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The general place to discuss MOD''ing Freelancer!

Post Tue Oct 19, 2004 3:38 pm

Thx Parabolix I dwnld FL Explorer and it was done in a few seconds .

Post Tue Oct 19, 2004 3:43 pm

Hey guyz,

I want to create a few new systems and I also want to use the very cool ships from some of the Other mods can I just copy the files I need or do I have to recreate everything

Post Tue Oct 19, 2004 6:42 pm

@pSYCHO

I just post the important bits

Initialworld.ini

[Group
nickname = li_n_grp
ids_name = 196846
ids_info = 66200
ids_short_name = 196895
rep = 0.91, li_n_grp
rep = 0.91, li_lsf_grp
rep = 0.91, li_p_grp
rep = -0.65, br_n_grp
rep = -0.65, br_p_grp
rep = 0.65, ku_n_grp
rep = 0, ku_p_grp

[Group
nickname = li_lsf_grp
ids_name = 196847
ids_info = 66202
ids_short_name = 196896
rep = 0.91, li_n_grp
rep = 0.91, li_lsf_grp
rep = 0.91, li_p_grp
rep = -0.65, br_n_grp
rep = -0.65, br_p_grp
rep = 0.65, ku_n_grp

[Group
nickname = li_p_grp
ids_name = 196848
ids_info = 66201
ids_short_name = 196897
rep = 0.91, li_n_grp
rep = 0.91, li_lsf_grp
rep = 0.91, li_p_grp
rep = -0.65, br_n_grp
rep = -0.65, br_p_grp
rep = 0, ku_n_grp

[Group
nickname = br_n_grp
ids_name = 196849
ids_info = 66177
ids_short_name = 196898
rep = -0.65, li_n_grp
rep = -0.65, li_lsf_grp
rep = -0.65, li_p_grp
rep = 0.91, br_n_grp
rep = 0.91, br_p_grp
rep = 0.65, ku_n_grp

Empathy.ini

[RepChangeEffects
group = li_n_grp
event = object_destruction, -0.030000
event = random_mission_success, 0.085900
event = random_mission_failure, -0.045000
event = random_mission_abortion, -0.067500
empathy_rate = li_lsf_grp, 0.400000
empathy_rate = li_p_grp, 0.350000
empathy_rate = br_n_grp, -0.25
empathy_rate = br_p_grp, -0.25
empathy_rate = ku_n_grp, 0

[RepChangeEffects
group = li_lsf_grp
event = object_destruction, -0.030000
event = random_mission_success, 0.084000
event = random_mission_failure, -0.045000
event = random_mission_abortion, -0.067500
empathy_rate = li_n_grp, 0.400000
empathy_rate = li_p_grp, 0.400000
empathy_rate = br_n_grp, -0.25
empathy_rate = br_p_grp, -0.25
empathy_rate = ku_n_grp, 0

[RepChangeEffects
group = li_p_grp
event = object_destruction, -0.030000
event = random_mission_success, 0.089600
event = random_mission_failure, -0.045000
event = random_mission_abortion, -0.067500
empathy_rate = li_n_grp, 0.350000
empathy_rate = li_lsf_grp, 0.400000
empathy_rate = br_n_grp, -0.25
empathy_rate = br_p_grp, -0.25
empathy_rate = ku_n_grp, 0

[RepChangeEffects
group = br_n_grp
event = object_destruction, -0.030000
event = random_mission_success, 0.122300
event = random_mission_failure, -0.045000
event = random_mission_abortion, -0.067500
empathy_rate = li_n_grp, -0.75
empathy_rate = li_lsf_grp, -0.75
empathy_rate = li_p_grp, -0.75
empathy_rate = br_p_grp, 0.350000
empathy_rate = ku_n_grp, 0

This works, the navy and police love me for killing brit ships but just not in front of them.

As for Fl explorer i found it to be quite messy with the files.
it rearanged the way they wher displayed ie...jumbled the sections up
had to reistall sdk to fix that, now i can find what im looking for.

@Hewo24
I want to create a few new systems and I also want to use the very cool ships from some of the Other mods can I just copy the files I need or do I have to recreate everything

I would sugest having a look at the tutorials section, they have been verry helpfull for me in regards to new systems and ships, failing that look at the ship mods directory and your mods directory once youve made your system and if there are files that are in both that are the same name and location you will have to go throught them and merge one into the other. can take time




Edited by - ModBug on 10/19/2004 8:06:24 PM

Edited by - ModBug on 10/20/2004 10:40:25 AM

Post Wed Oct 20, 2004 9:44 am

Hmm, have you tried starting a new game and doing this?

Post Wed Oct 20, 2004 6:22 pm

@pSYCHO
Yes i thought that to but no it made no diference as soon as i shot a britonian in front of a liberty ship the liberty ship went red. This is one prob that if i dont fix it then it will be scrap that idea and think of something else to mod up lol starting to run out of ideas.

Question does anyone know how to make loot dissapear after X amount of time.
Im having a great deal of Loot hanging arround because of these battles. would like to trim things down a tad. Have tryed taking the drop cargo fuse off the npc ships involved but they still drop loot. I went for a hoon round the system and when i came back 30 mins later the loot was still there. lol lifetime loot....sounds good but not in a war.

Post Fri Oct 22, 2004 11:07 am

what is the programme that is needed to make your own ships and equip them with game weapons or weapons of your own. i need to know because i am really keen in starting to make my own ships eg: borg ships: Cube, Sphere, Pyramide, etc.

Post Sun Nov 21, 2004 4:08 am

Hi all, just wondering if anyone knows exactly how to make equipment upgrades
like the ones you'd find in the TNG mod?
I've tried making shield upgrades that only increase the regen rate of a shield
and likewise for power, only to increase the power regen rate, thruster capacity
and thruster regen rate, and an engine upgrade that boosts cruise speed and decreases
the cruise charge time. I tried putting my new entries into the st_equip,
misc_equip and engine_equip files respectively and the game thinks that they're replacement components, I can see why since the headers I use are, [ShieldGenerator
[Power and [Engine.

WhaT I would like to do is:

1: Create a shield upgrade that can be mounted with the shield to improve the regen rate.

2: Create a power upgrade that can be mounted with the existing power of the ship
to improve thruster capacity, thruster regen rate and power regen rate.

3: Create an engine upgrade that can be mounted with the ships original engine
that will increase the cruise speed and decrease the cruise charge time.

4: Make all the mounts on the ship show up in shield/thruster section at the equipment
dealer with their correct names, if possible, and make all upgrades stackable.

I figure I'd have to add new HP to each ship and I have tried many different naming methods to make the HP visible and mountable with the respective upgrades but I'm just
banging my head against a brick wall here cause I don't know how. Starfyre studios seem
to have it nailed (excluding the engine upgrade) so it is doable, maybe not the
naming of each respective HP but the stackable effect they also achieved.
So please if anyone that would be great.

Post Sun Nov 21, 2004 7:17 pm

how do you make people start with more money.

Post Mon Nov 22, 2004 3:58 am

PS: some more questions,
1:Is it possible to make engines mountable specific to ship classes if so how.

2:Is there someway to model new planets, like metal mechanical planets and new bases?

3n that, is there a tool for modelling new npc characters, like the ones at the bases/planets?

4:I've asked this before but I'll try it again.
I have three front_freelancerlogo.tga's I would like to use, the semi transparent ones. I have the three different intro scripts with a soundtrack of my choice for each one. How the heck do I tell freelancer to apply a seperate logo for each script. I have tried adding a line to Systems\Intro\Rooms\(Intro).ini
such as:
[RoomInfo
set_image = ambient, interface\intro\front_freelancerlogo01.tga
(Im not at home right now so Im not sure if thats 100% correct but its more or less along those lines)
It either, depending on how I change the line, causes the game to crash or has no effect at all. I really have spent much time on all these issues so Im not just looking for quick lazy answers but as I have no experience at changing any file of
any sorts to harvest my ideas, I could really use some help here.

THANX in advance.

Edited by - AdenX on 11/22/2004 7:19:08 AM

Post Mon Nov 22, 2004 4:33 pm

OK... stupid question time again. Ok, more like 2 stupid questions:

I'm getting closer to releasing Alpha 4 of my mod. I want to set its Version Number. How do I do this?

I assume that I need to do this for the freelancer.exe AND the flserver.exe, which means that I'm releasing hacked EXEs.

I also assume that so long as I don't release a no-cd version of the freelancer.exe, that I'm not going to get into legal troubles... so long as I make sure not to obscure Microsoft's credits as publisher, etc., etc.

Could somebody please let me know how to do this? I want server ops to feel comfortable installing my new Alpha, and I naturally want players to be able to play it online without server crashes.

In addition, I'd like to hack the freelancer.exe so that it shows accurate speed. I've done this with the no-cd version... do the instructions given in StoneD's article still work for the vanilla version? If not, what entries do I need to hex-edit?

Answers to both would be greatly appreciated

Post Tue Nov 23, 2004 7:58 am

HELLO..., is there anybody here? Am I in the wrong place or what?
If my questions are unanswerable, which I doubt since they have been done in some mods, then at least tell me that nobody wants to answer them.

While I'm here, is it possible to have guns that IGNORE shields and go straight to the hull? Like some old fashioned machine guns that require ammo?

Please Please Please answer some of my questions someone.

Its lonely here on the Southern tip of creation<no-one to help, NO-ONE>

Post Tue Nov 23, 2004 2:50 pm

ok, i read a lot about it, but how do you creat systems, bases, fractions, etc...
i cant find the first nubie (is that spelled right???) forum that had all the tutorials.
how do you enter them in?
please help.


why cant they have a spell check on this thing?
pease of ---- macs. cant play the game...
oh, if only i had a sledge hammer...

can someone please tell me how to make changes to your profile!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Edited by - Major Nick on 11/23/2004 2:54:06 PM

Post Tue Nov 23, 2004 10:27 pm

Alright, rather than going through the 38 pages in this thread, I thought I might ask this question...

If it hasn't been covered already, is it possible to create new factions and, if so, how do you make a new faction? Thank in advance to anyone who replies to this rather old thread.

Post Wed Nov 24, 2004 9:42 am

Okay, wow - time to clear cobwebs!

@Switchback :First up - new fractions....erm, factions! Yes, and there are several in depth tutorials in regards to this. If you check out the tutorials forum, or indeed the abbridged (as in indexed) thread saying it has it all in beginners forum, then you will find your answers. Sorry, with this much to answer, little chance of a link today!


Major Nick - To edit your profile - top of forums, below the Lancers logo - is a line of links. One says 'Your profile' - click on it, and enter you username/pw - and proceed
Second - to make new factions - follow above instructions. To make new systems - wow, never wrote that tutorial - it would take about a month! However, LordFjord wrote an outstanding one, and there are a few good ones in the tutorials forum. If you check in the tutorials forum, there is a thread that contains links to all tutorials. Alternatively - search the forum.

To make a base though - in beginners forum there is a thread called 'Please read - contains modding information blah blah IT'S GOT IT ALL!'
Well, not far off the truth. It contains links to these threads (the index) which will let you check for making a new base and populating it too! I wrote it, and its in depth


@AdenX -first thing - forget any tools etc for anything. There are modelling programs, and a few tools to help you put them in game, but nothing that can do it for you. THere is Freelancer Explorer to make systems, but its buggy as hell. You won't find tools to make everything you want - it simply doesn't happen am affraid. Simply put - its all hard work and patience!

- Ship specific engine mounts? no chance am affraid.
New planets? dunno - should be possible, but there is a tutorial for making HUGE planets in tutorials forum. I would assume you could make one much the same as you make a model - but don't know. Not everything has been tried you know - sometimes you will just have to experiment!
Shield Regens - its like backwards shields. Make a shield, give it no capacity and a negative constant power drain (power usage) - which means it GIVES that much power instead. That is a power booster. Now for a shield generator - you just make it no power drain, no capacity, but give it a regeneration rate - thats a regenerator. For a capacitor - just make it have a capacity, no power drain, no regen rate - thats a capacitor.
How to make a shield you ask? That is also in the thread saying its got it all - have a read, or search the tutorials forum. Its all there!
For the extra mounts for it all to mount on? That is just making more shield mounts. However, if you wish to make a mod, its best to learn WHY you do things - not just copy what we put up. You will have to investigate/fiddle - and it will take you months.

The backgrouds? those TGA's are the 'splash screen' you cannot rotate them - there is only one image, period. If you maen the menu background - those are called thn files, and are scripted similar to C++ - if you are no programmer (like myself) - then like me its all gobbledigook!

@Argh - covered once in here, but this is coming quick - cause you are more than intelligent enough to put it together

Get a copy of reshack (see google search, or let me know via email, and I will give you a copy (if I can find it ), then use it to 'open' your freelancer.exe file.
Go to 'file version' and expand the tree, and click on the 'green flower' icon thing. Now change version info to whatever you like FROM 1! Thats it - compile script, and the save. Done

Edited by - Chips on 11/24/2004 9:42:23 AM

Post Wed Nov 24, 2004 1:59 pm

@Chips: whoa... so you can't do the speed hacking on the original EXE, because of SafeDisk?

Bummer, but I guess ppl will live. Got the version number fixed... going to the Version Number thread to reserve a spot...

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