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Getting SP to work without having to do missions

The general place to discuss MOD''ing Freelancer!

Post Fri Apr 04, 2003 3:26 pm

Getting SP to work without having to do missions

Hi i'm new to editing freelancer and having looked through post's on how to edit freelancer to be playable in sp without the missions i found you cant lvl up, well i've got round this i used the info from the opengate MOD to bypass the m01a.

in the m01b.ini file i added a line to the end of the first trigger command so it looks like this.

[Trigger
nickname = general_triggers
system = Li01
Cnd_True = no_params
Act_PlayerCanTradelane = false
Act_MarkObj = escort, 1
Act_Invulnerable = escort, true, false, 0.900000
Act_ActTrig = king_dies
Act_RandomPop = false
Act_NagDistLeaving = std, escort, escort, 22195, 5000, NAG_IN_COMBAT
Act_ChangeState = SUCCEED

when you launch from planet/station it starts the mission brief in space with king then completes the mission and puts your lvl up, I then deleted all the files in m02 dir and copied the files from m01b dir and renamed them eg rename m01b.ini to m02.ini and so on, and when i got to the required money lvl i just landed and and launched again and it does the sequence for the m01b mission brief then completed the mission this works for all the missions. Mission 10 to 14 in the story you dont need cash to advance through the rep/story so you just land and launch 4 times and voila story finished!!

The only prob i have is all the jumpgates are still locked i'm not sure where i can change this. I'm not a programmer but have used pc's from dos v3 so i know ini files and other bits and i was a pc engineer but quit after 7 years.

If i can work out where the jumpgates get unlocked, you could play as normal, when you get enough money to reach the next mission lvl land/dock then launch and you can carry on doing what you want, with the jumpgates opening slowly round the system and not giving you access to all the guns/ships at the start by changing the lvl's for everything down to 0.

Hope this makes sense if someone can explain how it unlocks the jumpgates per story mission that would be great!!

Cheers

Matthew

Post Fri Apr 04, 2003 5:20 pm

Act_LockDock = Player, Li01_to_Li03, unlock

found it just have to add the lines from the original ini files

One side effect i've noticed from doing this when you launch/undock and it does the brief, king is listed in the target menu and your also invulnerable till you land/dock on a planet/base again.

i'll make this mod and upload it if anyones interested.....

Post Fri Apr 04, 2003 6:07 pm

There's already a NoStory mod in the Download section, although it has bugs, and Xerx is working on an extensive OpenSP mod to solve some of the problems with that, and add a ton of new features. You may want to take a look at the threads before going too much further... or maybe contact Xerx to see if he needs any help?

Just a thought... the lack of organization in the community seems to lead to a lot of redundant work. Not trying to be a **** or anything...

Post Fri Apr 04, 2003 7:44 pm

well i've tested mine and it works perfectly, i'm gonna do some playing with mine to see if i can get rid of king turning up and the mission brief happening plus invulnerable bit too.

although i mite as well give up............

Post Fri Apr 04, 2003 9:19 pm

The last thing Xerx said he was working on was totally eliminating the SP storyline... the method you describe sounds completely different from the way others have done it. If it seems to work so far, including past lvl 17 mission 9 which is where the current NoStory mod falls down, you should contact Xerx and see what he's come up with. He hasn't posted any progress in the last couple days, maybe he's stuck.

Either way, if you get it done and everything works like it should, then by all means release it... I know I'd download it...

Post Fri Apr 04, 2003 10:17 pm

YES, I am done with it. I am going to release the manual install of the game later today. I had some serious personal business I needed to take care of.

Just e-mail me and I will send it to you. I also e-mailed it to LancerReactor but I heard no response. It may have gotten lost, try it again.

The first version is basic remove mission. You will get a free level up where normally a mission would have been; after you reach level 18, you level as normal no skipping levels, no free money rewards, no boring briefing or movies to watch, etc.

Money requirements are in ptough.ini but the SP game will not follow that strictly until after L 18 (after the normal game would be over); reaching MAX of L 38. That behavour is hardcoded AFAIK for now.

I am curious that he said story over in four trys. I eliminated each mission; but you still need to level up money to get next one. 0,2,4,6,8,10,13,15,17 --> L 18 finisihed; then it is level incrementaly as ptough.ini until L 38 MAX unless you put in more lines. There is no narritive. You only need to have each all 13 mission files the exact same, just have the different File Name title changed and one simple statement

[Trigger
nickname =init_base_whatever init_ is key
system= Where you want to start; put ANY it doesn't matter

InitState=Active THE BIG COMMAND
Act_ForceLand= base ; that matters
Act_player loadout= ship, default or custom equipment

Act_LockDock = what jumpgates, Unlock; for unlocking gates BIG COMMAND

Act_SetRep = what faction, -1 to +1 ; this sets factions reputaton to you at start

Act_ChangeState=SUCCEED Another BIG COMMAND

'IntiState' is a self-trigger command for that trigger. Look in the files I send and see how easy it is. The game WILL insist harcoded to follow 13 mission and you will get 13 free levels until normal end of SP campaign at l18. I sent this OpenSP MOD to a few people to test; It seems they begged to test it, but many never got back with me ( a few did thankful to get rid of potential bugs which $uck).

I want to put this up tonight so people can take a look at it. I want to add back in the bases and systems that were scripted in then removed during campaign later.

This version will have a even more improved OpenGate MOD built into it. A few jump holes (Sigma 13 to New Berlin) will not work (there is a work around fix search forum) to fix it; but that is a FL buglet.

Faster, just e-mail me; I am sure HCL or friends will get it up on website. I am going to resend it again. 4-4-2003.

I was looking at a AUTO INSTALL package for it and my future MOD to go with this. I am learning NSIS free auto-installer / uninstaller to make a script so that installing 13 files is much easier a user friendly; many people can not even re-name a file. No offense that there is a FL MOD Manager out there; but that can be adapted for this, but I still want mine to auto-install all by itself with no other programs involved. Just like downloading a patch, click on it and it does the work for you. Very slick and I learn something new. Want to get rid of it; click unistall and it puts everything back to normal; total extra only 16 kb very small since it is assembler code install script and not fancy 3 MEG high level language. (but much harder to write it than high level programming language). Install Wise (most used) does this all but for $850 I do not have to spend. NSIS is freeware and works great.

Remember. first is the 13 files only; you must put in manually with a readme.txt to help n00bs (I better get this out the door now . Later I give you a more advanded auto-install version which is really cool free software.

Edited by - Xerx on 04-04-2003 23:37:28

Post Fri Apr 04, 2003 11:00 pm

Hey, congratulations on the release of the MOD, Xerx! I'm sure it will be hosted for D/L on this site soon enough!

This is the kind of stuff that will make Freelancer truly worth the money we spent -- skilled fans making their own improvements to make the game a bit more like others that stick in my head... Elite, Privateer 1... 'nuff said!

Thanks, Xerx!

Post Sat Apr 05, 2003 12:53 am

i found a file in the missions dir called rankdiff.ini i believe that contains the data which it uses to calculate how much money you need inbetween lvls for the story missions...

and i didnt mean the story is finished in 4 trys, from mission ten for some reason i didnt need to gain money between missions so i landed and launched 4 times and it lvled me up....

Post Sat Apr 05, 2003 1:59 am

Ok, sorry if I mis-understood. You know, I think you hit on something important!
Everyone has been saying the RankDiff.ini file was only used to calculate the difficulty modifier (found in SinglePlayer Profile.cfg default is 1.000 raising it makes harder game). IE Depending on your level, difference in 'rank' the harder the encounter.

Maybe it is the money level requirements between SP mission to level up! It look suspicious; with level from 0 to 9. SP level money is different until after L 18 game over, then it goes back to reading ptough.ini.

It would be nice to up these values because of the free levels given, and make the equipment and jumpgate/wormholes naviagation pilot level higher.

Check out my up coming WormHole MOD which adds radiation damage to your ship as you try to jump through them. The description say they are unstable dangerous and that is why no jumpgates structure surrounds them. The harder and better jump/worm holes have higher radiation and will kill a small ship off! Easy to do.

So far, I level as 2,4,6,8,10, then 11?, 13, 15, 17-18. The last ones go quick, but only the last two are immediate connected. Unless you are carrying alot of money then you will propel right past them. Notice only 10 money Level jumps....

I want to fool around with it and see if it is the SP Money Level up per misson or if it is really the AI difficulty in an encounter. Mensche, that would be nice - I thought it was hard coded.

Post Sat Apr 05, 2003 2:39 am

Well, I sent it out to Lancer Reactor; what e-mail does one use? I sent it to two people editor in chief and ElectricBrain.

I mailed to about 8 people via request. I hope to hear how it fairs on its maiden shake down voyage! eek...hope no bugs...

Post Sat Apr 05, 2003 4:59 am

@Xerx

It looks perfect to me! Everything has been working fine as far as I can tell. Ran through the ranks as fast as I could with trading and encountered no problems whatsoever. Good luck on the rest of the MODs you are working on! I for one will be thrilled to see them completed and released! Now I can sit back and enjoy Privateer-type freedom from level 1, with no storyline to nag me and interrupt me when I get on a roll... outstanding work!

The other MODs you have been working on all sound wonderful as well, heck anything that makes Freelancer closer to Privateer will always be a huge hit in my book, I loved Privateer 1!

Thanks!

Post Sat Apr 05, 2003 5:31 pm

Why don't you like FLMM, Xerx? The user just has to download it once, and then they can easily install other FLMM-compatible mods, and semi-easily install all other mods.
As soon as I can figure out where to download your OpenSP mod, I'll add it to FLMM for you.

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