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Xerx''s OpenSP MOD

The general place to discuss MOD''ing Freelancer!

Post Sat Apr 05, 2003 4:36 am

Xerx''s OpenSP MOD

First off I have to give kudos to Xerx for creating and releasing a quality MOD allowing us to have freedom! I can assure you that the MOD has been working perfectly for me and I am very satisfied!

Anyone who has been wanting to play without the storyline bothering them can now do so all the way to level 38. Yes, the gates work! The installation is manual (no auto-install included YET) but it is not at all difficult and takes only a few seconds.

Xerx has stated that this MOD is only one component of a larger and more content-filled project that is already in development. All I can say is "I can't wait!" Thank you Xerx for taking the time to release this! Check out some of Xerx's posts for more details.

Post Sat Apr 05, 2003 7:18 am

The OpenSP MOD is also working flawlessly for me - no problems at all. I am presently at level 32 and having a ball - thanks Xerx for making your work available to us.
John...

Post Sat Apr 05, 2003 11:18 am

Where is this new mod avalible for download, i cant seem to find it anyware.

Post Sat Apr 05, 2003 3:28 pm

I dont know about Slug609 but my copy of this was emailed to me - I had to install the mod in manual form which was very easy. Look up the original thread of the OpenSP MOD.

Post Sat Apr 05, 2003 9:35 pm

Just send Xerx an email and he will send it to you, that's how I got it

He has sent it in to this site as well, it should be up for download pretty soon.

Post Sat Apr 05, 2003 10:45 pm

Thanx i will do that.

Post Mon Apr 07, 2003 6:29 am

I used a viewer and decompiler called PE Explorer shareware. I decompiled the CONTENT.DLL and you can make alot of hard coded changes! I used a hex editor to add in changes to proper locations. It lets you see what that jumble of code is in formatted assember code. Really cool.

I am using it now to tell the EXE when looking at DLL storylauncher call to fool the first mission M01a.ini to be called in its subroutine hardcode in content.dll to call M13.ini the end!

So I start the game and immediatley I only go to Level 1 and mission success with the end 'Go find a job' message!

A little more messing around; I will be able to make the next version of OpenSP MOD work even better. You will only have 2 files total. M01a.ini to define stuff; and content.dll modified. ( I may be able to do it all within Content.dll).

Result is NO level skipping! and removes missions even more effective complete and start at level 0 or 1 for now..

Bigger picture; this tool and technique allows one to change HARD CODED behavior as long as it is related to ANYTHING DLL; except for the EXE (it will not decompile correctly). Still, there is alot you can do with DLL. I found out they were going to have price fluctuations dynamic enonomy but it is disabled.

After this better version is released OpenSP v1.1 I want to add assembler code to the DLL so that it will either run program within itself to chage prices (rather hard) or just make it reload the darn goods.ini back in afte a event such as using a jumpgate or something. The EXE is always refering back to DLL. THus a Dynamic Economy!

Post Mon Apr 07, 2003 8:45 am

Quick update. It works perfectly! Forget the older version 1.0 get the new OpenSP MOD v1.1 which is even more better and easier to install!

This newer version has a very good upgrade from version 1.0 I gave out.
This is IDENTICAL to MP with Level according to data table in ptough.ini file with NO level skipping! And to make it even EASIER to install, It only needs 2 files; instead of the original 13 files. You start at level 1.

Heck; I can make you start anywhere with whatever equipment; that will be an optional Hard Start later.

I decompiled the content.dll to view it in assembler code; used Hex Editor to edit the hard coded subroutine to point at the last mission. The last mission 13 has the unlock jumpgate commands and sets reputation levels.

This PROVES that (except for EXE which is not so decompiler firendly) MUCH of the Hard coded behavior can be changed! I am going to send in this better version to Lancer Reactor, and you may want to e-mail everyone to get the even better new version. OpenSP MOD v1.1

Post Tue Apr 08, 2003 12:34 am

Incredible! Thanks again Xerx!

Amazing work!

Post Tue Apr 08, 2003 9:42 am

This mod makes mod testing a dream. Some INI changes won't take effect (or will crash FL) unless you start a new game, and this mod makes it painless to do so. It's now faster to start a new game than to load a saved one!

*buys Xerx a beer*

Cheers Xerx, and thanks!

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