Below)

Then click ok to get the following result. If you are using Winzip. Just add at the last moment before clicking
the final "ok" youll be presented with a where the file will be created, and what its called. At that point, you
will get a option like above. Simply add the .flmod bit at the end!

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