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Chips SP mods

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

Post Sun Nov 16, 2003 6:40 pm

Chips,

Okay gotten your new versions. However ran into some problems with them.

Using both OpenSP and the SP additions was good. I was abled to dock at most systems but was unabled to find FP7. I forget is FP7 located in Omicron Beta <-- the option I chose for SP additions was to include Omicron Beta but did not see in the list for FP7

Also when deactiviating the OpenSP mode it corruptted the Freelancer/Data directory forcing me to delete and use a backup data folder to repair it. I think FLMM still needs to be tweaked some more. Still not sure if it was your mod or FLMM.

Also using your mods, am no longer abled to use Silver's Fire Weapon Pack. I get a mod conflict error message.

Thx.

Post Sun Nov 16, 2003 6:41 pm

No probs

Might need someone to help test the latest idea i have been working on. It won't be finished for another couple of days (like till wednesday possibly) but it might help if someone wants to guinea pig new ideas! LOL

Oh crap - forgot, the jumpgate is IN sigma 19. There are multiple omicron thetas! Doh - suppose its actually omicron minor then. Go to sig 19 - and look for a nomad gate

Hmm - i suppose i should take a look at silverfires weapon pack, as it might still be compatible. Unfort, if FLMM says its conflicting in files, but it actually won't as it just adds stuff afterwards, then FLMM throws a fit, and asks to restore backups. Not a bad thing, just annoying - but since i cannot code, i aint complaining about FLMM

Edited by - Chips on 16-11-2003 18:44:10

Post Sun Nov 16, 2003 7:10 pm

sorry...this might be redicolous, but...where the **** is FP located and how
do you get there???
(it is not the fact that I'm too lazy to search but 1.these are more than 50 sytems and 2. at the moment I got much to do for school (tests etc.) and it would take me too much time to search... u can mail me instead of posting in the forums)
thx in advance

-=[blaXXer=-
[email protected]

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"Just for a good shot - for what else?"

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blaXXer.de

Post Sun Nov 16, 2003 8:21 pm

Umm... when i load the OpenSP version mod and load Freelancer, it says something about server names and passwords and then quits Freelancer (this is all just before it gets to the main screen)

"Fear me, for I am your Apocalypse"

Post Sun Nov 16, 2003 8:50 pm

Okay - Blaxxer - last post before yours was mine saying the jumpgate is in Sig19

As for the other problem, never heard of this.........ever.

Have you got the latest version of FLMM, and has the actual thing installed properly (mod). Does any other mod work with it or give you the same error. Does FL work on its own no probs whatsoever?. If all that is correct, try deleting FL and reinstalling. Basically your the first person with that problem, and seeing as its on loading the mod, everyone would be saying that problem. This usually signifies something wrong at your end, and not mine.....

Have you got direct X9* where the star is the latest version (is it 9b?)

Also - what operating system do you have?

Chips

Post Sun Nov 16, 2003 8:56 pm

sorry chips...but thx anyway

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"Just for a good shot - for what else?"

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blaXXer.de

Post Sun Nov 16, 2003 10:37 pm

Tis basically about 25k towards the right of the screen from the luxury liner. Not sure about coords, but if you come through sig 17 gate into sig 19 you should see it about 30k in front of you!. Those gates are big, ya cannot miss em! LOL

Post Sun Nov 16, 2003 11:25 pm

I'm trying to activate the OpenSP mod...I keep getting this error:

Error: FLMM has determined that 'Chips Open SP version' won't properly activate.
Error: Unable to find section '[ShieldGenerator'(...) in 'C:\Program Files\Microsoft Games\Freelancer\data\equipment\st_equip.ini'

Yes I downloaded the current verison from the home page of lancer's reactor...yes i have the right version of FLMM...I looked at the script.xml and I can't see anything wrong with it...I checked the st_equip.ini file...sure looks
like the section is there to me...if i change the option to just shields or nanobots then I get the same error except it says it can't find [Pilot in the
pilots_population.ini

I really like what I see of this mod...want to use it as the basis of my own personal mod but i can't get it activate. whats up?

Post Sun Nov 16, 2003 11:37 pm

The options don't not work like

fresh install of FL, latest FLmod Man... but only one default option in each of the mod-pulldowns.

Same goes for both Storyline and Open SP

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having infiltrated so many government installations I am now availble in your local store

Post Mon Nov 17, 2003 12:08 am

OKay - the cannot find something is familiar. Find out what it was, the shield gen was it, go down to shield generators, then clic right behind the [shieldgenerator part, then press del till the line below is pulled up. Now press enter to return it to the line below again (what it pulls up that is). That sorts out my probs when i had that happen, its very strange when it does as there are no characters behind it, but it seems to do the trick.

As for the other one? Options not working.....you have the latest beta version. Hmm - try to delete the mod, then download again - and see if that helps. Do you get any options from any of the three? And do you get options from teh engine speed one as well? Also - when you load up FLMM - check through the box at the bottom. Look for teh mods, and see if it has a readout for that mod at all - and what it says if it does.

Oh - the cannot find pilot is probs the same thing as well

Edited by - Chips on 17-11-2003 00:10:04

Post Mon Nov 17, 2003 3:26 am

open sp and open sp additons. Battleship encounters with main planets, border jumpgates included and battleship missions are not working.

Liberty
Rheinland
Bretonia

Main systems, battleships are not there nor are there any battleship missions.
Have not yet checked the other systems for battleship missions yet.

Post Mon Nov 17, 2003 3:41 am

Okay - never said everywhere has battelship misisons. ONLY gamma and alpha has them (this was in teh email i sent baked )

Also - encounters frequencies are set low, so that they don't just constantly show up - its a rarity when they do. Basically - i didn't change any scripting, so they worked before, and they work now! If not, try reinstalling the mod. You also won't find missions saying 'go kill battleships' - it will just say go destroy fighters, or - we want this man killed - do it. They will also be just for missions of difficulty 39 and above in case you wonder when you are there.

Post Mon Nov 17, 2003 4:48 am

Personally I would like to see encounters frequencies at medium or high including Dreadnaughts for OPENSP.

In your next update, can you increase the encounter frequencies and still keep those lvl 39 battleship missions?

Post Mon Nov 17, 2003 5:25 am

quick question, where is Freeport 7 located? thanks

Post Mon Nov 17, 2003 9:32 am

Yeah - will increase the frequency for you. Cos its SP i usually have the frequencies set to the sort of 'BRING IT' levels on Nuts round the place. Usually have encounters for 24 odd fighters all over the place, so i can make it like hell - its just that most people don't seem to like that after five minutes (ie - they get annoyed that they are fighting everywhere they go)


OH - FP7 - there is a jumpgate in SIGMA 19 to freeport 7 system . I left that system 'in the dark' a bit to make it, erm, spookier? There is a base there (i put it in - its not the real FP7) and also several nomad jumpgates to other systems.

Edited by - Chips on 17-11-2003 09:33:20

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