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*** Newbie Questions? Look no further! ***

The general place to discuss MOD''ing Freelancer!

Post Thu Jul 24, 2003 6:29 pm

VaultJedi

Alright, im assuming youve already downloaded Fled-Ids. Heres how you create a new IDS entry:

Before you start, back up these dll files, otherwise you may end up reinstalling FL if you make a mistake:

infocards.dll
misctext.dll
nameresources.dll
equipresources.dll
offerbriberesources.dll
misctextinfo2.dll

1. Open Fled-Ids, and in the box at the top labeled ''ids_name:'' type in 201000. This address is one of the first free ids names in nameresources.dll, there are at least 200 more afterwards so you shouldnt run out.

2. Click on ''Get IDS name'' to make sure that no name already exists at the address - you should always do this in case.

3. In the large text box type in the name/description or whatever you want to add, and then click on ''Save IDS info''. NOTE: This will not work if FL is running.

4. Thats it! Now you can add your IDS number to any entry such as ''ids_name = '' or ''ids_info = '' and it will show up in game.

Post Thu Jul 24, 2003 6:43 pm

Bonvoyager

Youll need BINI, available here. To extract a file using BINI simply drag the .ini file onto the BINI icon, and a new file called file .ini.txt will be created. This file is readable and you can now use it for editing, and FL will still recongise it. Delete the original .ini file and rename the .ini.txt file to just file .ini . Youll need to extract and rename the following files before you start:

DATA/SHIPS/shiparch.ini
DATA/EQUIPMENT/goods.ini
DATA/EQUIPMENT/weapon_good.ini
DATA/EQUIPMENT/market_ships.ini
DATA/SOLAR/solararch.ini

1. Open shiparch.ini and add the following block of text at the bottom:

[Ship
ids_name = 237010
ids_info = 66514
nickname = my_br_gunboat
LODranges = 0, 300, 600, 4000
msg_id_prefix = gcs_refer_shiparch_Breg
mission_property = can_use_large_moors
type = GUNBOAT
DA_archetype = ships\bretonia\br_gunship\br_gunship.cmp
material_library = ships\bretonia\br_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 1000.000000
hold_size = 1000000
hit_pts = 3500
explosion_arch = explosion_instant
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
fuse = br_gunship_fuse, 0.000000, 1
fuse = br_gunship_burning_fuse01, 0.000000, 875
fuse = br_gunship_burning_fuse02, 0.000000, 438
steering_torque = 60000000.000000, 60000000.000000, 60000000.000000
angular_drag = 120000000.000000, 120000000.000000, 120000000.000000
rotation_inertia = 16800000.000000, 16800000.000000, 16800000.000000
cockpit = cockpits\bretonia\my_br_gunboat.ini
nudge_force = 150000.000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2
hp_type = infinite_power
hp_type = ge_s_scanner_02
hp_type = ge_s_tractor_01
hp_type = ge_bg_engine_01
hp_type = sfx_rumble_gunvessel
hp_type = hp_turret_special_5, HpTurret_B3_01
hp_type = hp_turret_special_5, HpTurret_B3_02
hp_type = hp_turret_special_5, HpTurret_B3_03
hp_type = hp_turret_special_5, HpTurret_B4_01
hp_type = hp_turret_special_5, HpTurret_B4_02
hp_type = hp_turret_special_5, HpTurret_B4_03
hp_type = SlowMediumRed, HpRunningLight14
hp_type = SlowMediumRed, HpRunningLight03
hp_type = SlowMediumRed, HpRunningLight11
hp_type = SlowMediumRed, HpRunningLight09
hp_type = SlowMediumRed, HpRunningLight01
hp_type = LargeWhiteSpecial, HpHeadLight01

This defines your ship and tells FL the basic data about it, for example where weapons can be placed, HP and cargo capacity


2. Next open goods.ini and add these two blocks of text at the bottom:

[Good
nickname = my_br_gunboat_hull
category = shiphull
ship = my_br_gunboat
price = 20000
ids_name = 237056
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3db

[Good
nickname = my_br_gunboat_package
category = ship
hull = my_br_gunboat_hull
addon = ge_s_scanner_02
addon = infinite_power
addon = ge_s_tractor_01
addon = ge_t_engine_01
addon = sfx_rumble_ut_large
addon = SlowMediumWhite, HpRunningLight01
addon = SlowMediumWhite, HpRunningLight02
addon = SlowMediumWhite, HpRunningLight03
addon = SlowMediumWhite, HpRunningLight04
addon = SlowMediumWhite, HpRunningLight05
addon = SlowMediumWhite, HpRunningLight06
addon = SlowMediumWhite, HpRunningLight07
addon = SlowMediumWhite, HpRunningLight08
addon = SlowMediumWhite, HpRunningLight09
addon = SlowMediumWhite, HpRunningLight10
addon = SlowMediumWhite, HpRunningLight11
addon = SlowMediumWhite, HpRunningLight12
addon = SlowMediumWhite, HpRunningLight13
addon = SlowMediumWhite, HpRunningLight14
addon = SlowMediumWhite, HpRunningLight15
addon = SlowMediumWhite, HpRunningLight16
addon = SlowMediumWhite, HpRunningLight17
addon = SlowMediumWhite, HpRunningLight18
addon = SlowMediumWhite, HpRunningLight19
addon = DockingLightRed, HpDockLight01
addon = DockingLightRed, HpDockLight02
addon = DockingLightRed, HpDockLight03

The first block of text is the ship that you buy and the next is the weapons/lights/engine etc. that come with it. You can change the price in the first block of text if you want the ship to be cheaper/more expensive.

3. Now go to DATA/COCKPITS/BRETONIA and create a new file called "my_br_gunboat.ini". Inside it place this text:

[Cockpit
mesh = cockpits\liberty\models\li_elite_cockpit.cmp
int_brightness = 0.500000
head_turn = 30, 10


[CockpitCamera

[TurretCamera
tether = 0.000000, 40, 350
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5

4. Now open market_ships.ini

This file defines which ships will be sold where. For this example I will make the gunboat available at Planet Manhattan, so search for the text "Li01_01_base". You can make the ship available somewhere else, for example Norfolk Shipyard (Li01_07_base), if you want. Find the block of text under Li01_01_base and change this line:

marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1

to this:

marketgood = my_br_gunboat_package, 4, -1, 1, 1, 0, 1, 1

You have now created the gunboat and it is pilotable, but there are a couple of extra things to do to allow you to use it properly, for example allowing you to dock.

6. Open solararch.ini and search the file for "type = STATION". Every time that you find it change the last number in every line in the same block of text that begins "docking_sphere = moor_medium" from 5 to 15, for example:

docking_sphere = moor_medium, HpDockMountJ, 5.000000

to this

docking_sphere = moor_medium, HpDockMountJ, 15.000000

This allows you to moor at stations because youre too big to dock.

7. In the same file, solararch.ini, do another search for "docking_sphere = ring" and change every occurance to "docking_sphere = jump", for example:

docking_sphere = ring, HpDockMountA, 40, Sc_open dock a
docking_sphere = ring, HpDockMountB, 40, Sc_open dock b

becomes:

docking_sphere = jump, HpDockMountA, 40, Sc_open dock a
docking_sphere = jump, HpDockMountB, 40, Sc_open dock b

Finally, browse to DATA/SOLAR/DOCKABLE and look for a file called "docking_ringx2_lod.sur" and rename it to something else, for example "NOTdocking_ringx2_lod.sur". This will stop you colliding with the docking rings.

Thats about it, hope this works.

Post Thu Jul 24, 2003 7:40 pm

You've forgot this. In Shiparch add this under ship (Ship) declaration part:


[CollisionGroup
obj = br_cntrl_twr_lod1
separable = debris_type = debris_vanish
parent_impulse = 500.000000
child_impulse = 10.000000
mass = 200.000000
fuse = br_gunship_fuse, 0.000000, 1
dmg_obj = b_gunship_tower_cap
dmg_hp = DpCntrltwr
hit_pts = 23500
root_health_proxy = true

[CollisionGroup
obj = br_tail_lod1
separable = parent_impulse = 500.000000
child_impulse = 10.000000
debris_type = debris_vanish
mass = 200.000000
fuse = br_gunship_fuse, 0.000000, 1
dmg_obj = b_gunship_tail_cap
dmg_hp = DpTail
hit_pts = 23500
root_health_proxy = true

[CollisionGroup
obj = br_port_eng_lod1
separable = parent_impulse = 500.000000
child_impulse = 10.000000
debris_type = debris_vanish
mass = 200.000000
fuse = br_gunship_fuse, 0.000000, 1
dmg_obj = b_gunship_port_eng_cap
dmg_hp = DpPortengine
hit_pts = 23500
root_health_proxy = true

[CollisionGroup
obj = br_star_eng_lod1
separable = parent_impulse = 500.000000
child_impulse = 10.000000
debris_type = debris_vanish
mass = 200.000000
fuse = br_gunship_fuse, 0.000000, 1
dmg_obj = b_gunship_starboard_eng_cap
dmg_hp = DpStarboardengine
hit_pts = 23500
root_health_proxy = true

[CollisionGroup
obj = br_port_wing_lod1
separable = parent_impulse = 0
child_impulse = 1500.000000
debris_type = cap_ship_piece
mass = 200.000000
fuse = br_gunship_fuse, 0.000000, 1
group_dmg_hp = DpPortwing
group_dmg_obj = b_gunship_port_wing_cap
hit_pts = 23500
root_health_proxy = true

[CollisionGroup
obj = br_star_wing_lod1
separable = parent_impulse = 0
child_impulse = 1800.000000
debris_type = cap_ship_piece
mass = 200.000000
fuse = br_gunship_fuse, 0.000000, 1
group_dmg_hp = DpStarboardwing
group_dmg_obj = b_gunship_starboard_wing_cap
hit_pts = 23500
root_health_proxy = true

[Simple
nickname = b_gunship_tower_cap
DA_archetype = Ships\bretonia\br_gunship\br_gunship_dmg_cntrl_twr.3db
material_library = ships\bretonia\br_capships.mat
mass = 10.000000
LODranges = 0, 300, 4000

[Simple
nickname = b_gunship_tail_cap
DA_archetype = Ships\bretonia\br_gunship\br_gunship_dmg_tail.3db
material_library = ships\bretonia\br_capships.mat
mass = 10.000000
LODranges = 0, 300, 4000

[Simple
nickname = b_gunship_port_wing_cap
DA_archetype = Ships\bretonia\br_gunship\br_gunship_dmg_port_wing.3db
material_library = ships\bretonia\br_capships.mat
mass = 10.000000
LODranges = 0, 300, 4000

[Simple
nickname = b_gunship_starboard_wing_cap
DA_archetype = Ships\bretonia\br_gunship\br_gunship_dmg_starboard_wing.3db
material_library = ships\bretonia\br_capships.mat
mass = 10.000000
LODranges = 0, 300, 4000

[Simple
nickname = b_gunship_port_eng_cap
DA_archetype = Ships\bretonia\br_gunship\br_gunship_dmg_port_engine.3db
material_library = ships\bretonia\br_capships.mat
mass = 10.000000
LODranges = 0, 300, 4000

[Simple
nickname = b_gunship_starboard_eng_cap
DA_archetype = Ships\bretonia\br_gunship\br_gunship_dmg_starboard_engine.3db
material_library = ships\bretonia\br_capships.mat
mass = 10.000000
LODranges = 0, 300, 4000

Post Thu Jul 24, 2003 9:46 pm

Accu shot

thanks for your reply, but im not sure exactly what i need to change.

This is the text from the DATA/GOODS.ini file

[Good
nickname = corvette
category = shiphull
ship = corvette
price = 50
ids_name = 458785
item_icon = ships\corvette\corvette.3db

[Good
nickname = corvette_package
category = ship
hull = corvette
addon = co_elite_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = cloak_fighter, HpCM01, 1
addon = xw_engine_01, internal, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1


Note that the price of 50 in the first segment is what i changed it to based on info from another thread. However, this did not work.
thanks again

We pray for one last landing on the globe that gave us birth, let us rest our eyes an fleecy skies and the cool green hills of Earth!

Post Fri Jul 25, 2003 11:17 am

Wild_Bill, I'm not sure if the nickname of hull and ship can be same. Rename one to i.e. corvette_hull.


Für Rheinland!

Post Fri Jul 25, 2003 4:11 pm

i saw the post about editing the prices on that mod so i did but when i try and load the mod i cant it comes up with :

Error: SHCopyFile failed ('C:\Program Files\Freelancer Mod Manager\mods\firerebalance201full\exe\EquipResources.dll' to
'C:\Program Files\Microsoft Games\Freelancer\exe\EquipResources.dll')

cna u help?

Post Fri Jul 25, 2003 4:23 pm

Rob

Sorry - will try to help - but to what are you referring? If you could cut and paste the bits you have tried to change - i will help out if i can
ie what ship mod
The price of it - where is it sold - what do you want it to be?
etc etc etc

Post Fri Jul 25, 2003 5:16 pm

k i basicly went on all the things that said ship or ship hull looked for were it said price and "reduced it" but i dont know why it dont work cos flmm says that a completely diffrent file was were the error was not were i was doing the modifications

guns dont kill people,
people kill people

Post Fri Jul 25, 2003 5:31 pm

its ok i got it working
i noticed it said that a certin exe file wasnt copying to freelancer from flmm so i manually did it and it works now now all i have to see is weather it actually lowers prices

but thx for offering the support


guns dont kill people,
people kill people

Post Fri Jul 25, 2003 6:07 pm

Caid

I tried what you said....it doesnt work still. oh well, ill jut try something else.

Rob_Rutledge....

What did you do to get yours to work...YOu taked about an error message, but i haven't got any of those. My Fl loads fine, but the price is still close to 4 million credits.
any help woyld be greatly appreciated.

We pray for one last landing on the globe that gave us birth, let us rest our eyes an fleecy skies and the cool green hills of Earth!

Post Fri Jul 25, 2003 7:15 pm

How do you make a new system?If any one made a system pleassss put it on her ok.

Post Fri Jul 25, 2003 8:06 pm

Look at data/universe/systems, copy one of them and declare it in universe.ini. Easier than nothing.


Für Rheinland!

Post Sat Jul 26, 2003 11:43 am

I got a question. How do I create jobs?

Post Sat Jul 26, 2003 11:50 am

wild_bill i only managed to fix it so mine actually started up but the prices are still ridicuously high but i think that the price you alter it to might be the price the ship sells for like when u sell it as a player but its just a theory.



guns dont kill people,
people kill people

Post Sat Jul 26, 2003 12:36 pm

Cost of ship is hull+weapons+equipment. It depends on what you put to package.


Für Rheinland!

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