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

The general place to discuss MOD''ing Freelancer!

Post Sat Apr 17, 2004 1:16 am

Hi
I have a problem with the Freelancer Explorer. There I can make patrols. Then in the game the patrols are there but the game crashes after 15 Minutes. Can someone help me?

Post Tue Apr 20, 2004 11:53 am

Hey guts i am a complet and utter newbie at making mods for this game....i can see people here are great at explaining things so i will ask a question to you great modding gurus ....i am making a new system in a first mod of mine...basically an addon system to get the feel for making systems....everything is going great EXCEPT one thing....i cannot get the ramdom mission to be acessible in the bars i get all these stupis messages like..."too many players accessing the job board" and dumb stuff like that....how can i get the job board to function with my new system....please help me i would most appreciate the advice and help

Post Wed Apr 21, 2004 10:43 am

Editor, need more info if I'm going to help you - are you using a custom faction? Which system? Post the zone entry here and I'll have a look through for you. In my opinion it's better to create a system manually first, so you get the feel for what does what and how to fix problems, then use FLE. Plus FLE isn't exactly bug-proof.

Shadow, follow the link from Anton, a lot of people have had this problem and you should find an answer there.

Capt. Bryon, well yes, it's up to you what you do with your money - none of my business

Post Wed Apr 21, 2004 7:21 pm

I increased the cruise speed im my mod, yet it still says 300 in my HUD, how do i change it to show the actuall speed?

Post Wed Apr 21, 2004 11:56 pm

Hi, I'm working on creating a custom ship (though not original, but we all need a starting point). At the moment I'm working on the main weapon system for it, that being a beam cannon (thanks to reynen, kongfuchicken, ix88 (I think that was how it went, bad memory) for the info' on creating that). I've finally got it working and buyable (as a tester, I'm planning on eventually making a custem system as the only place to by it), but I found that when I added it to the D-14 station's list it didn't appear (that's where my ship's docked in my current save), but adding it to Planet Manhattan and starting a new game it worked perfectly fine. Any clues as to why this is? Could the save be holding info' on what the station sells perhaps, and stopping it checking the updated ini's?

Post Thu Apr 22, 2004 5:57 am

Hi
I am Newbie and I need help with the editing. How can I change the station names?

Post Thu Apr 22, 2004 7:23 am

Battlefleet, afraid I can't help you there. I'm pretty sure it involves hacking/dis-assembling the dll's, but I haven't had a go so if anyone else knows speak up

Sir Skit, have you added it to the right base? Sounds stupid but I do it all the time, check the IDS name again and make sure the nickname is correct in the market file. You could also have more than three ships for sale, in which case only the first three are displayed and the others are ignored. I'm pretty sure it's not the save, but you could try launching and landing again if you want, see if it is 'refreshed'.

Tobbi, you need to download Fled-IDS from here.

Then type the name of the station you want to rename in the text box under "Search..", and change the dll name in the box above it to "nameresources.dll".

Click on "IDS name", and you should get a number. Copy+Paste this into the "ids_name" text box at the top left, and click on IDS name.

All you have to do now is change the name that appears to something you want, and click on "Save IDS_Name".


Post Thu Apr 22, 2004 8:24 am

Hello AccuShot this is the zone

[Zone
nickname = Zone_Rh01_path_rheinwehr01
pos = 24946, 0, 25751
rotate = -90, -55, 0
shape = CYLINDER
size = 750, 64433
sort = 99
toughness = 10
density = 5
repop_time = 30
max_battle_size = 4
pop_type = attack_patrol
relief_time = 20
path_label = rheinwehr_01, 1
usage = patrol
mission_eligible = false
faction_weight = rh_n_grp, 10
density_restriction = 1, patroller
density_restriction = 1, police_patroller
density_restriction = 1, pirate_patroller
density_restriction = 4, lawfuls
density_restriction = 4, unlawfuls
encounter = patrolp_assault, 10, 0.200000
faction = rh_n_grp, 1.000000

Can it be the high density?

Post Thu Apr 22, 2004 8:36 am

patrol paths have not been got to work reasonably well yet. Firebase made one working, it had a destination area though, so it went form one zone (jumphole) to the base....and i believe it went the other side of the jumphole. Further more, it was a trade path, not patrol, so i can only imagine he couldn't get that working at all...........no idea.

I have not given it a go due to having too much to do, but to be honest, there aint much to help with patrol paths at the moment - sorry.

Post Thu Apr 22, 2004 8:48 am

I think it could be a problem with the type of patrol, change "pop_type = attack_patrol" to "pop_type = field_patrol". This could be causing an error because the rheinland navy probably don't "know" how to attack tradelanes etc.

If this doesn't work, it could be the repop_time and max_battle_size causing the error, it quite often is. If the above doesn't work try changing

toughness = 10
density = 5
repop_time = 30
max_battle_size = 4
pop_type = field_patrol
relief_time = 20

to

toughness = 3
density = 3
repop_time = 90
max_battle_size = 4
pop_type = field_patrol
relief_time = 30

This is just an example pulled from one of the existing paths, it could be that yours isn't balanced properly so, after a few minutes, the population changes unexpectedly and causes an error.

Post Thu Apr 22, 2004 1:00 pm

Never mind about the cruise HUD, you have to hack the .exe in order to change it. I was able find what to change but I dont know if i should post it here since you have to actually hack the .exe

Post Thu Apr 22, 2004 8:49 pm

ok, another question for you. I have a Nomad Gunboat that I made flyable, but whenever I try to dock with a station, it gets stuck in the docking sequence. I have it set to moor instead of docking at the berths.

I don't want to completely remove the docking sequence, but how do I keep it from stalling in the sequence?

Also, when I undock, the ship turnes around and sets up like you see the NPC ships, how do I kill this and get it to fly straight out?

Post Fri Apr 23, 2004 6:07 am

Hi

I have tried it but the Fled - ids don't save the changes when I click on 'Save'

Post Fri Apr 23, 2004 8:43 am

Hi,
I am new to this modding thing and was wondering if there is a way to combine certian mods to make one big mega mod.

Edited by - KuhnDog on 4/23/2004 9:43:54 AM

Post Sat Apr 24, 2004 7:18 am

Is there any way to make jumpgates deny access when they are hostile, just like docks do?

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