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Get Your Nomad Fighters Here

The general place to discuss MOD''ing Freelancer!

Post Wed Apr 02, 2003 10:31 pm

Get Your Nomad Fighters Here

well i have heard a lot about ppl who say they have this ship, but no one has been willing to post it up, so i did it myself.

http://www.eyers.net/bryan/freelancer/m ... nf_mod.zip

its my first mod, but it works fine as far as i can tell. just take the files and copy them over, or (if oyu have it) put the folder "nomad_mod" in your "mods" folder in flmm .

*edit* tried a link first but couldnt get it to work, is there a feature that keeps you from posting links to downloads in this forum? */edit*

Edited by - admiral_tolwyn on 02-04-2003 23:33:56

Post Wed Apr 02, 2003 10:44 pm

is it possible to put a txt file there telling people what to change,what i mean is that i have made many changes to my files so i cant just swap your ini's for mine,i just need to know where your bits are and take them out so i can add the nomad to my files that way,and then i will post it on my website giving thanks to the author,thank you,sorry for the bother.

Post Thu Apr 03, 2003 1:17 am

done! sry my bad tho, i should have thought of that already :Z

heres your guide to manually modding in the nomad fighter:

firstly, open ships\shiparch.ini, and search the doc (ctrl+f) for "237039". you will get this text block:

[Ship
ids_name = 237039
ids_info = 66579
nickname = no_fighter
LODranges = 0, 80, 120, 1000
type = FIGHTER
DA_archetype = ships\nomad\no_fighter\no_fighter.3db
material_library = ships\nomad\nomad_fx.txm
nomad = true
cockpit = cockpits\liberty\l_elite.ini
mass = 150.000000
hold_size = 800
linear_drag = 1.000000
explosion_arch = explosion_no_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
steering_torque = 43000.000000, 43000.000000, 58000.000000
angular_drag = 41000.000000, 41000.000000, 41000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
HP_tractor_source = HpMount
num_exhaust_nozzles = 1
hit_pts = 4000

now add these lines to define your camera angles, max nanobots, and docking sequences:

camera_offset = 10, 25
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
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
nanobot_limit = 99

your ship now understands how to act like a playable ship.

now, open up equpiment\goods.ini, and add these lines:

[Good
nickname = nf_hull
category = shiphull
ship = no_fighter
price = 100
ids_name = 12009
item_icon = Equipment\models\commodities\nn_icons\br_elite.3db

[Good
nickname = nf_package
category = ship
hull = nf_hull
addon = ge_nf_engine_01, internal, 1
addon = br_elite_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1

this tells the computer that a ship called the "no_fighter" is for sale at $100 in the "nf_package".


time to open up equipment\market_ships.ini. search for "Li01_02_base" - the code name for Pitts. add the following line:

marketgood = nf_package, 0, -1, 1, 1, 0, 1, 1

to remind the computer that "nf_package" exists whenever you land on pitts, and to tell it that pitts sells "nf_package". when it checks "goods.ini" to see what "nf_package" is, it will find that it is a complete ship that should be sold at $100. when you take off, it will check shiparch.ini to see what cutscreens to show, and then again to see where the camera should be.

since the fighter doesnt have any afterburners, its a good idea to mod the ship's engines a bit...open equipment\engine_equip, search for "nomad" (stop at the first entry) and change these 2 lines:

max_force = 90000

cruise_charge_time = 1

max force allows the engine to cruise along at 150k; thats 600 per 1k, so multiply 150*600.

Post Thu Apr 03, 2003 4:02 am

How come you didn't make a mod script for it? I just did one for you
http://www.usaezhost.com/site/igx89/nomadfighter.zip.flmod

I'll post it with the other FLMM mods, as soon as you can modify the script to add weapons to the fighter

Post Thu Apr 03, 2003 4:16 am

lol did you notice this line in my first post where i said it was my first-ever mod? i dunno how to make a mod script, man. and also, i would put guns on but i dunno how to do that either, i couldnt find any tutorials on it, and no one seems too keen on helping out rookies in this forum so asking would be a waste of bandwidth. *edit* actually i JUST got an idea while typing this, but i am too tired to try it out until tomorrow. i will reply to this thread tomorrow after i try it if it works.*/edit*

btw, everyone feel free to do whatever you want with this mod. in my readme i asked everyone not to copy it, but that makes it kinda pointless and i dont care about getting credit anyways...just disregard that bit . if anyone thinks they know how to add guns speak up and i will try it tomorrow.

- tolwyn -

Edited by - admiral_tolwyn on 03-04-2003 05:19:11

Post Thu Apr 03, 2003 4:30 am

Adding guns is easy, just add this to the fighter's entry in shiparch.ini:

hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01, HpTorpedo01
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01, HpTorpedo01
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01, HpTorpedo01
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01, HpTorpedo01
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01, HpTorpedo01
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01, HpTorpedo01
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01, HpTorpedo01
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01, HpTorpedo01
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01, HpTorpedo01
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpCloak01, HpTorpedo01

I added the HpCloak01 and HpTorpedo01 hardpoints as weapon hardpoints because I didn't want to fly around in a fighter that only had 3 hardpoints :\ Oh, and the Nomad fighter does have afterburners, just add this line:

hp_type = hp_thruster, HpThruster01

Got it? Good. Now, if you want to know how to do anything else just ask and I shall tell.

Post Thu Apr 03, 2003 8:18 am

cool ta m8,thats just what i wanted,i will add this to the collection asap.keep em coming.lol.

Post Thu Apr 03, 2003 8:54 am

erm,small problem, it wont let me dock anywhere with this ship.lol.is there something missing somewnhere for the dock commands.

Post Thu Apr 03, 2003 12:32 pm

mission_property = can_use_berths

There ya go.

Post Thu Apr 03, 2003 2:51 pm

thank you.

Post Fri Apr 04, 2003 12:00 am

how did you know there are only 3 hardpoints for guns on a fighter? how do you know there are not 4, for instance?

Post Fri Apr 04, 2003 12:06 am

I opened loadouts.ini and did a search for no_fighter. Looking at each matching entry I only found the weapon hardpoints HpWeapon01, HpWeapon02, and HpWeapon03. Since the Nomad fighter has no .cmp file I have to assume these are the only truly weapon hardpoints the fighter has, so I merely added HpCloak01 and HpTorpeod01 to be gun hardpoints.

Edited by - Khaos on 04-04-2003 01:06:29

Post Fri Apr 04, 2003 1:36 am

I've added this Nomad fighter (with nomad weapons) to the FLMM mod list in the FL Mod Manager sticky thread.

Post Fri Apr 04, 2003 1:39 am

Also, I didn't add a thruster, because it sticks out like a sore thumb in the Nomad fighter. It's completely visible when it's inside the Nomad fighter .

Post Fri Apr 04, 2003 2:30 am

Hey that is exactly what I wanted to try and it worked for me... thanks for the good info. The guns look a bit funny sticking off of that thing but this I can live with

What I'd like to know is if anyone else is having the problem of cargo not showing up? In the shiparch.ini for the edited nomad fighter it does have the
"hold_size = 800" but for some reason I can't actually select any cargo or see it. Anyone else had this happen? Thanks gents!

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