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*** Newbie Questions? Look no further! ***
The general place to discuss MOD''ing Freelancer!
ok, i read the thing to Iron Eagle on page two about entering the eagle to the start instead of the starflier but the the bini thing wont work. i have it in my desktop, right. so i click it and it comes up with a window that has "binieditor" and "readme". so, i click on "binieditor" and it comes up with another window that has a symble with the word "root" next to it. click on it and it comes up with "new entry". please help.
pilotx, regarding your first question, im having a bit of trouble understanding what you mean. the assign texture button doesnt show up? have you tried reinstalling milkshape, or better yet, installing a different version. which version are you using? about your second question, if you just want to make a system for personal use, you could use Freelancer Explorer, its a system that makes system building easy, but makes bugs, it will work fine for a personal mod however.
draven, have you searched the forums for tutorials on the things you are trying to do? i'll run through it quickly but for future reference, if you search the forums you can find very helpful tutorials on these sorts of topics. to edit ship price, open up your goods.ini file (you can find it in your freelancer/data/equipment folder) and search for the nickname (the way of defining the ship to the game) of the ship you are trying to edit. for instance, if you are trying to edit the eagle, the nickname youd need to find (if you are using wordpad you can simply press ctrl+f to use the search for option) is gf6_hull. the titan is coe2_hull, search through the forums and you can probably find a list of all ship nicknames. anyway, once youve found the ship you are looking for, there is a line that says price = ###, the titan's entry says price = 658000. there isnt any trick to editing this. just change the number to anything you want and save the file. cargo space is found in shiparch (freelancer/data/ships), using the nickname of the ship you edited in goods (minus the _hull suffix, and changed slightly in some cases, civilian fighter nicknames are different, in shiparch they are listed as ge_fighter1, ge_fighter2, etc), search for the ship you want to edit. there is a line that says hold size = #, the eagle would be hold_size = 70, again, no special tricks, just change the number and save the file. regarding level requirements, those are in market_ships.ini, find the ship you want to edit and the base its at. you'll see a line that looks like this
marketgood = gf6_package, 30, -1, 1, 1, 0, 1, 1
the package determines which ship it is (obviously), the first number after that determines which level you need to be, and the second number determines the rep you need to have (-1 being any rep, 1 being impossibly high rep). and remember to install freelancer sdk before modding.
Major nick, why use a bini editor? simply install Freelancer SDK, it decompresses all the .ini's, meaning you dont need any bini editor to mod
draven, have you searched the forums for tutorials on the things you are trying to do? i'll run through it quickly but for future reference, if you search the forums you can find very helpful tutorials on these sorts of topics. to edit ship price, open up your goods.ini file (you can find it in your freelancer/data/equipment folder) and search for the nickname (the way of defining the ship to the game) of the ship you are trying to edit. for instance, if you are trying to edit the eagle, the nickname youd need to find (if you are using wordpad you can simply press ctrl+f to use the search for option) is gf6_hull. the titan is coe2_hull, search through the forums and you can probably find a list of all ship nicknames. anyway, once youve found the ship you are looking for, there is a line that says price = ###, the titan's entry says price = 658000. there isnt any trick to editing this. just change the number to anything you want and save the file. cargo space is found in shiparch (freelancer/data/ships), using the nickname of the ship you edited in goods (minus the _hull suffix, and changed slightly in some cases, civilian fighter nicknames are different, in shiparch they are listed as ge_fighter1, ge_fighter2, etc), search for the ship you want to edit. there is a line that says hold size = #, the eagle would be hold_size = 70, again, no special tricks, just change the number and save the file. regarding level requirements, those are in market_ships.ini, find the ship you want to edit and the base its at. you'll see a line that looks like this
marketgood = gf6_package, 30, -1, 1, 1, 0, 1, 1
the package determines which ship it is (obviously), the first number after that determines which level you need to be, and the second number determines the rep you need to have (-1 being any rep, 1 being impossibly high rep). and remember to install freelancer sdk before modding.
Major nick, why use a bini editor? simply install Freelancer SDK, it decompresses all the .ini's, meaning you dont need any bini editor to mod
Parabolix I would first off like to say that you have been A BIG help since you pretty much cut out most of the problems I was having trying to understand where it was I had to go and what to look for so thank you very much for the help it is greatly appreciated.So basically just hunt for the nick name and change the value of whatever it is I'm trying to get.Ok however does this also work for A mod someone else made that I would like to change?I mean I don't want to come off as lazy(which I may have already done.lol),but there are A WHOLE LOT of forums and threads to look through.Maybe you could at least point me in the general direction(if you don't mind that is)of where I could find like the base codes or the ship nick names?If not no big I'll just be here A while(lol).Anyway it's nice to know that the ones that know what they are doing don't mind helping out those of us who don't.Five stars to you and all the others like you friend.
"Religion or cover.On the battle field everyone finds something."
"Religion or cover.On the battle field everyone finds something."
Oh and one more thing.Even though this is off the topic of my last question I was just wondering if anyone knew the name of and where I can find again A weapon that's already in the game.I don't remember the name cuz I only found it once,but it was off the hook in my small and humble opion.It was A level ten weapon from A wreck and it was like(for lack of A better way to describe it)an energy homing missle.On my screen it looked like A yellow energy beam that would act like A homing missle on anyship I fired at.It could pretty much take out any ship in like two hits.I know it's one of those "secret" type weapons,but for the life of me I just can't seem to find it again.If somebody has A clue as to what I mean I would like to know.Please and thank you.
"Religion or cover.On the battle field everyone finds something."
"Religion or cover.On the battle field everyone finds something."
@Draven
Download this excel sheet by Subexro, it contains all the nicknames of weapons/ships/bases etc. that appear in regular Freelancer. Editing other people's mods is just the same as editing the regular files - when you activate/extract the flmmod file the new mod files overwrite your existing ones.
Download this excel sheet by Subexro, it contains all the nicknames of weapons/ships/bases etc. that appear in regular Freelancer. Editing other people's mods is just the same as editing the regular files - when you activate/extract the flmmod file the new mod files overwrite your existing ones.
Ok what am I doing wrong??I went into the files as I was told to and I found the ID's I wanted and changed them to what I wanted to.Now I already used the SDK so I simply used MS Word to open the file and look up what I wanted.Now according to what I've been told I had to find the .ini file correct?However the .ini files I've found say .ini flmmbak.Are these the right files and if so when I try to save my changes it tells me that I'm about to save A text only file and that it will lose all formatting or something close to that.What am I supposed to do?Should I save it as is or is there something else I have to do and am I even using the right kind of program to open these files?
"Religion or cover.On the battle field everyone finds something."
"Religion or cover.On the battle field everyone finds something."
Draven,
First off, the flmmbak files are backup files that FLMM uses to restore the files if they are deleted etc. Do not worry about modifying them. If you are editing an .ini and when you try to save you get the message that all formatting will be lost, accept it. All it means is that there are different sizes, colors, etc in your text. It will set all the text to a standard font. There should be two files of each, the .ini's and the .ini.flmmbak's. Once you open the correct files follow the instructions in my old post and you should do fine. Also, I recommend following Accushot's recommendation and using his excel sheet. If you dont have Microsoft Excel go to Microsoft.com and download the Excel viewer. If you need any more help on modding and you cannot find it in the forums, you can ask in here and I will try to help out.
First off, the flmmbak files are backup files that FLMM uses to restore the files if they are deleted etc. Do not worry about modifying them. If you are editing an .ini and when you try to save you get the message that all formatting will be lost, accept it. All it means is that there are different sizes, colors, etc in your text. It will set all the text to a standard font. There should be two files of each, the .ini's and the .ini.flmmbak's. Once you open the correct files follow the instructions in my old post and you should do fine. Also, I recommend following Accushot's recommendation and using his excel sheet. If you dont have Microsoft Excel go to Microsoft.com and download the Excel viewer. If you need any more help on modding and you cannot find it in the forums, you can ask in here and I will try to help out.
OK parabolix I see the files you told me about the are the back-up files,but the problem is that thier the only one's that say .ini.The other files just say the name of the file and that's it with nothing else.For instance the shiparch file says just that.No .ini after it except for the one you said is A back-up file and when I highlight it it says that it's A configuration settings.Is that the right file or am I lost here?Oh and not to be ungreatful thank you very much for the excel sheet Accushot.Very much appreciated.
"Religion or cover.On the battle field everyone finds something."
"Religion or cover.On the battle field everyone finds something."
@Draven
Ah, I see your problem. Open a folder using "My Computer", click on "Tools->Folder Options", then click the "View" tab. Look for a setting in the box that says "Hide file extensions for known file types" and uncheck the box.
Now you should be able to see the ini files. To give you an idea of what to do, here's a quick example of how to edit a weapon:
1. Browse to your Freelancer folder and open up "/Data/Equipment/weapon_equip.ini".
2. For this example we'll make the Cannonball missile more powerful. Use the database to find it's nickname - missile01_mark05 - and search for "nickname = missile01_mark05".
3. This block of text is the declaration for the launcher - most of the values are pretty obvious. Refire_delay is the delay, in seconds, between each shot. "hp_gun_type" is the gun class - the cannonball is "hp_gun_special_9", meaning it is a level 9 gun (as opposed to a turret).
4. Don't change the "damage_per_fire" property - that's the amount of damage you will take when firing it. Instead, look at the block of text above this one - this is the declaration for the actual missiles. Here you can change hull/energy damage, as well as various homing/speed properties for the missiles.
5. When you have changed all you want to, simply save the file and load up Freelancer. Bear in mind that modding your files will prevent you from playing on servers, since they will think you are cheating, so keep a blank set of files for when you want to play on the internet.
Hope that's enough to get you started
Ah, I see your problem. Open a folder using "My Computer", click on "Tools->Folder Options", then click the "View" tab. Look for a setting in the box that says "Hide file extensions for known file types" and uncheck the box.
Now you should be able to see the ini files. To give you an idea of what to do, here's a quick example of how to edit a weapon:
1. Browse to your Freelancer folder and open up "/Data/Equipment/weapon_equip.ini".
2. For this example we'll make the Cannonball missile more powerful. Use the database to find it's nickname - missile01_mark05 - and search for "nickname = missile01_mark05".
3. This block of text is the declaration for the launcher - most of the values are pretty obvious. Refire_delay is the delay, in seconds, between each shot. "hp_gun_type" is the gun class - the cannonball is "hp_gun_special_9", meaning it is a level 9 gun (as opposed to a turret).
4. Don't change the "damage_per_fire" property - that's the amount of damage you will take when firing it. Instead, look at the block of text above this one - this is the declaration for the actual missiles. Here you can change hull/energy damage, as well as various homing/speed properties for the missiles.
5. When you have changed all you want to, simply save the file and load up Freelancer. Bear in mind that modding your files will prevent you from playing on servers, since they will think you are cheating, so keep a blank set of files for when you want to play on the internet.
Hope that's enough to get you started
Accushot thank you very much for the explination.I should be able to get this right finally.If I run into any problems I'll be sure to let you fine people know.Oh and just so I have it right in my head how is it that I mod someone else's mod again?
"Religion or cover.On the battle field everyone finds something."
"Religion or cover.On the battle field everyone finds something."
Draven
You go about it the exact same way you would edit a normal mod. Sometimes when you try to save it will not let you overwrite the file. If that's the case, keep the file open, go into the folder where it is, right click the file and go to properties. Uncheck the box that says Read Only at the bottom.
You go about it the exact same way you would edit a normal mod. Sometimes when you try to save it will not let you overwrite the file. If that's the case, keep the file open, go into the folder where it is, right click the file and go to properties. Uncheck the box that says Read Only at the bottom.
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