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Chips SP mods

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

Post Sat Nov 15, 2003 1:50 am

Erm - the second one on front page is Open SP. As you might appreciate, making something with a possible erm, what, couple of thousand combinations might have the odd problem, but am sorting it out as fast as poss! LOL.

Freighter - if you can give me the exact wordage of the error in FLMM, then i can sort out what it might be. Seeing as two people have it, then it cannot just be one persons weird problem!

Post Sat Nov 15, 2003 6:33 am

Chips, its working and no crash now...thx mate
but got another question, is it possible to dock any of the battleship, crusiers to planets?...for sp missions, sometimes need u to dock on planets..
any idea~?


once again...good work!

Post Sat Nov 15, 2003 9:42 am

nm i got it working...but trent has no head, and when i went to the ship dealer, the game crashes

Edited by - freighter fighter on 15-11-2003 09:46:58

Post Sat Nov 15, 2003 12:30 pm

Finally gotten that weaponpack working with your SP storyline mod Chip. Oh and thanks for the updated good.ini file. Put both of them in both versions. Currently replaying storyline version with Zoner outfit and Stilleto fighter. Even beat Hovis with it (without cheating).

Am using FLMM beta 6 and noticed that after rebooting system before mod activation, it fixes what ever was wrong with it. Even used that Battleship Mod in the storyline. Kinda cool.

Post Sat Nov 15, 2003 12:46 pm

Freighter, download the patch file up at top to fix the crash probs.

The next one has run into some probs with the battleship killing missions - so there is a slight delay (still working on Freelancer: Evolutions (previous TEMP mod))

Trent has no head, hmm - aint heard that one before - LOL. Does he still talk okay? Can we have ascreenie - sounds damned funny for me, would love to see that put up. Please post a screenie, or email me a piccie of it. Sounds like my new sig! LOL

Oh - to Dock at planets - use the mooring point instead. - yeah it works.

Okay - sorted the gunboat prob, sorted the not starting in manhatten prob, sorted the other probs (i think) - have lots of new systems choices to start in for Open SP, and still working upon the missions points. Now then, do you want me to resubmit before the missions or after i get them sorted?

Sod it, i have put in a dll file and given the starblazer some stats now.

Edited by - Chips on 15-11-2003 13:29:31

Post Sat Nov 15, 2003 1:57 pm

Found another crash bug. Using the Ship dealer on New Berlin causes CTD using your storyline mod Chip.

Post Sat Nov 15, 2003 2:07 pm

Thanks - on it

Found it, erronious _ in the goods.ini file for the rheinland battleship package.



Edited by - Chips on 15-11-2003 14:09:05

Post Sat Nov 15, 2003 2:26 pm

Hallo Chip

Well i got more information on that error. First thing i still dont have any choices on the options when you try to activate it. Oh by the way iam running in windows 2000 and there is no other mod installed. Ohhh almost forgot even if i try to activate without any choices set i get this error:

Error: FLMM has determined that 'Chips Storyline mod (with choices)' won't properly activate.
Error: Unable to find section '[ShieldGenerator'(...) in 'C:\Games\Freelancer\data\equipment\st_equip.ini'

Hopes that help. By the good work on this mod ... i havent had a chance to play it yet but iam sure its good. Thanks

Post Sat Nov 15, 2003 2:33 pm

I always keep a backup copy of Freelancer just in case a mod somehow causes deletion of ini files. In this case with Chip mods have begun to notice this when using FLMM Beta 6 (This needs to be fixed by FLMM maker).

Chip I tried the open sp again. Had a CTD while using a Siletto, using outcast outfit, this time in Omega Beta.

Might I suggest you have the mod use planet/bases names instead of systems.

Would be nice if one could start on Planet Malta or Crete or one of the bases scattered throughout the FL universe.

Post Sat Nov 15, 2003 2:46 pm

ya - already done that. Strange - is it without outcast outfit repeatedly? Cause perhaps i spelt something wrong............

Also, new starting points i have are Toledo, Alaska, Chugoku and alpha/gamma

I did have about 100 locations - but its silly. I might make the pirate bases accessable as starting points though if people want that. Have fixed most bugs, but i gotta recreate your crashes here, so make sure you try to remember each selection, as it could be ANY variable in one system orsomething! LOL

Chips

Oh yes, FLMM every now and then does leave files missing. This aint just beta 6 prob, it happens every now and then with every version i have ever had!

Edited by - Chips on 15-11-2003 14:48:49

Post Sat Nov 15, 2003 4:05 pm

Okay - they are all working good as far as i know. I have fixed the errors, made it so you can get capship killing missions as well, and sorted out the problem that i found (they kept using regens even though it wasn't selected dammit! LOL)

I have now submitted the mod to TLR again. It fixes lots of little things, gives the starblazer some ids info, adds capship killing missions in gamma and alpha (and theta if your lucky). Also gives you Toldeo, Gamma, Alpha, Alaska and Chugoku (Kyoto) as starting points

Edited by - Chips on 15-11-2003 16:18:13

Post Sat Nov 15, 2003 7:11 pm

OKAY - NEW SUBMISSION OF THE MODS.

This will eradicate the problems poeple have found, and it will also include some nice little battleship missions in gamma and alpha like i said.

however, i have just sent in an additional mod as well - which is to be used with Open SP - preferably mine for best effeects, but can be used anyways with the others.

It opens up the locked systems the nomads like to call home, FP7, puts a base in there, and some ships to meet you, weapons on the base to sell (i didn't make the base a finished product, as its not supposed to be a 'home' place - so you get dark screens.
I also linked them up with nomad jumpgates, made a selector where you can choose where extra weapons are sold as well. Have fun!
Chips

Post Sat Nov 15, 2003 9:45 pm

i installed it alright, but then i got a message that said, AppName: flmodmanager.exe AppVer: 1.2.1.0 ModName: flmodmanager.exe
ModVer: 1.2.1.0 Offset: 00003dfa

Post Sat Nov 15, 2003 10:07 pm

That isn't the mod, that is the FLMM i am affraid. See IGx89 about it, in general editing forum

Post Sat Nov 15, 2003 11:07 pm

when you put out the new versians of your mods did they replace the old
and i cant wait to try it out
does the open sp one work on mp

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