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The general place to discuss MOD''ing Freelancer!

Post Fri Apr 02, 2004 4:52 am

No problem, I assume you know how to uncompress the ini files - if not then either
a) look at the start of these thread for using BINI
b) download the Freelancer SDK

I won't answer these in order, it'll be easier to do them backwards

Question 3 - code for the Sabre
Simple, the nickname is "bw_elite2" and the code is 237012
I can't look up all the codes for the lvl10 weapons for you, you need to download Fled-IDS. Just type all or part of the name into the "search for" box, select nameresources.dll as the file and you should get an IDS code. Then search for this in the relevant file, "weapon_equip.ini" for weapons, to find what you want.

Post Fri Apr 02, 2004 4:59 am

Question 2 - Level 10 guns at Manhatten
First you need to find the level 10 guns. There are two ways of doing this:
a) Use the IDS method above to search for the names (Boring and long-winded)
b) Search "weapon_equip.ini" for the line "hp_gun_special_10". Every gun with this line is a level 10 gun.

For this demo I'll add "special_gun01" (Level 10) to Manhatten. Open up DATA/EQUIPMENT/market_misc.ini and search for "base = Li01_01_base". This is Manhatten. If you look at the lines, each one codes for a different weapon/missile/ammo etc. So at the end of this section, add the line:

MarketGood = hp_gun_special_10, 0, -1, 50, 50, 0, 1

That's all there is to it, repeat ad infinitum for the other level 10 guns. Nearly there...

Edited by - AccuShot on 4/2/2004 6:04:45 AM

Post Fri Apr 02, 2004 5:04 am

Question 1 - Giving the sabre level 10 guns

Look in DATA/SHIPS/shiparch.ini, and find the line "nickname = bw_elite2" (Nickname for the sabre). Look down until you see lines beginning "hp_type = " - the first few lines ought to look like this:

hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06

The first argument determines what type and level of weapon can be fitted, and the following ones are where it can be fitted. So if you look at this example, the sabre can take weapons of up to level 9 in all it's slots, and level 10 weapons on all but 2. All you have to do is add the remaining two hardpoint names to the level 10 line, like so:

hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06

Fin.

Post Fri Apr 02, 2004 10:41 pm

ok it worked but how do i replace the torpedo hardpoint for a gun hardpoint??

take a bottle, drink it down....pass it around

Post Fri Apr 02, 2004 10:57 pm

change 'gun' to 'torpedo', but there are only 2 types of torpedo in the unmodded game.

hp_torpedo_special_1
hp_torpedo_special_2

What was FL2 and is now ...............*suspense and drum roll* .................... FL: Fallen Universe!!!!

Post Sun Apr 04, 2004 12:40 am

im not playing on the internet so i think its the view thats all screwed up.
becouse if i look in turret mode it drives as normal and i havent modded it.







(if you wonder why i seek help on an editing forum it is becouse there Actually was no topic that was for my problem)

Edited by - Yoyo on 4/4/2004 3:26:14 AM

Post Sun Apr 04, 2004 10:24 am

Hmmm...Yoyo thats pretty odd since you haven't modded it at all. What ship is it? Does it affect other ships? Have you edited anything in constants.ini?

Post Sun Apr 04, 2004 10:31 am

i would like to know how to make a kusari bs pilotable and fix all the docking probs. I would be ******* happy if u would tell me that

Post Sun Apr 04, 2004 2:00 pm

1. these are the mods i am using in the game (now)
Juni and anubis mod, skip intro mod and speed mod.
2. and no i havent edit anything in constants ini (i think)
but can i do that to make this ship drive normal?
3. and there is no problem with other ships
except for that the cockpit is shaking when i change view to see from uhhh the cockpit.(and if this is too much work break it off i dont want to be any problem for others)

Edited by - yoyo on 4/5/2004 9:04:32 AM

Post Sun Apr 04, 2004 3:31 pm

Hey Accushot, do you remember those two mods I sent you, Benford and Ithaca Station. Well I change Benford to Maine and its pretty cool, so then I combined the two. They work great in SP but crash my server in MP. I reinstalled and that didn't help so I was wondering if you have any ideas to help me with it, cause I want to add a few more things and submit it so other people can play it but I don't want it crashing there servers.

Post Mon Apr 05, 2004 1:08 am

Hi i am a modding newbie who likes to fiddle around with FL but i cant do something big change without help and i want the Kusari bs here is my requests for it:
cost 1$
comes with everything equipped
and for sale on manhattan


Death is no end, just a beginning of a new adventure.

Post Mon Apr 05, 2004 9:22 am

accu can you check the mass on the legionnaire in the shiparch ini
is it 50 it probably is something else but is it something over 50
then i have fixed the problem.

Edited by - yoyo on 4/5/2004 10:54:37 AM

Post Mon Apr 05, 2004 9:56 am

oh and i forgot please make the docking problems to!
thx

Death is no end, just the beginning of a new adventure

Post Mon Apr 05, 2004 10:13 pm

Hello there. I just wanted to ask 2 questions.
the first is how do i change the HUD in the game. I noticed that in the in game screenshots section there is at least 1 different version of the HUD.
The second question is how do I change the appearance of a ship. I hae the Titan in the game but I would like to replace it with something more attractive.

thanks, Ganner

Post Tue Apr 06, 2004 8:37 am

@Ganner
I don't know how to change the HUD but I can help with you second question. If you want a different ship with the same capabilities as your Titan but a different model, thats relatively easy. Go into DATA/SHIPS/ship_arch.ini and us the find command (ctrl+f) to find the ship BY ITS REFERENCE NAME (ie you wouldn't enter titan into the find box you would enter co_elite2, i think.) Copy and paste the titan entry (whole block of text) to the top. Then look for the other model you want. Say you want the Eagle, you would use find and enter ge_fighter6. then you want to look at the archetype = line and the cockpit = line. I think thats it. You copy those lines and paste them over the same lines in your titan entry that you copied earlier. Then you want to check and make sure that the eagle carries the same number of guns/turrets as the titan. That is usually at the end of each ships entry and the lines look like this:
hp_weapon = hp_gun_special_7, HpWeapon01, HpWeapon02...
you want to copy the entry at the end of the eagle, where it starts with the hp_weapon stuff, and paste it over the entry at the end of the titan. So you're completely changeing the loadout.

I think thats it if you want a different ingame model, if you want something out of fl then I can't help you.

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