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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 11:11 pm

No - hence why its called Open SP - with the emphasis on SP.

MP runs off of server files for somethings, like position for starting etc. If the server runs the mod though - you will get regenning NPC shields and them using Nano bots and bats, and the capship encounters too i think.

Post Sat Nov 15, 2003 11:32 pm

two things
where are these updated mods
and those files at the top of the forum i cant access them
okay actually three things
heres the last one its off topic but how do you make a server equip a mod does the owner of the server just activate the mods before turning on the server?
i need to know or i cant use them
and can i use custom ship mods on this

Edited by - star_wars_freak on 15-11-2003 23:34:00

Edited by - star_wars_freak on 15-11-2003 23:36:41

Post Sun Nov 16, 2003 12:09 am

dunno about custom ships mods, and yes, activate mod before loading server. However, it won't set the MP starting point at all - it will still be at Manhatten

Post Sun Nov 16, 2003 2:23 am

heres the deal chips....it un ziped it self great and the folder is in the /mods folder, but when i activate flmm(after it unzips perfectly) it says:"there was a problem while inspecting 1 or more mods in the /mods folder. Please read the log for more info." PLZ help me...i really want this to work..i have flmm1.2 and the opeonspmod 1.1

Post Sun Nov 16, 2003 2:34 am

Erm - tell me what the error reads out as near as possible - you can scroll through the box at the bottom of FLMM to see it. That gives me a hand in finding the probs. Anyways - Baked has the newer versions in testing right now, so hopefully it'll be sorted,and probs available before i fix it for ya, lol

Anyways, post what you got, and will have it working in a jiffy!

Post Sun Nov 16, 2003 3:12 am

00000000.
Unable to load mod!
Error: script only works with FLMM v'1.210000' or newer
Reading mod script...
Parsing mod script...
Found mod: C:\PROGRAM FILES\FREELANCER MOD MANAGER\mods\Chips Open SP version

lol..i quess 1.2 isnt the newest huh....sorry to bother u

Post Sun Nov 16, 2003 3:29 am

Yah - means you need the latest version. Go to the general editing forum, and stickied at the top of the posts is FLMM v1.21 BETA 6 by IGx89. There is a link in that thread to the latest version.

Post Sun Nov 16, 2003 3:29 am

YES..it works now..its great, id like to encurage you to make another w/ even more choises, thanx for the time it took you

Post Sun Nov 16, 2003 4:29 am

iiiiiim baaaack. in your story line mod, i get the following error while trying to activate it:
Error: FLMM has determined that 'Chips Storyline mod (with choices)' won't properly activate.
Error: Unable to find dest 'regeneration_rate = 1' in 'C:\Program Files\Microsoft Games\Freelancer\data\equipment\st_equip.ini'

now, im not dumb, so i searched the file and found regeneration_rate..but it is =100000 and if i change it to 1, i cant save it due to an accses denied error. what now?

Post Sun Nov 16, 2003 4:37 am

erm - well in fact the story one isn't supposed to be in the bundle download. Dunno why it crept in dammit! Basically its not remotely finished at all - LOL!
That is why it won't work. Dunno about teh st_equip error - unless i started to make some 'cargo' and forgot to finish it. The storyline idea is on hold as i have about 3 projects on the go right now (3 seperate mods, well - 1 is massive, one is very very complex, and the other one is a two in one mod!)

Post Sun Nov 16, 2003 6:42 am

Chips, I'm getting a "page cannot be found" when I go for the corrected files. Right now both the story and opensp versions crash when i go to a ship dealer.

old time gamer from the days of pong on.

Post Sun Nov 16, 2003 9:06 am

Hey can you give a working link to the goods.ini file, can't seem to get along with the mod. Well basically i'm at the end of the ashcroft mission, and guess what, i can't end it because when i land on the Missouri the game crashes. Well, I'll wait some time but i'd really like to end the game with the Titan, or a Battleship

Post Sun Nov 16, 2003 12:50 pm

Yeah sorry, i cut the link as the new version was submitted some time ago to TLR. I must admit, i thought it would have been here by now, but it means bakedpotato must be giving it a good road testing, either that or the guy is busy!

I might upload the mods in their entirety instead. After all - would save TLR bandwidth a little! LOL

Post Sun Nov 16, 2003 3:48 pm

SEE TOP FOR NEW VERSION OKAY!

Post Sun Nov 16, 2003 5:43 pm

Okay, i got the new cersion to download, thx, will check and tell if it's ok. Thanks again Chips

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