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

The general place to discuss MOD''ing Freelancer!

Post Sun Aug 14, 2005 3:16 pm

First off make sure your ship is nicknamed (in shiparch.ini) rs, so that it matches up with your goods.ini entry. But the thing that sticks out is the line

addon = rs_engine_01, internal, 1

Engines should mount on HpEngine01, not internally. I hope you included a hardpoint for that in your ship, if not you can add a hardpoint using HardCMP or buy reexporting the ship with the new hardpoint. You'd want the hardpoint to sit right behind your grille (engine) not exactly on it but so that it has a bit of space in between, not too much though, just enough so that it doesnt look like the engine is burning the ship

Also, make sure you have the archetypes correct for

addon = rs_engine_01, internal, 1
addon = rs_power01, internal, 1

I notice one has an underscore and one does not, maybe they are coded that way, if they aren't, fix accordingly. Hope that helps


To mwh, I never thought I'd give someone a cheat for the Hovis race...lol...anyway, here goes. While you could cheat to skip the race, this way is more...amusing

First off you need to either have an .ini decompressor (old way ) or install SDK to decompress all files. Once decompressed, navigate your way to your Freelancer directory (default c:/program files/microsoft games/freelancer) and then go to Data/Ships. In the ships folder you'll see a file called loadouts.ini. Open this file and do a search (press Ctrl+F) for

nickname = MSN06_Dexter
and under it you will see

archetype = bw_fighter
replace this line with

archetype = li_dreadnought

To be safe, you may want to delete everything in that one entry except for the following

equip = ge_bwf_engine_01
equip = shield01_mark02_lf, HpShield01
equip = bw_fighter_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_01


So your final product would look like this

[Loadout
nickname = MSN06_Dexter
archetype = li_dreadnought
equip = ge_bwf_engine_01
equip = shield01_mark02_lf, HpShield01
equip = bw_fighter_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_01


Make a backup of the file first of course incase it causes an error in your game

Edit : TLR Forums disable the right bracket, so if you copy my code word for word into the file you'll need to add the right bracket after [Loadout

Edited by - parabolix on 8/14/2005 4:28:27 PM

mwh

Post Sun Aug 14, 2005 3:37 pm

parabolix, thank you very much. I just can't do the mouse thing so I really appreciate this. It has kept me from enjoying the game.
thanks again,
Mike

Post Mon Aug 15, 2005 2:16 am

thx a lot, i forgot to edit the powerplant , but now it works,

i made an other ship but this one has an other problem, i dont see it at the ship dealer and the game has, i think, a problem with the cmp file, because the ship isnt shown, i can buy it but when i try to start fl crashs down. But the cmp file must be correct because i can see the ship in hardcmp, the shiparch file has the correct path too, dont know where the problem is,

btw i dont know how to change the hitboxes of the ships, can anyone tell me?

Post Mon Aug 15, 2005 1:41 pm

thx,
i have again a problem, with an other ship, at the moment i try to open the shipdealer menu fl crash down , any1 an idea why?

TB

Post Wed Aug 17, 2005 1:06 pm

Hi!

I have got 2 questions for you. 1. I'd like to use the sun (and it's effect)from one of the menu system (intro_planetchunks) but I don't know, how to do this. 2. How can I make an own startup screen?

That's all.

Post Wed Aug 17, 2005 4:27 pm

Hello again

No problem mwh

If your path file is correct and the .mat file is fine, the problem is probably that the .CMP is scaled down too small, if you want to know how big your ship will show up in game, while you are modelling it, use the CMP importer and import a gun (DATA/EQUIPMENT/MODELS) and put it on your ship, then scale your ship (leave the gun alone!!!) to fit the gun. When you are done modelling, delete the gun, and scale your ship up 100 times and it will be your desired size in game

If by hitboxes you mean .sur files...Noone has (afaik) cracked how to construct .sur files from scratch, however FLModelTool can resize .surs to fit your ship. You have to find a vanilla Freelancer (unmodded ) .sur from another ship that has a similar shape to yours, then use that and rescale it if you need to.

One of the reasons the shipdealer menu would crash the game is if you have referenced the wrong ship in market_ships.ini, the game looks for the ship and doesnt find it...boom, crash

TB, .thn files aren't my speciality really, however, I tracked down this tutorial that should help you do what you are trying to do.

Post Sat Aug 20, 2005 7:51 am

Im not sure if this has been posted before i was 2 lazy 2 read all of the post but how would u create a jump hole lets say From Planet Manhatan to near cali base in Tau-23

Post Sat Aug 20, 2005 10:41 am

You could code it by editing the system files...but you could just as easily use Freelancer Explorer . And here is a tutorial for it.

TB

Post Sat Aug 20, 2005 3:22 pm

Thanks for the help...but...I have got a little problem (again ). When I "apply changes" in Freelancer Explorer it's sends me an error message: "An error occured during the update of the empty_dll" What is that? Please help me. I'am at the 99% of the mod and I don't want to simply delete it and start again.

Post Sun Aug 21, 2005 7:13 pm

Try going into your Freelancer/EXE folder and look for the .dll files. Right click them and go to properties and uncheck Read Only from all the .dlls, then try to apply the changes.

Post Wed Aug 24, 2005 2:12 am

ive made a mod and its got new systems, ships, weapons.etc but i cant get my intro image to work i've named them (you need 4 of the same image-i no that much) all the right names although to make the 2 .tga files i used a free converter thing that might be the problem... help!

~Burntcustard~

Post Sat Aug 27, 2005 1:52 am

I have a simple question that has been driving me crazy,I am running a tng server with ironcross mkv and have installed sdk and biniQDU and have managed to change the rep. for all the starting players, what i want to do is increase the starting money and dont know how or where to go, i have looked at a few files but am very carefull about changeing anything,(I dont trust myself).

Post Sat Aug 27, 2005 7:55 pm

sorry for the dumb question, i found my answer on page 43 of this thread, and thanks to lethal dosage for the answer,....pete

Post Thu Sep 15, 2005 12:08 pm

i'm creating an mod for FL & needs some help
i added 5 new factions & 10 systems
now i want to get missions from those new factions & against 1 of these faction

please help me

Post Fri Sep 23, 2005 7:37 am

OK, I been messin around with freelancer for a while now and I've basically ended up with an almost entire mod, only 3 new systems, but a couple of factions and quite a few custom ships, other peoples models cause I cant model to save my life. I once added an old model of the cougar and the battleaxe, now I dont have any problems adding factions and encounters in systems, the factions always show up with the designated ships, the enemy factions attack each other and I can attack them, BUT when I used the cougar and battleaxe and I shot them to point of death, you know when the npc screams his dying scream and does his little loop de loop, the game crashed at the point of explosion. Um, this didnt happen with other ship models and flspew was mentioning something about invalid archetype so I removed those two ships and used different models for that specific faction and walla! it worked like a bomb, I blew up many of them with no crashes. Now I seem to have stumbled across the same problem and I figure I might run into this problem again. Im using the gryphon model from tekagis treasure mod for the federation, but when I blow them up the game crashes. Now like I said, hte feds have other ships which dont cause the game to crash when I destroy them. I checked every relative ini over and over again but I dont see the problem. I was wondering if this is a model problem which I doubt, cause every now and again this happens, or am I doing something horribly wrong??
Here are the entries related to the Gryphon, I really like this ship and I dont want to remove it. Could someone pls set my mind at ease and check this out.

[Ship
ids_name = 460005
ids_info = 461015
ids_info1 = 461016
ids_info2 = 66608
ids_info3 = 461017
nickname = Gryphon
ship_class = 2
type = fighter
;fuse = drop_cargo_fuse, 0.000000, 1
mission_property = can_use_berths
LODranges = 0, 999999, 999999, 999999, 999999
msg_id_prefix = gcs_refer_shiparch_Ordhf
DA_archetype = Ships\Milky\Federation\gryphon.cmp
material_library = Ships\Milky\Federation\gryphon.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = Ships\Milky\Federation\gryphon.ini
max_bank_angle = 40
camera_offset = 10, 40
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 25
camera_vertical_turn_up_angle = 8
camera_vertical_turn_down_angle = 35
camera_turn_look_ahead_slerp_amount = 1.000000
pilot_mesh = generic_pilot
nanobot_limit = 70
shield_battery_limit = 70
hit_pts = 10500
hold_size = 80
explosion_arch = explosion_li_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
num_exhaust_nozzles = 2
shield_link = l_elite_shield01, HpMount, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_2, HpTorpedo01
hp_type = hp_torpedo_special_1, HpTorpedo01
HP_tractor_source = HpTractor_Source
fuse = intermed_damage_smallship01, 0.000000, 1050
fuse = intermed_damage_smallship02, 0.000000, 525
fuse = intermed_damage_smallship03, 0.000000, 350
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
hp_type = hp_turret_special_9, HpTurret01
hp_type = hp_turret_special_8, HpTurret01
hp_type = hp_turret_special_7, HpTurret01
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
linear_drag = 1
mass = 150
steering_torque = 18000, 18000, 58000
angular_drag = 15000, 15000, 35000
rotation_inertia = 2800, 2800, 1000
nudge_force = 30000
strafe_force = 45000
strafe_power_usage = 2

========
LOADOUT
========

[Loadout
nickname = gryphon_loadout
archetype = gryphon
equip = bw_elite_power01, internal, 1
equip = ge_s_scanner_01
equip = ge_s_tractor_01
equip = ge_bwe_engine_01, internal, 1
equip = ge_s_thruster_04, HpThruster01, 1
equip = shield04_mark10_hf, HpShield01 ;;<------------MY SHIELD, ALREADY ADDED AND WORKING
equip = photon_torpedo01, HpTorpedo01, 1 ;;<------------ALL FED WEAPONS ADDED AND WORKING
cargo = photon_torpedo01_ammo, 500
equip = t2_puls_turret, HpTurret01, 1
equip = phaser_lvl7, HpWeapon01, 1
equip = phaser_lvl7, HpWeapon02, 1
equip = phaser_lvl10, HpWeapon03, 1
equip = phaser_lvl10, HpWeapon04, 1
equip = phaser_lvl10, HpWeapon05, 1
equip = phaser_lvl10, HpWeapon06, 1
equip = contrail01, HpContrail01, 1
equip = contrail01, HpContrail02, 1
equip = contrail01, HpContrail03, 1
equip = contrail01, HpContrail04, 1
equip = LargeBlue, HpHeadlight01, 1
equip = LargeYellow, HpHeadlight02, 1
equip = LargeYellow, HpHeadlight03, 1
equip = SlowSmallGreen, HpRunningLight01, 1
equip = SlowSmallRed, HpRunningLight02, 1
equip = SlowSmallWhite, HpRunningLight03, 1

======
GOODS
======

[Good
nickname = gryphon_hull
category = shiphull
ship = gryphon
price = 150000
ids_name = 460005
item_icon = Ships\Milky\Federation\gryphon.3db

[Good
nickname = gryphon_package
category = ship
hull = gryphon_hull
addon = bw_elite_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = ge_bwe_engine_01, internal, 1
addon = ge_s_thruster_04, HpThruster01, 1
addon = shield04_mark10_hf, HpShield01, 1
addon = photon_torpedo01, HpTorpedo01, 1
cargo = photon_torpedo01_ammo, 500
addon = t2_puls_turret, HpTurret01, 1
addon = phaser_lvl7, HpWeapon01, 1
addon = phaser_lvl7, HpWeapon02, 1
addon = HF_puls_phaser, HpWeapon03, 1
addon = HF_puls_phaser, HpWeapon04, 1
addon = HF_puls_phaser, HpWeapon05, 1
addon = HF_puls_phaser, HpWeapon06, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = contrail01, HpContrail03, 1
addon = contrail01, HpContrail04, 1
addon = LargeBlue, HpHeadlight01, 1
addon = LargeYellow, HpHeadlight02, 1
addon = LargeYellow, HpHeadlight03, 1
addon = SlowSmallGreen, HpRunningLight01, 1
addon = SlowSmallRed, HpRunningLight02, 1
addon = SlowSmallWhite, HpRunningLight03, 1

============
FACTION PROP
===========

[FactionProps
affiliation = fed_grp ;;<-------------------Faction added and well, working
legality = lawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_fed
jump_preference = jumpgate
npc_ship = fed_fighter1
npc_ship = fed_fighter2 ;;<------ignore that entry
npc_ship = fed_gunboat
voice = pilot_f_mil_m01
voice = pilot_f_mil_m02
voice = pilot_f_leg_f01
voice = pilot_f_leg_f01a
mc_costume = mc_li
space_costume = li_captain_head, li_male_elite_body, comm_ge_generic2
space_costume = li_rockford_head, li_male_elite_body, comm_li_hatcher
space_costume = li_sales_head_hat, li_male_elite_body, comm_ge_generic2
space_costume = ge_male4_head, li_male_elite_body, comm_li_hatcher
space_costume = pl_male2_head, li_male_elite_body, comm_ge_generic2
space_costume = ge_male3_head, li_male_elite_body, comm_li_hatcher
space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female
space_costume = li_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female
space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_ge_generic2_female
space_costume = br_newscaster_head_gen_hat, li_female_elite_body, comm_li_hatcher_female
space_costume = pl_female2_head, li_female_elite_body, comm_ge_generic2_female
space_costume = pl_female2_head, li_female_elite_body, comm_li_hatcher_female
firstname_male = 226608, 226741
firstname_female = 226808, 226952
lastname = 227008, 227307
rank_desig = 197002, 197003, 197004, 6, 9
formation_desig = 197808, 197820
large_ship_desig = 196976
large_ship_names = 202608, 202647
scan_for_cargo = commodity_alien_artifacts, 1
scan_for_cargo = commodity_cardamine, 2
scan_announce = true
scan_chance = 0.500000
formation = fighters, fighter_li_n
formation = cruisers, cruiser_wall

===============
NPCSHIPS
===============

[NPCShipArch
nickname = fed_fighter1
level = d19
loadout = gryphon_loadout
ship_archetype = gryphon
state_graph = FIGHTER
pilot = pilot_lrogue_hard
npc_class = lawful, class_fighter, d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11, d12, d13, d14, d15, d16, d17, d18, d19

[NPCShipArch
nickname = fed_gunboat
level = d19
loadout = enterprise_e_loadout
ship_archetype = enterprise_e
state_graph = CRUISER ;;<-------------couldnt get the ship to patrol with the gryphons if I made it gunboat, but this is irrelevant.
pilot = gunboat_default
npc_class = lawful, class_cruiser, d19

Edited by - AdenX on 9/23/2005 9:13:04 AM

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