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Post Mon Sep 15, 2003 3:06 pm

Well - it might not be your shiparch.ini - usually its a cocked up goods.ini entry that does the trick of crashing at the shipdealers........

Post what you got in there - twill be easier to sort out then.......also - bout textures whatever - i have no idea, i can't model to save my life *sniff sniff* so i don't know what you have to do for that. Ask imagine - he will tell you.

*edit* to save you time, here is the typical type of entry you get:
[Good
nickname = yourship_hull
category = shiphull
ship = yourship ;name of ship in shiparch.ini
price = choose it
ids_name = can't remember yours
item_icon = Equipment\models\commodities\nn_icons\bw_freighter.3dba
(ya - twill show the droms pic in the option to buy window (little icon)

[Good
nickname = yourship_package
category = ship
hull = yourship_hull
addon = ge_pe_engine_01, internal, 1 ;definately need an engine to take off
addon = co_elite2_power01, internal, 1 ; same
addon = ge_s_scanner_01, internal, 1 ; same
addon = ge_s_tractor_01, internal, 1 ; might as well
addon = shield01_mark04_hf, HpShield01, 1 ;don't wanna die to quick
addon = LargeWhiteSpecial, HpHeadLight01, 1 ;headlight mount (you got one?)
addon = SlowSmallRed, HpRunningLight01, 1
addon = SlowSmallRed, HpRunningLight02, 1
addon = SlowSmallRed, HpRunningLight03, 1
addon = DockingLightRedSmall, HpRunningLight03, 1
addon = DockingLightRedSmall, HpRunningLight04, 1

Okay - depending on the HpMounts you made (lights, engine, tractor, shield etc etc) you then mount stuff on here. You WILL need an engine and scanner and powersupply, but after that its okay.

If you haven't got these packages, then i am amazed you got to the shipdealer.
Just make sure that the names are different, and that the PACKAGE is the one in the market_ships.ini
marketgood = myship_package 0, -1, 1, 1, 0, 1, 1

Post back if any more probs

Edited by - chips on 15-09-2003 16:12:53

*edit* - oh, one last thing. If you are going to put this up for download here by people, may i suggest on LOWERING the weapons mounts levels? People just give a slating to the uber light ships these days, which is unfair, cos they should do it their bloody self! If not, enjoy
Don't forget to copy a .SUR file from a ship of approx same size and paste into your MY01 folder for your ship. Rename it after your ship to give you a .SUR file (means that you have a 'suface' defined by the game, so shots 'hit' you, otherwise they pass straight through

Also - the collision group is about bits that 'splinter' off your ship incase your wondering, which just adds a little something to models. (like when you shoot a eagles wings off etc)

Edited by - chips on 15-09-2003 16:21:49

Post Mon Sep 15, 2003 6:10 pm

I have a question, how can I put a texture to ship in milkshape?


Rheinland über alles!

Post Mon Sep 15, 2003 6:48 pm

Caid - your best bet is to ask imagine, but failing that, go to the thread that is about wanderers fleet specs (it might be imagine versus wanderers fleet specs) and post a question there - those are the guys that are best off answering questions when it comes to modelling, textures, skins etc
sorry i can't help - but the only thing i know how to do with models is - fly em

Post Tue Sep 16, 2003 2:28 am

Ok, I've got a few quick questions.

Are custom ( As in completly new. ) shields, scanners, engines, power plants, tractor beams and thrusters be added to the game.

I haves earched throught the forums for close to a month and all the information i have found so far is for using equipment already in the game , but unavalable to be purchased and equiped.

I have moddeled a new ship with custom weapons, and have it in the game.
I was hoping to have all custom equipment for it.

Post Tue Sep 16, 2003 3:35 am

Yes, it is entirely possible - and easy to do as well. Its about 3.30am right now though, but be sure that tomorrow when i have time i will post up a 'how to make stuff' post for ya. Its simple, but in the mean time, make sure you have FLED-ids, BINIQ or you ini decoder of choice. Also, backup basically your equipment folder, and your equipmentresources.dll as well.
(we will be using several files in equipment folder, so easy to just make a copy to my documents or something...........hehe
Till tomorrow then!
Now for bed........lol

Post Tue Sep 16, 2003 11:13 am

Chips:

Changed the co-ords (at last!) Good idea about the 2nd post but i was plannin to group all the tuts together in compilation(s), e.g. easy modding tuts, harder modding tuts etc. so we could just post a link to them. Any help would be appreciated!!!

Post Tue Sep 16, 2003 11:53 am

Hi Chips,

Sorry to say that now it crashes my server. Thats after adding the goods.ini and the market_ships.ini to the equipment folder. Not sure whats going on now! But it looks like a mess!!

Experience is the worst teacher!
It gives the test before the lesson.

Post Tue Sep 16, 2003 1:16 pm

@Yeti

Like i said, post up the market_ships.ini and the goods.ini as i haven't seen them yet!!! I don't know what you have actually done, but basically if you have followed imagines thread correctly on how to make a ship, then we can sort you out after that!
Chips

Post Tue Sep 16, 2003 1:58 pm

@ Draco Panther

Okay - making new custom equipment - possibly one of the MOST fun things to do!
Making NEW shields
Okay - a shield to start with. Basically everything we do will be 'formulaic' which means that if you repeat the instructions again, but applying it to a different thing, you get the same (new) result!.

Okay - shields.
Location of info for the shields are in the st_equip.ini

Open it up! (also thrusters)
There are LOADS of types of shields - after the thrusters are the NPC shields, yo can use them - but they DON'T regen. You can change that though....make the
regeneration_rate = some value of reasonable size
and you get regening NPC sheilds - great stuff

Scroll past them anyways. Shields come by the nicknames of :
Sheild0X_markY_z
Where X is a number between 1-3 for the type of shields (1 is gravitron, 2 is molecular, 3is positron)
Y is a number between 1 and 10, and refers to the class of the shield (1-10)
z is either lf. hf, or fr for ligt fighter, heavy fighter and freighter. This gives away its type.

So
Sheild01 (gravitron)
Mark07 (class 7)
hf (heavy fighter type)
shield01_mark07_hf

Now you know that, an entry
Remember that there should be a closing box bracket after shieldgen below
[ShieldGenerator <--tells you what it is+closing bracket
nickname = shield03_mark09_hf
ids_name = 263867
ids_info = 264867
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 6752
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
regeneration_rate = 134.399994
max_capacity = 6050
toughness = 60.500000
hp_type = hp_elite_shield_special_9
offline_rebuild_time = 12
offline_threshold = 0.150000
constant_power_draw = 0
rebuild_power_draw = 10
shield_type = S_Positron01
shield_collapse_sound = shield_offline
shield_rebuilt_sound = shield_rebuilt
shield_hit_effects = 0, gf_pi_shield01
shield_hit_effects = 100, gf_pi_shield02
shield_hit_effects = 500, gf_pi_shield03
separation_explosion = sever_debris
LODranges = 0, 20
lootable = true

Several things are of particular interest here:

nickname = shield03_mark09_hf ;we need a custom one (nickname)
ids_name = 263867 ; info stuff - we need our own numbers
ids_info = 264867 ; same
regeneration_rate = 134.399994 ; how quick to build back up
max_capacity = 6050 ;how much capacity
hp_type = hp_elite_shield_special_9 ;defines its sheild class
offline_rebuild_time = 12 ;how long to come online from failure
shield_type = S_Positron01 ;type (positron/gravitron/molecular)

Okay - you can change all those by the way, in fact you can change tons of stuff, but those are the main interesting ones we need.

So, first off - copy an entry (like from the bottom) - roughy the class YOU want (makes it easier to work with) and paste at the bottom. I will use the one above-choose what you like though.

Okay - now - we have our own entry - change what you want it too be like (keep it realistic though - uber stuff is just too, well, unchallenging! (also - make a NOTE on paper of its ids_name entry and ids_info entry numbers (its and yours)

[ShieldGenerator
nickname = my_shield01_hf ;yup - custom
ids_name = 320001 ; empty number - we will use it
ids_info = 321001 ; hehe - also empty so we use!
DA_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
HP_child = HpConnect
hit_pts = 6752
explosion_resistance = 0.500000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
regeneration_rate = 150 ; made this more
max_capacity = 8500 ;more again
toughness = 60.500000
hp_type = hp_elite_shield_special_10 ;changing class (was class 9)
offline_rebuild_time = 15 ;you could lower - but i like challenge
offline_threshold = 0.150000
constant_power_draw = 0
rebuild_power_draw = 10
shield_type = S_Positron01 ; i don't care what type
shield_collapse_sound = shield_offline
shield_rebuilt_sound = shield_rebuilt
shield_hit_effects = 0, gf_pi_shield01
shield_hit_effects = 100, gf_pi_shield02
shield_hit_effects = 500, gf_pi_shield03
separation_explosion = sever_debris
LODranges = 0, 20
lootable = true

Now you can play with other info to your hearts content, but lets get this working first okay?

Right, we have our shield in st_equip.ini Make a note of its nickname, and the numbers (ids info and name)

Save the file off, and then open the st_goods.ini
This file contains the info for the little icon you see and the price etc at the dealers (ie - it is the package). Everything you make will need a package!

Okay - find the entry of your before plagerism!

[Good
nickname = shield03_mark09_hf
equipment = shield03_mark09_hf
category = equipment
price = 260240
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db
combinable = false
ids_name = 263867
ids_info = 264867
shop_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat

Notice, that the nickname and equipment are the same? Also, that those numbers are here again - you got it, copy and paste

[Good
nickname = my_shield01_hf
equipment = my_shield01_hf
category = equipment
price = 260240
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db
combinable = false
ids_name = 320001
ids_info = 321001
shop_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat

Notice i changed just the name and ids info?! Thats all we need to do!
Why? Well - the nickname is cos this is going to be what is referred to when you 'sell' it in the market. The equipment MUST be identical to the nickname in the st_equip.ini as that is what it is referring too.....what is the equipment? Its ,my_shield01_hf
The nickname could be something else, its just easier to keep it the same here!

OKay - now we have our entry - making entries in any good.ini form (market, misc, st, weapon, etc etc) is easy as you can just copy, paste and then change a few things!!
No thinking required.
Now - we have that taken care of!
263867
OKay - open up the market_misc.ini and add your shield to wherever (manhat?)
[BaseGood
base = Li01_01_base ;manhatten

MarketGood = shield01_mark01_fr, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark02_fr, 0, -1, 10, 10, 0, 1

those are two sheild entries, copy one of them, then paste at the bottom of manhattens entry

MarketGood = shield01_mark02_fr, 0, -1, 10, 10, 0, 1
Simply change it to YOUR name instead (nickname from st_good.ini)
MarketGood = my_shield01_hf, 0, -1, 10, 10, 0, 1

Now you have your shield!
Save the file off.
Now for fun, open up the ids editor (fleds is best)
I am assuming you have used this once or twice, so nav your way to your freelancer directory of choice (you have backed up those files right?)
Okay- once there, enter the ids name number - it will pull its name up. Simple text entry isn't it? So entry your ids name (320001) then press get info - check nothing there already! Now, put in what you want floats your boat
My personal heavy fighter shield
or perhaps
Refractor shield
And then hit the SAVE IDS NAME. It will ask you if your sure, well you are yeah?
Now, punch that info number into the info box and press get info!
You will see tons of scripting......be careful now!! hehe
The parts that you can change are the parts that are in readable english, not talking bout <text></text><para> sort of stuff - talking about where you will get like
</para><text>R1-freighter molecular shield</text></para>
that sort of thing - the name you can change so it says refractor.
Then there will be a ream of info about it a line or two down - change that too!
ie - this is a heavy fighter molecular shield or something to
this is the first in a new line of refractor shields. The advanced technology utilised by the pirate factions enabled them to re-route the power through...etc etc for what you want as info

Make sure you DON'T touch anything in < > entries okay? It all gives the spacing and the phrasing on the info cards.........(i can't copy and paste, so i just try to remember....its okay though - don't worry too much).
okay - once you have done that, this is the MOST important part. CHANGE teh number in the ids info box to YOUR number (321001). Make sure you do this BEFORE you press save info, otehrwise you will be doomed to look at stupid info on one of the games shields for the rest of your life. This will make sure YOUR shield gets what you typed, NOT the original one. Okay - once that is done, close it. Basically we just used another shields numebrs as a TEMPLATE to work from! Easy stuff....
Okay - now you have your shield. Go take a peek

okay - now you have a new shield (if anything goes wrong, check the entries in st_equip.ini and st_good.ini)

Next post for a little tractor

Edited by - chips on 16-09-2003 15:27:07

Post Tue Sep 16, 2003 2:26 pm

@ Draco Panther
Making new scanners
Okay - now for a scanner:
These are in the misc_equip.ini okay - scroll down past the power entries - its right below them (yes, make power the same way)

Okay - here is an example

[Scanner
nickname = ge_s_scanner_01
ids_name = 263750
ids_info = 264750
volume = 0.000000
mass = 10
range = 2500
cargo_scan_range = 2000
lootable = false

You know what these mean now - main interest areas? You got it, take the ids info and name numbers down
Copy and paste again (at bottom - easier to find laters)

[Scanner
nickname =myscanner_01
ids_name = 320002
ids_info = 321002
volume = 0.000000
mass = 10
range = 5000
cargo_scan_range = 5000
lootable = true

Okay - what has changed? the range, the ids info and name, and the last lline
Lootable = true? Does this mean we can loot it? NO - it means you can jettison it. Most people thinks this means it can be looted from asteroids, or tractored in -absolute b*ll**ks. It can be jettisoned. How do i know? I can tractor in anythign i like, but i cannot jettison the damned stuff unless i have lootable = true, and when you make engines, you find you CANNOT sell them, they HAVE to be jettsioned.

OKay - now we have your entry yeah? Its new, new numbers, new nickname, thats all it needs.
Okay - save file, head to the misc_goods.ini
Here it gets tricky. There is no good for these, or power supplies..........
That is because you cannot see/mount/sell/buy them. If you made an entry in here for all the power and scanners etc, then you could see all of them, and mount / demount them too......

Lets make an entry then!

[Good ;ALWAYS GOOD HERE!!!
nickname = myscanner_01 ;nickname to sell by, keep same
equipment = myscanner_ 01 ;nickname of misc_equip.ini entry
category = equipment ; - its equipment
ids_name = 320002 ; ids number and name as before
ids_info = 321002
combinable = false ;means you can't mount multiple of em
item_icon = equipment\models\commodities\nn_icons\equipicon_radarjammer.3db
shop_archetype = equipment\models\commodities\crates\crate_grey.3db
price = 1

The item icon is the thing you see representing your shield in the window
Archetype - hmm - not sure still, it works, so never found out really
Possibly what it looks like when floating as cargo in space though

Okay - all entries follow that format. You MUST have those entries for you to have a moutable, useable, custom thing to use (ie scanner here)

Notice, now you have this, you can copy and paste away, changing the ids name and number

Okay - same as before - go to the market_misc and we will make it saleable.
Add the line to the bottom of manhat as before;
MarketGood = myscanner_01, 0, -1, 10, 10, 0, 1
Okay - save off and you have a scanner, apart from the info again.
Follow the same proceedure as before, give it a name, save it as 320002.
Get the ids info for the scanner, then change the stats to what yours should be, then save as 321002

Okay - why those numbers?
The dll's can hold apporx 65000 entries i think it is. Its alot anyways, and they are never always full at the start. Infact, i have added apporx 50 guns, 8 engines, 2 scanners, 5 armor upgrades, 8 power supplies and some sheilds to mine.....so there is plenty of room in there. Just keep going up by one for the name, and the same for number (notice -= name is 320001, number is 1000 more, 321001- follow this pattern) At 320009 it goes to 320010 and 321010 okay?
Lots of room for making things
okay - you have a scanner, and a sheild. What else?
Well, the best way to learn is to apply your knowledge. Engines are in the engine_equip.ini - make an engine there, and then put the GOOD entry in the misc_good.ini again (engine_good.ini is empty......probs use that but i aint bothered yet - lol)
Power supplies are in the misc_equip.ini - can make your own, and if you make entries for all the power supplies and other stuff too - then you see all the ships stuff when you buy em
Can set them too sell after that too!

Let me know if you get stuck, or need help with anything
Chips








Edited by - chips on 16-09-2003 15:28:40

Post Tue Sep 16, 2003 8:05 pm

Heres what I got so far in the goods.ini!

[Good
nickname = commodity_tradelane_parts
msg_id_prefix = gcs_gen_commodity_tradelaneparts
equipment = commodity_tradelane_parts
category = commodity
price = 140
combinable = true
good_sell_price = 5.100000
bad_buy_price = 5.100000
bad_sell_price = 2
good_buy_price = 2
shop_archetype = Equipment\models\commodities\nn_icons\cwire_machines_1.3db
item_icon = Equipment\models\commodities\nn_icons\COMMOD_tradelaneparts.3db
jump_dist = 5

[Good
nickname = Cronic_hull
category = shiphull
ship = Cronic
price = 1500
ids_name = 12001
item_icon = Equipment\models\commodities\nn_icons\li_fighter.3db

[Good
nickname = lfr_hull
category = shiphull
ship = li_freighter
price = 7900
ids_name = 12002
item_icon = Equipment\models\commodities\nn_icons\li_freighter.3db

[Good
nickname = le_hull
category = shiphull
ship = li_elite
price = 10400
ids_name = 12003
item_icon = Equipment\models\commodities\nn_icons\li_elite.3db

[Good
nickname = bf_hull
category = shiphull
ship = br_fighter
price = 22000
ids_name = 12007
item_icon = Equipment\models\commodities\nn_icons\br_fighter.3db

^
/
(Changed nothing in between)
/
v

[Good
nickname = coe2_package
category = ship
hull = coe2_hull
addon = ge_coe2_engine_01, internal, 1
addon = co_elite2_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark08_hf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallPurple, HpRunningLight01, 1
addon = SlowSmallPurple, HpRunningLight02, 1
addon = SlowSmallPurple, HpRunningLight03, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1

[Good
nickname = Cronic_package
category = ship
hull = Cronic
addon = ge_lf_engine_01, internal, 1
addon = li_fighter_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1

addon = ge_s_thruster_01, HpThruster01
addon = ge_s_thruster_01, HpThruster02
addon = ge_s_thruster_01, HpThruster03

addon = shield01_mark01_lf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallBlue, HpRunningLight01, 1
addon = SlowSmallBlue, HpRunningLight02, 1
addon = SlowSmallBlue, HpRunningLight03, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = contrail01, HpContrail03, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1
addon = DockingLightRedSmall, HpDockLight03, 1

addon = ge_s_cm_01, HpCM01, 1

[Good
nickname = le_package
category = ship
hull = le_hull
addon = ge_le_engine_01, internal, 1
addon = li_elite_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark02_hf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallBlue, HpRunningLight01, 1
addon = SlowSmallBlue, HpRunningLight02, 1
addon = SlowSmallBlue, HpRunningLight03, 1
addon = SlowSmallBlue, HpRunningLight04, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1

^
/
(Changed nothing after)

Heres the market_ship.ini

[BaseGood
base = Ku06_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 0, 0, 1, 1, 1
marketgood = gf4_package, 13, -1, 1, 1, 0, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood = lf_package, 1, -1, 0, 0, 1, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 0, 0, 1, 1, 1
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1

[BaseGood
base = Li01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood = Cronic_package, 0, -1, 1, 1, 0, 1, 1 (this is all I changed)
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1

[BaseGood
base = Li01_02_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 0, 0, 1, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood = lf_package, 1, -1, 0, 0, 1, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1



Experience is the worst teacher!
It gives the test before the lesson.

Post Tue Sep 16, 2003 9:00 pm

One problem is apparent - you have three thruster points in your goods package mentioned, but that ship according to your shiparch.ini doesn't have three, has just one. Take off the Hpthruster02 and 03. etc - will post back as i look deeper (cooking right now)
Aslo - hull = cronic is wrong in your goods package - should be cronic_hull
LOL - just noticed that your shiparch entry stil has nickname = li_fighter - that will be causing major crashes too......change to
nickname = cronic
Edited by - chips on 16-09-2003 22:00:45

Edited by - chips on 16-09-2003 22:03:13

Post Tue Sep 16, 2003 10:32 pm

Thanks Chips,

Im able to get into the game now. But still crashes when I go to the ship dealer!

Im checking the ship out as well to see if maybe I got something wrong there as well. It would have to be in placing the hard points. It's the only thing I can think of!

_____________________________

Experience is the worst teacher!
It gives the test before the lesson.

Post Tue Sep 16, 2003 10:54 pm

Okay - at shipdealer narrows to package mainly - will check your stuff again


Check that you have 3 light mounts, 1 headlight etc etc - and that they are all spelt right, check that stuff like orientation is spelt right too, as well as position etc - all that can be probs as well. Also check you have 5 gun mounts etc, that you did remove extra thrusters (biniQ does this stupid save thing, where those lines WON'T be removed unless you open the goods.ini, then DELELTE the goods.ini file, then (with info for goods.ini STILL in the window) save it again

Edited by - chips on 16-09-2003 23:59:27

Post Wed Sep 17, 2003 3:34 am

err yea im still pretty new to modding, and im customizing my personal base right now, and i was wondering how i can make it a zoner base? i want it to be that way so that i can always land there. i need the XX_X_grp number for it (i.e. li_p_grp being liberty police) i cant figure out which
one it is. plz help!

also, as another completely unrelated question, do i need to pay for a 3d-editing prog to make my own ships? or can i downlaod one for free, and can i get a quick tutorial on creating a ship with w/e program u recommend? thx

Edited by - lancerdude2003 on 17-09-2003 04:55:21

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