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Chips SP mods

Here you can announce your own Freelancer MOD and find information about the different available packages!

Post Thu Nov 13, 2003 4:58 pm

Chips SP mods

NEW VERSIONS AVAILABLE TO DOWNLOAD.

IF you want to have normal docking in SP - then just download this file, and put it into the solar folder inside my mod folder.
So that is:
C:\Program Files\Freelancer Mod Manager\Mods\Chips Story Version\Data\Solar
Now paste this download:

Solararch.ini file to return to docking only through planet mooring points for those that hate the camera view It means you cannot dock large ships with stations!
SOLAR ARCH.INI FILE REPLACEMENT

So that is you can DOCK THROUGH PLANET MOOR POINTS (you know - tall thingy above docking rings. To get normal ships back (Twinkee ) - go from the DATA folder into the equipment folder, then delete the market_ships.ini file

Okay - this one is for TWINKEE especially - but might as well have you all have it. Mainly as this improves the mod greatly. Download this data folder, then just copy and paste it into the two mods (Open SP and storyline). You will have to go into the folders in FLMM of the mods, then when you see the script file, the data folder and for Open SP a DLLS folder, you press the paste. It will say it is gonna overwrite some files / folders- which is just what you want.


DATA FOLDER


What it does - this file will make all the new ships sell at places different to those already in the mod. Mainly, this mod will activate ALL shipyards (except tripoli) to sell ships. There you will find the ships for sale, and basically - enjoy

That is the last one, and is only cos Twinkee moaned. However, i thought although i didn't want to include it, the mod would look better with that feature added.

Chips


Edited by - Chips on 18-11-2003 02:51:41

Post Thu Nov 13, 2003 5:15 pm

Looks like some nice work Chips, this is what I wanted Freelancer to be!

<a href='http://www.smileycentral.com/?partner=ZSzeb008' target='_blank'>

Post Thu Nov 13, 2003 5:43 pm

Have finished the first battleship encounters mod option with the others, They are at all cap planets and at the jumpgates to the other systems (eg, LA -> Magellan and Cortez, so its like the houses have sealed themselves off). Will continue with putting some nomads in, then about the battleship missions - as long as FLMM can handle large scripts it will be okay. ONly problem is how many variables the FLMM can handle

Post Thu Nov 13, 2003 6:44 pm

Interesting concept. I like to see all those weapon packs included as well.

Post Thu Nov 13, 2003 6:55 pm

There is no choice in weapons packs. you can still activate those even with this no probs. THerefore - i don't need to do anything about weapons packs. This way poeple can run other poeples weapons packs if they really want to.

Okay - not sure what happened to them being reposted, but i have put the new ones in for submission, so hopefully within the next 12 hours they will be available!

Edited by - Chips on 14-11-2003 00:35:36

Post Fri Nov 14, 2003 5:59 pm

um....some problmes while i apply the chip's sp mods..
supposingly I can purchase the 56 ships from manhattan..but while i go to purchase ship icon it just force me exit to windowxp...and then quite the game.

but I can still select any of the ships prior start a new game..
got any idea what's happens on?

Post Fri Nov 14, 2003 6:34 pm

Yeah - you cannot buy 56 ships from one station! LOL - they are spread throughout the universe. If its the ships screen causeing crashes and not the equipment - then i musta missed a file there (as in, i copied these parts from my TEMP mod, so in that case you have a ship package that don't exist at manhatten still - whoopps!) - Checking now, thanks!

Erm - oh sh*t - found it. Its te_li_elite2 ship. Erm - that don't exist in this mod, its supposed to be li_elite2 as a ship - whoops! Erm - other places affected with this monumentus cockup are:


Manhatten
Battleship in NY (li_03_base)

The fix if you want to do it yourself, is to open up the goods.ini file inside the mod (when deactivated) and find this entry:
[Good
nickname = te_le2_hull
category = shiphull
ship = te_li_elite2
price = 65500
ids_name = 12003
item_icon = Equipment\models\commodities\nn_icons\li_elite.3db



The part in bold is the problem for you: Change it so it says this instead:

ship = li_elite2

Sorry bout that - will whack a file out in a mo for peeps




Edited by - Chips on 14-11-2003 18:40:51

Post Fri Nov 14, 2003 6:41 pm

Okay i tried that weapon pack but when I tried the mod with storyline I get a mod conflict. <---- using FLMM Beta 6

The OpenSP is interesting. However when I tried to start in Omega 41 as a Outcast, the game CTD on me.

Also in the storyline mod, the Juni Defender becomes stuck during undocking from Mahattan Munitions Depot.

Post Fri Nov 14, 2003 6:52 pm

FIX FOR THE CRASHES IN MANHATTEN

CLick on the links.
ONe is the replacement file, one is for the document with instructions on what to do with that file!

Simple eh? Quick too! LOL

FILE REPLACEMENT
TEXT FILE OF INSTRUCTIONS

Will check out other crashes!

Oh crap - that doesn't work does it? Hmm - not sure what to do then!! Hmm - it gives you the txt file of it or something stupid - well - will think something up for you! LOL

Okay - it does work now or somehting - wish it would make up its mind dammit - LOL!!!!
Edited by - Chips on 14-11-2003 19:03:34

Edited by - Chips on 14-11-2003 19:07:45

Post Fri Nov 14, 2003 7:12 pm

more systems! add lots of systems! fully functioning ones! people in bars gear more spread out. logically mind you, it doesn't make sense to be able to buy a gaian made weap on a planetform base, etc.etc. new weird missions etc. I'm still trudging through mod tuts.
here's hoping

Juni's got back!

Post Fri Nov 14, 2003 7:16 pm

Hehe - i didn't want to make this into my other mod project, this was a sideline mod. The Main one is the TEMP mod. These just happened cos i was making some extras for TEMP when i found out about options. It got me thinking, it got me excited, this was what i did with it! LOL

Oh yes, the other one is on the way though soonish, which will include the new being able to get around other systems.

The Open SP one will be re-released as i am going to make it so that you can start anywhere, including FP7 perhaps.......and capship killing missions. only having bits of probs with some of the commands in this thing right now!


Edited by - Chips on 14-11-2003 19:16:55

Post Fri Nov 14, 2003 10:08 pm

Sorry to do this to you Chip .... but i downloaded the Beta 6 Mod Manager and installed a nice shiny fresh copy of freelancer with no save games but when i try to activate your mod the choices box comes up with ..... well with no choices only default values like "No" and "Trent" for the costumes. Anyways i still proceed to activate it and guess what ..... it give me an error. I thought u might want to know

Post Fri Nov 14, 2003 10:41 pm

Hmm - as in, you have no choices at all? or you select anything and it gives no choices?. Strange, lol - no one else has found this prob, BUT, I know IGx89 is fiddling with the FLMM to sort some issues out. Perhaps he changed it over or something. Will take another look for you. Which was it?

Post Sat Nov 15, 2003 12:02 am

same thing as tuna ... i go to choose my ship, credits money etc, and im told there is a problem activating it

Edited by - freighter fighter on 15-11-2003 00:18:50

Post Sat Nov 15, 2003 1:19 am

so is it open-sp, or not, i mean the second mod released, thanks

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