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Chips SP mods
Here you can announce your own Freelancer MOD and find information about the different available packages!
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
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
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
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!
Anyways, post what you got, and will have it working in a jiffy!
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?
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?
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!)
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!)
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
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
I might upload the mods in their entirety instead. After all - would save TLR bandwidth a little! LOL
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