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1

Wednesday, February 25th 2004, 3:46pm

<b>Chips Single Player Storyline Mod </b> This is a mod which gives you a choice of 56 different ships fully equipped, if the AI has regenerating shields with three levels of regeneration rate, choose if the AI uses nanobots or shield batteries, or both, choose from 40 different costumes and the starting money amount from 0 to 250000 credits when you start a new Singleplayer game. During the story, bases will sell all 56 Freelancer ships. You will be able to select all this from a menu when you activate the mod in the Mod Manager. <A href=´http://www.lancersreactor.org/t/download/download.asp?id=688´ Target=_Blank>Click here to download</a> <b>Single Player Addon mod </b> This is an extra Mod that works with the Open SP and Storyline Mods and gives you more options. You can purchase weapons not normally in Freelancer at a variety of locations. Freeport 7 has been rebuilt and you can dock there. You can also buy equipment on the base. You can also go to the other systems normally closed in Freelancer. Populate those systems, a choice between light, normal or extreme nomads. In Toledo there were 18 nomad fighters hunting me down! This mod doesn´t clash with Chips Open SP version, although it say it does. This mod doesn´t clash at all with the Open SP mod. You can go to the other systems using the nomad jumpgates. These jumpgates might not have any names due to FLMM not generating the names for the systems. This will work with Open SP and The Chips Storyline Version. <A href=´http://www.lancersreactor.org/t/download/download.asp?id=686´ Target=_Blank>Click here to download</a> <b>Chips Open Sp Version Mod </b> Open Singleplayer means you start a singleplayer game without going through the storyline first. This is an update of Chips Version of Open Singleplayer. With this modification you can choose from 56 ships to start with, 44 different systems to start from, if the AI has regenerating shields, if the AI uses nanobots, shield batteries, or both, 40 different costumes, have battleship encounters and you can buy all 56 Freelancer ships and can now start in Omicron Gamma, Omicron Alpha, Alaska, Chugoku and Toldeo. You will be able to choose all these options from a menu when you active the Mod in the Freelancer Mod Manager. <A href=´http://www.lancersreactor.org/t/download/download.asp?id=687´ Target=_Blank>Click here to download</a> <b>Fly All Ships </b> Fly all of the FL ships in this mod. Also - purchase them at the shipyards which now sell ships <A href=´http://www.nightedgehosting.net/chips/files/FlyAllShips.zip.flmod´ Target=_Blank>Click here to download</a> <b>Trent Original Start </b> Start either: On freeport 7 with the boron. Start in space outside after selling boron for bad price. Start in omega systems with a cargo hold OF boron. All start with a Armored Transport <A href=´http://www.nightedgehosting.net/chips/files/TrentStart.zip.flmod´ Target=_Blank>Click here to download</a> <b>Fly the nomad ships </b> Fly all three nomad ships! <A href=´http://www.nightedgehosting.net/chips/files/Nomadships.zip.flmod´ Target=_Blank>Click here to download</a> Click on sig link to be taken to website for more information and support <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Also - there you can find Freelancer Evolutions as well <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> <A href=´http:\www.pathfinderstudios.com´ Target=_Blank> <img src=´http:\www.pathfinderstudios.com/PICTURES/evo.JPG ´> </a> Edited by - Chips on 2/25/2004 3:48:15 PM

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2

Saturday, March 20th 2004, 7:00pm

chips, i am having problems running some of the mods you´ve made no probs with evolutions, cause i hav´nt got it yet! :-) probs with trent start, veriations and openSP additions and why doesn´t the list of ships in openSP include the dromedary? When did I realise I was god, well I was praying and I realised I was Talking to Myself
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Sanic

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3

Saturday, March 20th 2004, 7:27pm

Just a thought, but I think you might want to be a little more precise with your problem, like what is the error your getting, or what happens when you try to use one of the mods, Chips, will ask the same thing, so save time and give all relevant information in the thread before Chips answers with somethng basically like &quot;not enough information about your problem!&quot; Again, just a thought on time saving. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Sanic &quot;47 is the most reoccuring number in the universe!&quot; &quot;They come in Pints??&quot;
Signature from »Sanic« Sanic, Loyal fan of TLR and Pathfinder Studios Member of Freeworlds Mod Team Author of Sanic`s SW Ship Addon for Evolutions 1.27 v1 and v2

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4

Saturday, March 27th 2004, 12:48pm

Are the other chips mods compatable with evolutions for single player play? <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Aethelwulf
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Saturday, March 27th 2004, 12:59pm

lol - none were made to be compatible really - and most of them are IN evo as well - so its fairly pointless at the mo. I can make them compatible by removing some features, but they will be for SP only, and you can only GUESS how many try it on MP only to be banned from servers <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>

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6

Saturday, March 27th 2004, 1:05pm

so which ones are implimented in evo and in what way? I have been trying to get through all the change logs and descriptions but when it comes ot a choice between reading about amod and actually diving in and playing it, I have a fairly short attention span for reading <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Aethelwulf
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7

Saturday, March 27th 2004, 4:29pm

Evo contains all FL ships, shield regen, and tons of other stuff - so that rules out any of the ships mods. It MIGHT work with the original start.....but i am not sure. Changing system SHOULD work - but i cannot promise anything there! Erm - thats about it to be honest <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> If anyone has trouble running any mods - then please check the other sticky made by Eraser. It contains info on troubleshooting startup crashes etc. Edited by - Chips on 3/27/2004 4:30:48 PM

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8

Sunday, March 28th 2004, 2:57am

Hi, uhmm... i have trouble whith the &quot;fly all ships&quot; mod and i couldnt get any help on that Eraser troubleshoot. The problem is: i launch the mod no other mods are active (i use modmanager beta 10) and after the FL loading screen it crashes and want to send a message to microsoft i wont let it since its a mod and they probably cant help. What do i do? ive tryed deleting the autosave but no, nothing happens ive restored backup and reactivated nothing helps... :c
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9

Sunday, March 28th 2004, 3:42am

Erm, okay. Go to save games folder, delete all content in there (not just autosave), and then delete the game, then reinstall. Just for the record, I think the thread had that as well.....

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10

Thursday, April 1st 2004, 2:35pm

SOUL FORGES TRAIN every time i undock from mannhattan after bying the soul forges train i get kicked off the game anf it says you have encountered an error would u like to send error report and i never get a reply from my reports

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11

Thursday, April 1st 2004, 2:57pm

that´s microsoft for you! They never answer those reports. Try uninstall and then reinstall freelancer, sometimes the mod manager doesn´t get rid of all the previous changes when you restore backups. It is pretty rare, but happens. Also, just as a precaution, move or delete your saved games, sometimes they cause problems. You may also have a corupted file, you might try redownloading the mod and reinstalling it to mod manager. Hope this helps some. If none of this works, then you will have to check with Chips. Sanic <img src=´http://desktopstarships.com/Thumbnails/stdefiant06z.jpg ´>
Signature from »Sanic« Sanic, Loyal fan of TLR and Pathfinder Studios Member of Freeworlds Mod Team Author of Sanic`s SW Ship Addon for Evolutions 1.27 v1 and v2

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12

Thursday, April 1st 2004, 4:03pm

At first i thought you meant you played it online - which won´t work either!

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13

Thursday, April 1st 2004, 4:34pm

thanks for the help guys

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14

Tuesday, April 13th 2004, 8:11pm

Today I tried to use silverfire´s weapons pack version 1.3 with the ChipsStoryline mod, but when I went to the manhatten equipment room of silverfire´s weapons were blanked.... any idea how to make them compatible? <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> I am looking for sp only for now..
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15

Wednesday, April 14th 2004, 1:07pm

Fraid not, no. I don´t know Anyways - here is a patch for the Open SP version i did, it should now work with FLMM Ver 1.3! <A href=´http://www.pathfinderstudios.com/ChipsOpenSPversionFIX.zip.flmod´ Target=_Blank>Download here</a> Open from location, or download - either way, ensure you tick the &quot;YES&quot; when it prompts you with a warning about overwriting files! It only overwrites the bad file <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Edited by - Chips on 4/14/2004 12:08:44 PM

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16

Wednesday, April 14th 2004, 9:23pm

Aethelwulf, is silverfire´s mod scripted and uses generatexml..., if so try to edit the freelancer.ini of chip´s mod and make sure that it has space to include the pre-generated dll file of FLMM. Sorry ´bout this Chips... this thing happened to me in your 1.26 version. <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade><A href=´http://www.lancersreactor.org´ Target=_Blank>a message from firebase...</a> <hr size=1 noshade></BLOCKQUOTE></font><font face=´trebuchet ms, Verdana, Arial, Helvetica´ size=2>
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17

Tuesday, April 20th 2004, 5:13pm

Oh good point - thankyou<img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

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18

Monday, April 26th 2004, 8:59am

Chips: every time I attempt to run your &quot;Original Trent Starting Position&quot; mod through FLMM v1.3, I receive this error message: Error: FLMM has determined that ´Original Trent starting positions´ won´t properly activate. Error: Unable to find section (1 rep): [SystemConnections Path = Bw06, Hi01, Bw06, Ew04, Hi01 in ´C:Program FilesMicrosoft GamesFreelancerdatauniversesystems_shortest_path.ini´ Deactivation of ´Chips Open SP version´ successful. Any input? Proud to be a citizen of the Edge Worlds
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19

Monday, April 26th 2004, 10:45am

have you tried to use the SDK yet, which will ensure you have the same files that i had when trying it. I will see later ( have to download it myself now <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle>), and have a butchers at it.....but since i have been away for several days, i have ALOT of pressing matters to attend, so it could be tomorrow night you get a reply! Will get back to you <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

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20

Monday, April 26th 2004, 11:41am

Chips: problem solved ... I had to reinstall Freelancer. An earlier mod I had installed (one that didn´t require FLMM to operate) was causing other mods to malfunction during the game. P.S. What´s SDK? Proud to be a citizen of the Edge Worlds
Signature from »Merchant Trader« The safest bet for commerce is sticking close to the military patrol routes. And you can just forget about asteroid fields and nebulas. - Overheard on standard comm channel from a DSE pilot at Fort Bush

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