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Chips SP mods

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

Post Wed Nov 26, 2003 6:18 pm

I dunno if anyone still reads this thread or not, but here it goes. Over the past 2 days I have done the following in my spare time:
First, I did a clean uninstall of Freelancer, and I moved all of my saved games to another folder so that I wouldn't loose them, and so that they wouldn't affect the game when I reinstalled. I restarted my computer, and reinstalled FL and then restarted the computer for safe measure. Next, I only activated the Story Addon Mod, and selected "All of the above" in the weapons menu; I selected to have FP7 but not Omicron Major; and I chose to have encounters in the systems ("Yes" but not "Bring it" ). After that, I activated the Open SP Mod, and selected to start with the Hammerhead, start on Los Angeles, no AI regen, with the Bretonian Naval uniform, and no capship encounters. I then started FL for the first time, and immediately took off from Los Angeles. I flew towards the Yukon and docked with it, and as the FMV sequence ended, FL crashed to the desktop. What on earth is causing this is beyond me, I hope this helps.

BTW, where is FP7 supposed to be? I looked all over Sigma 17 (where the wreckage from the original FP7 was) and I couldn't find it!

EDIT: Thought I might add my system info. I have a 5 month old Compaq Presario desktop with an AMD Athlon XP 2400+ processor, 640 MB of DDR 266 SDRAM, an ATI Radeon 9000 video card with 64 MB of DDR VRAM, and my OS is Windows XP Home Edition SP1.

Edited by - Rei Seigikan on 26-11-2003 18:19:18

Edited by - Rei Seigikan on 26-11-2003 19:38:08

Post Wed Nov 26, 2003 9:20 pm

Like i have said before - there is NO story addon mod. there is the additions mod, but if you have my story addon instead, then no wonder its crashing as i never finished it off!! Also - activate the OpenSP first, then do the additions mod if you have it. Then try again, i will look into it, but no idea as i never touched the Yokon, unless i have something bad set to sell at base, but that shouldn't happen - baffled. Will look at some point (very busy right now)

Post Thu Nov 27, 2003 12:29 am

Alright, I tried it again, this time eschewing the OpenSP Addons mod. I disabled both mods, restored backups, then activated the OpenSP mod with the same options selected that I did last time. I did not activate the OpenSP Addons mod at all this time, and launched FL. I started a new game, and launched from Los Angeles and docked with the Yukon only to have the game crash again.

Sorry about the mix up, I meant to say OpenSP Addon. ^_^;;;

Post Thu Nov 27, 2003 1:42 am

lol - no probs - will look into it thanks, gonna take a little while though - just had to uninstall FLMM beta 7 as it doesn't restore backups (my TEMP mod (called Freelancer: Evolutions) has 588 files, and when they aren't put back again after i disable the mod, well - you can imagine - means a reinstall EVERY time i disable the mod after testing. Have now uninstalled FLMM, and am searching for the last reliable version to use. Will try again once i can actually use the mods myself (as in, without beta 6 or 7 i cannot use options - which means i cannot test and find out what is wrong).

Post Thu Nov 27, 2003 2:07 am

Ah ok! I am glad to help.

Post Sat Nov 29, 2003 2:41 pm

i am really having a problem trying to load chips work. I have downloaded mod manager 1.2, and for some reason i cant get the new beta version working, but whenever i try to load them up on the mod manager i just get that it couldnt find the files and that it was having a problem inspecting it so i cant even touch it. Very dissapointin

Post Sat Nov 29, 2003 2:57 pm

This has been mentioned before, but I can't find a solution - when I activate the open SP version, I only get one option to choose from (the standard game start options). I've re-installed FL, re-downloaded and installed FLMM and tried the open SP version from this website and yours. Still the same! Also, other mods work OK, most recently the epsilon mod. Could it be a W98 thing?

Post Sat Nov 29, 2003 5:35 pm

I figured out what to do to get it recognise but it doesnt bloody do nethin.

Post Sat Nov 29, 2003 6:19 pm

okay

1) The mods will only work with the latest version of FLMM - as earlier version do not support options at all. So it won't do nothing, or won't give options. For those that have nothing happeneing, these HAVE been tested alot, and basically they do work. I don't know why the aren't working for you, but i can assure you the scripting is good.


IF

You have a clean copy of FL (delete and reinstall)
You have the latest versions of FLMM V1.21(beta 6 or 7 only)
You have re-downloaded the mod (incase of file corruption)
Deleted save games

Then i will try to sort you out. until all that is done (and i mean PLEASE do it) then there is nothing i can do. Why? Cause they all work fine on mine and many others, so i cannot guess why they aren't working. If you get an 'error' when activating - then tell me what the 'error report' says (bottom window of FLMM will tell you whats up).

Just saying you see no options doesn't help - because as the screenies show - they are there, so there aint much i can do if you aint got beta 6 or 7. Just saying nothing happens doesn't help - which mod, what selections do you choose, do you get anything (different ships or costumes etc) or do you not get anything at all??

If the game crashes on loading - have you deleted autosave and save game files.

Try all that, cos after that something else is wrong.

Main probs

Wrong Version Of FLMM
Unclean FL version (as other mods change file content, it might not leave it in the state mine wants to find it).
Save games and autosaves.
Corrupted download

Now so far, apart from bug reports of crashes at specific points, the mod works. It IS one of those problems above. Sorry if i didn't include a readme.txt part, but i will in any future mods, as honestly - it will save me time

Anyways,
Have a try at all that, then let me know if still getting problems.

p.s - sorry if this is a little pissy, just that i get about 3 emails a day saying it won't activate - my reply is reinstall FL as its been corrupted by other mods, they do that and.................it works fine...

Post Sun Nov 30, 2003 2:33 pm

hey Chips, yep, dock w/ the yukon and blink and yer lookin' at yer desktop. I found this in storyline, not opensp. am about to try that now.

in sp storyline, the only things I noticed different were the starting ship, trent's clothes, and cash. is that it? was that all it was supposed to be? anyway finished the game (again) getting lots of juni screenshots. when I get done w/ photoshoping them I'llsubmit them to TLR.

Oh, as for people not having it work I have to shake my head in puzzlement.

check this out.

clean load of both FL and FLmm, ran GSMnonflmm.exe (adds very pretty system painting and cooler blow up fx) which paste it's stuff right onto the FL data/exe files bypassing flmm. then manually pasted the galapagus 4.1 data and exe files on top of that. then pasted the Helios data/exe files on top of that yet!
and had absolutely no problems loading up your storyline followed by chips additions, mhonologues saber skinpack, battleship encounters,smoking cardamine, Hostile Universe Plus! and......last but not least....Speed mod (god I love that mod). did not apply unofficial patch 1.2
and the only problems I had were the yukon battleship crash and, for some reason, a crash when I clicked on the white sun in the first galapagus sys from NY/omicron gamma. and the cool guns/turrets/shield for the sabre XR were being sold at a station in one of the galapagus systems. plus the photon torps in Helios had really weird, long drawn out ID card gibberish names. this is with flmm 1.21 beta 6 refresh. downloaded on 11/10/03.
other than those 4 things, no problems whatsoever!








If I'm not here accepting the things I cannot change, I'm off somewhere ranting and raving about not being God.

Post Sun Nov 30, 2003 3:35 pm

Hi chips I checked out your website and read your plan for Evolutions, WOW DAME WHHOOPPPYYYY This looks awsome man, I cant wait for this to come out, I noticed you have wanderer listed for his ships, please say that the Tempest will be in the game as its my favorite ship. I look foward to seeing your big liberty system, The earth system mod incorperated into massive addon 1.1 was HUGE, and a incredible depiction of our solar system (rendered in 5 systems) best systems ive seen.

I love the missions you have planed and glad you added all the addons cause I wont play any mod without them since they really add allot to freelancer, far more then mods without them, you talk about minning, heres a stupid ? but how do you mine? it it something that can be done now in the game? or is it something your adding, cause Ive heard others talk about minning but didnt know you could mine. The second hand equiptment is a cool idea, I hope that its not useless (You mentioned it would get you killed LOL) the second hand stuff does work right? I assume it just has a few less hit points and does a little less damage then the originals.

Can you put in Epic battles as seen in the rebalance mod EA system, there very cool. Also in missions is it possible to make missions span systems? That would give OpenSP massive playability, otherwise theres no reason to visit 90% of the systems in open SP, Like when you hunt down a pirate (or whoever) perhapse he escapes to a new system etc. Anything to force people to re-enter all systems.
Mabey even missions with serveral steps dont know if its possible but would be cool, for example, a scientist may request you get them 4 ingrediance each of which are only sold exclusively at 1 specific base per ingrediant. have the reward good as it would cause you to fly to the 4 corners of the universe. have the rare things sold in the commodity shops of the bases, and mabey one of the ingrediance only minable at a specific mine field. since theres so many bases, there could be allot of these system spanning missions...if that sort of thing is possible. Add some REALLY DEADLY missions, ones that dont matter if you have the best ship with the best addons, that can still kill you.

Anyway thats my 2 or 3 cents, really looking forward to this mod, anything that makes openSP actually interesting is a godsent to freelancer. Any idea when this will come out? Thanks for moddleing for the community

Post Sun Nov 30, 2003 4:39 pm

Okay - Evolutions is in beta testing - and is near done too. However, some stuff won't be done now, just cause i would have to put more into it, then check everything for more bugs, and then hope its stable etc etc. Its been about a month since the beta test, and i have fixed all teh bugs. Last thing i want to do now is spend another month working on it again to add a few more things - especially since most new mods incorporate stuff that is in mine (basically all the balancing parts that i have done are now appearing in other mods, like speed changing for class of fighters, cruise times etc etc.)
- so i really don't want to outdate all the work i have done by waiting longer and longer.

Post Sun Nov 30, 2003 5:02 pm

Hey no problem I understand, those were just some ideas mabey for the future if you like them, if not disregard I think there pretty good (Ideas that is) Open SP gets boring quick and anything to keep you involved is a good thing, The story line SP is good but after 7 times Ill go mad playing it again lol, and the lag in multi-player makes it unplayable for me anyway, and I have direcway which is fast. looking foward to the release.

Post Tue Dec 02, 2003 1:02 am

Chips,
Thanks for the Mod's dude, I have not tryed them yet but I can hardly wate to put them to work hehehehe.
The 1 thing I love to do with games is find Mods for them and see how they work out and from what I can see that you have put out I am going to be playing for a long time wiht these..

Thanks again..

Dragon..


Beware the sleeping Dragon, for he still knows all that gose on around him!!

Post Sat Mar 13, 2004 7:55 am

When I Try It, It Says It Will Overwrite Another Mod And I Click Yes Then When I Open FLMM Its Not There Why ???

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