Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

****NEWBIE QUESTIONS?? - look no further2!!****

The general place to discuss MOD''ing Freelancer!

Post Sun Dec 14, 2003 11:01 pm

I don't know really how to open all jumpgates from the beginning (I began to mod one month ago), but in the EXE\newplayer.fl are many lines with "lockedgate = any number" and also the missions after that these gates are locked! Maybe you should have a look in this file (you need an uncompressor for .fl files)! Maybe there is also a mod, which unlocks all the gates from the beginning or a programm what can do this (can IONCROSS's character editor open them??)!

Post Mon Dec 15, 2003 12:26 am

Yes, that will help you, however, as you play the storyline, it actually locks and unlocks jumpgates as it goes along. It also locks tradelanes and docking rings too.....all very neat. So, if its for SP that you wish this to happen, i can post it up here for you, and as soon as you finish a mission it will open it all up. Also will make it so that if you refuse a mission you can do the same etc.

Only cause i aint shown how to do that so far though - lol

Post Mon Dec 15, 2003 2:02 am

okay, you must think that im retarded or something, but i changed what you said to change, and the game still crashes on me when i load from planet manhattan into new york. i went through all of neph's tutorial again, did what you said to do(changed encounter rates) and i upped the density on the manhattan area. WTF??? it still crashes. i have absolutly no clue what i am doing wrong.

Post Mon Dec 15, 2003 9:43 am

Chips,

how can you make an npc fire a torpedo?
is there an id that looks like this

shoot_base_with_torpedo_id = Shoot_torpedo

Don't tell me to make it just like a missille, doing this will just make npc shoot fighters with torpedos too.

All I do for LOVE

Post Wed Dec 17, 2003 2:57 am

I've never modded or modeled before but I'd like to add partial ship hulls to shipyards and maybe a transport or two to mooring fixtures, to give these structures a little more flavor. Now I can either start a new shipyard model from scratch and stick in a hull or I can import the existing shipyard.3db and copy / paste... But there's no import plugin just an export. How can I import or otherwise use the existing models, or does someone have to write a new plugin for me please ? I'm using milkshape 1.6.6 and I have the cmp exporter plugin.

Post Wed Dec 17, 2003 9:18 pm

Loadouts must be wrong, or the npcships.ini entries. It is one of the most buggy areas around - encounters. 1 spelling mistake and its crashola.

For NPC's firing torps - you know you have the file that allows you to make them shoot better and all etc etc. Well there is a storyline one too. I fiddled and tried the same settings, then plonked them with a bloody thingy, and STILL it didn't like it. They just don't shoot the bloody things. Can make them into cruise disruptors instead. Try that?? In the equipment folder make the class as a cruise disruptor instead or sommat??

Website: Pathfinderstudios

Contains all the latest on the Evolutions mod

Post Thu Dec 18, 2003 4:22 pm

anyone help me to make a mod ??
i need someone to make ships and someone to change the version
you can talk to me on MSN or AOL
[email protected]
[email protected]
any volenteres??
ta!!

-Trail-

[email protected]

Post Fri Dec 19, 2003 4:01 am

Created a torpedo block in population.ini... and created a copy of missile block configuartion. And your right they don't shoot that damn thing. torpedo is a useless piece of junk in npc's. and i'm just wondering if they can shoot all those 4 torpedo's i have mounted in one of my ships, and i say it... its just a dream baby.....

All I do for LOVE

Post Fri Dec 19, 2003 12:27 pm

aalaardb (or anyone) Where do you get Milkshape??

-Trail-

[email protected]

Edited by - -Trail- on 19-12-2003 12:28:46

Post Sat Dec 20, 2003 3:20 am

Great forum. A question on lootprops, does all the percentage drop chances have to equal 100%. I've totalled up different toughness ranges and they add up somewhere around 75% each. I've added escape pods and prisoners to the drops and it works well. I'm also in the process of adding rmloot as commodities for dropping; neophage weapons etc. Will going over the 100% mark mess up the drops.
Also can I equip a bretonian battleship-base, i.e. Hood, with rhineland battleship weapons?

s

Post Sat Dec 20, 2003 3:30 am

Chips,
I'm having problems on salable items in my personal base. Those salable items doesn't show up in the planet info box, and they are declared quite correctly and is showing in the info of each corresponding rooms. what do you think is the problem.

BTW... i added some new weapons in the default bases in FL and they show up correctly in the planet info box....

planet info box. is the information of the planet whenever you hit the info buttom. it tells you what it is selling... from ships to commodities.

All I do for LOVE

Post Sat Dec 20, 2003 3:36 am

Another question while I'm here. In encounters I'm not too sure on faction wieghting. I'm doing a mod in the Omicron Beta system and they all have wieghtings of 10 or 2. Is it a ratio of the overall apperances of one favtion over another i.e. the one with 10 appears 5 times more than the one with a weighting of 2. Does all the wieghtings have to add up to a set limit as in the separate faction encounters parameters, i.e. area assualt etc.
Thanks again for this great forum.

s

Post Sat Dec 20, 2003 4:29 am

Querry on Chips or anyone who knows.

Random Mission...

DestroyMission = 0.082555, 0.222445

what are those two decimal points?

is the first one is the level requirement so you can activate the mission
and,
is the second one is the level of the npc ships in the mission, the one you kill.

I think those zoned vignettes in the system is the location of the random missions.


All I do for LOVE

Post Sat Dec 20, 2003 11:23 am

@ Firebase, yep - zones are where the missions are, unless the zone is mission eligble = true (like patrols).

The decimal points, never fiddled round with them yet. As far as i know no-one changes them at all, and I was populating my bases last...........so as i was in a hurry i never experimented with that. *however, it stands to reason that you can also have a range of missions at bases (difficulty wise) - maybe its the range of difficulty, or just the chance of the missions for the factions (as each faction person has them - coupled iwht how often they offer it kinda thing?)

rmloot is different to the others. It goes off of the armament of the NPC for the main part, then the ghost loot i think it is, is the stuff dropped as well -cannot remember stuff exactly, aint looking in the files

the setting of 10 and 1 in encounters is supposed to be their weighting i think it was. If its 10 then they live there (as its surrounding one of their bases i think) and 1 is the enemy or non-chummy faction setting for the same thign - means that they will show up less in the encounters for that zone then the others i think - not really been fiddling with that either! lol.



Website: Pathfinderstudios

Contains all the latest on the Evolutions mod

Edited by - Chips on 20-12-2003 11:23:53

Post Sat Dec 20, 2003 3:36 pm

ok how on earth does Milkshape (v1.7.0) work?
and chips how can you get a ship youve made onto a template or something ad how do you give it an IDS number and(again!) how can you read the ship files? (e.g. .sur .mat .cmp) and what do they contain??
ta
ROCK ON!!

-Trail-

[email protected]

Return to Freelancer General Editing Forum