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  • F12 or Shift+F12 (depending on your activated shader option)
  • (Quote from Lampro V)No?What about if FLMMs deactivation function never really worked correctly and always left files and code in the FL folder which then causes conflicts when people try to activate the mod again?Because.... that is pretty much the case and the reason why a re-activation would fail (especially if mods use scripts to alter files during the activation process).Therefore a full Freelancer reinstall... just to make sure it works.