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

The general place to discuss MOD''ing Freelancer!

Post Wed Dec 17, 2003 9:24 pm

Okay - not sure if you mean make lots of money, or lower the levels or what?

to lower the level levels (tee hee) you need to go to the missions folder, then the ptough.ini file. IN there you will see 1 -> 38, these are the levels.
Now you will see large numbers next to it. these are the values (includes your ships and weapons)

For fast elevation, just delete a zero off of the end of values. When your rank 1 you will instead be rank 14 etc etc

Whatever you do , keep it logical, just make sure each consecutive level increases on the last by 1

Website: Pathfinderstudios

Contains all the latest on the Evolutions mod

Post Sun Dec 21, 2003 1:24 am

Hi, I've got a little question... I'm wondering if we can have three shields on our ship...

I already created 2 supplementary shield hardpoints, gave them the level ranking, etc.

Now, I already had one mounted (modifying a ship I fly in a saved game) and I can add one shield more, the third shield won't add though, the game says there's no hardpoint left...

Strange...

I unmount one of the shields, I can't re-mount it, ok, I see, it shows 3 hardpoints in the inventory, but only one can be mounted it seems, how can we pass that? I'd really like to have in fact, the three different shield types at the same time, so, the three shields would form one shield with the combined capacity (sum of capacities of the three shields), but it would have the three different properties...

Example, take the three cl10 shields for a heavy fighter (say 12000, 10000, 8000 capacity -> graviton, positron, molecular respectively)... Someone shoots with a couple of Tizonas once, the positron shield itself would drop off for several seconds, knocked off by the guns... Thus, your shield energy bar should drop off by 1/3 (10000/30000)... The following shots would loose efficiency (60% for graviton, 80% molecular something like that)...

Is it possible to do that? Cos I can't see a solution to my dilemma...

Thank you very much for reading me out...

I see living people...

Edited by - Xploited Titan/Lucy-fer on 21-12-2003 01:25:06

Edited by - Xploited Titan/Lucy-fer on 21-12-2003 01:27:36

Post Sun Dec 21, 2003 10:55 am

Have a look in here and see what you notice that might be stopping you.....



[Good
nickname = shield02_mark06_fr
equipment = shield02_mark06_fr
category = equipment
price = 90310
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db
combinable = false
ids_name = 263844
ids_info = 264844
shop_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat

What line makes you think that you cannot mount more than one item (shield) ??



Aye - thats correct:

combinable = false

Make it true.


The file for this is the st_good.ini


Sorry, thought i posted wouldn't answer questions in this file. I will, just not noticed there are any. Am also pushed for time these days.

Post Mon Dec 22, 2003 7:36 am

Hi im new to these forums and i have a 2 part question / problem.


Problem #1: i used a trianer to give myself max money, and now im stuck at if i recall correctly lvl 15, i cant advance to 16 due to ship repairs and refit of ammo etc.. keeps me from attaining a extremley high $$ i need to attain 16. something like 1000,142,689 <-- what it says in game and i think im at 999,999,999 cash and a value of 1000,125,734 after doing a mission for around 10,350 with repairs and refits i end up with a little less than i started the mission with.

Question: is there any way to Set the values needed for each level (that will work with a saved game) to obtain the next level ? ** NOTE: i have edited the ptough.ini values to aprox half of what they were in hopes of fixin it **



Problem #2 : i was sucessfull in adding the ship Titan for sell to the planet i was on , but i need to be level 32 to purchase it.

Question : Is there a way to lower the level needed to purchase each ship ?




Lastly is there a good link to a saved game editor , and a tutorial in editing saved games ?

Thanx in advance.

Post Mon Dec 22, 2003 5:59 pm

yes, personally i abhore money trainers. Tough - try again without the money trainer. I know several recent bannings for using one of those, and no - the max amount of money you can have is 999,999,999 although you can hold valuable commodities to above that level etc.

Good luck

Post Mon Dec 22, 2003 9:58 pm

How can I integrate data in dlls? I never figured out how, even though I looked almost all this forum...

And I don't know how to create a flmm archive... (I tried the zip folder renaming, never worked)

Thanks for your time...

Edited by - Xploited Titan/Lucy-fer on 22-12-2003 23:10:20

Post Tue Dec 23, 2003 12:15 am

Hi there.

First I apologize for not reading all the thread. If my question has already answered, give me the link

I would like to add the Battleships to be flyable an buyable and don't know anything about modding

So far, Lone-wolf

Post Tue Dec 23, 2003 10:32 am

Lone Wolf, you should wait for that feature, cos it makes mods instable, I suggest you wait for the problem being solved by the experienced modders, and focus on something else in the meanwhile...

I see living people... Not for long unfortunately... hehehehehehehehe

Post Sat Dec 27, 2003 7:57 pm

I`ve been reading pages and pages of this trying to find the answer to my question, but I just can`t find it. Forgive me if I`m repeating something mentioned. (If it`s here please point this noob to modding to it).

How do I edit the main Trent character? So he looks different. Different hair, skin, etc. I saw a couple of mods with it, but they do sily things, not exactly what i`m looking for. Please give me solution.
Cheers.

ps. Almost forgot, how can I also alter the ship view so when in the cockpit and you look behind you don`t see your own ship?




Edited by - Loner on 27-12-2003 19:59:32

Post Mon Dec 29, 2003 11:47 pm

hi

i dunno if this has been asked before i didn't read thru 17 pages as i'm a slow reader i just wanna know answers to my questions and solutions, i've never modded in my live but i would want to. so please help me. also can i get the locations of files for these.

i want to make my own ship with the model "Dragon" but i want to change the colour and specs of it how do i do it?

i also want to make my own weapons, sheilds, nanobots/batteries etc. how do i go by doing that? i just want to choose a gun (or wotever) mod it's specs

i want to mod my charater how do i do that? ie the charater level, name and cash

i'd like to know if u can make a cloaking device for ur own ship?

well if u can either post ur answers or email me at [email protected]

Post Thu Jan 01, 2004 7:55 am

CAID: If you are still hanging out here, please give me some details to a response you made to an earlier question. The question was "how do I create new ids for object without editing the existing dll files.

Your response was "copy a readable dll, add it to the list of existing dlls and the first item id will be 45xxxx" (not verbatim, but close enough).

That's a VERY hurried response, and for most of us who are not old hands at this, that response is cryptic as hell. But it sounds like you are saying "copy NameResource.dll and rename it, then drop the renamed file back in the folder with the other .dll files. And the new filename to the list of resource dll files in the freelancer.ini file, and you can start using the id spaces in this file which begin with 45xxxx (I didn't copy the exact starting number....sorry!)."

But that brings up a whole slew of questions. Like for example "what about duplicate entries? How do I CLEAR out the dll? How do I use the spaces in the file? I know I need fled-ids, but that doesn't answer all the questions. Can you please give us some details? You seem to be very knowledgable in this regard, but a clearer, more detailed procedure would be very welcome to MOST newbies who want to rename items and systems in the game.

Now, before you take that "rename" aspect seriously, I don't want to RENAME anything at all. I want to create NEW ids for my custom system and custom planets. But I want them in a separate dll that is JUST for my own custom stuff.

Now, if you are up to it, here is another tutorial you can do for us newbies. I have seen countless posts like "modding for dummies" - except he spelled it "moding".....duhrr! ....and "moding" and "how to make a new mod".

But you know what? NOT ONE OF THEM tells me a single thing about creating a MOD! All they tell me is how to alter things in the game. I can already do that. I need to know how to make a MOD.

Don't tell me to go read the topic in FLMM. That is written with the assumption that you already know how to create a mod. It doesn't tell how to create a mod, just how to make it compatable with FLMM. It also assumes that you know how to write XML files. I don't.

If I DID know how to write xml, I would probably just use that process. But that process leaves several dark areas. For example, it says "for files that are completely custom, like new system files, that are really large, you would not want to enter the contents of the file in the script, and would want to only reference the file....." But how the hell do you reference the file?

See, the problem is that I don't know the syntax and format of an xml script. And I don't know when to just paste in the excerpts of altered stuff, and when to just reference a whole custom file. I would imagine things have to be done in a specific order.....like reading in the universe ini changes FIRST, and then the system ini next, and so forth....

Anyway, as you can see, creating a mod is being skimmed over by those who are writing these tutorials. The really disappointing thing is that some of the authors WANT to help, but they also DON'T want to have to type. So they are very brief and vague, and some of them are not even covering the topic of their post. One says "Modding for dummies" but that post assumes you already know how to mod. And it doesn't say a single thing about MODDING - only about changing ships weapons. That isn't modding. Yes, it is PART of making a mod, but the mod itself is a package. There's nothing out there that tells us how to create a mod package.

Keep in mind when writing these tutorials (if you do, that is) that some of us are newbies and don't write in xml and don't know the process of ripping apart a dll and calculating the formulae for id'ing items and places in the game.

Basically, I have my working system. I have my nice jumpgates established. I have my planets rotating and looking gorgeous. I have my asteroid fields in place and they are already mineable and producing resources. Everything already works. I KNOW HOW to do all that already. What I need is a reasonable simple way to get the names of my planets, bases, and asteroid fields in the game! And it would be nice to be able to package up this HUGE mess and put it into a mod that others can download and look at because it really is gorgeous!

Thanks for your time guys and from the bottom of my heart I wish you all well and thank you for any help offered. Happy New Year folks!

Post Mon Jan 12, 2004 5:05 am

Ok we've got the MilkShape plugin for Exporting FreeLancer ships..But is there anything about for IMPORTING to MilkShape so I can then use them in 3DMax for making Sigs ect? Any help appreciated Goin crosseyed after a few pages of this thread

P.S no need for specific 3DMax Exporter just something to get the ship models and textures out of the game and into milkshape, I'm fine from there.

Post Tue Jan 13, 2004 5:07 am

PLease see my tutorial into IDS for Newbies - on how to make names for the un-initiated. Of course - you will need to know your way round an ini file - but you do

Anyway - as to making a mod for FLMM - forget scripting for the moment -that isn't really necessary.

Just go into FLMM, then into its mods directory. Now create a folder that is the name of your mod. Now go INTO that fodler - and create the directory structure - but MIRRORING the freelancer one, but ONLY containing yoru files.

What do i mean - for changing weapon equip = make a data folder, the go INTO that folder, and make an equipment folder. Now paste in your weapons_equip.ini file

For making a system - make a data folder, then a universe folder inside the data folder. Once in your universe folder - paste your systems_shortest_path files in there, along with your universe.ini file. Now make a systems folder - and go in and create the folder for your system (my01, li07 br09 etc) and then paste YOUR systems file (my01.ini, li07.ini etc) into their respective folders okay!

Do that for every file you mod, so if you added characters to your base, in your mods data folder - create a missions folder and then paste it into there!

have fun

Chips

Post Thu Jan 22, 2004 7:42 am

I have two things I wonder:

1. I read somewhere that you could, somehow, transfer your SP characters/save games to an MP game. How would I do this?

2. I know there are servers where you start with $1.000.000. I'd like to make a server like this, but with $200.000 in starting funds. How do I do? Are there any mods that do this?

Post Sun Feb 01, 2004 4:38 am

My God, what a huge thread...
Well, I didn't read all posts, so excuse me if this question has already been asked:
How do I change the weapons which are already mounted on a ship when I buy it? For example: the Tie fighter from TNG.

Sorry for errors, I'm German

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