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Adding "The Order" as a faction

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Post Sat Jul 05, 2003 7:51 pm

Adding "The Order" as a faction

I want to

A) add the order to my rep list
Get order missions from some bases (I think i can figure out how to do this after i've done A) )
C) Make order ships fly around in some systems.

are any of thse possible? I've been looking through the tutorials and the inis but i couldnt figure it out. Thaks.

Post Sat Jul 05, 2003 11:41 pm

Hey,

No time to write an elaborate step-by-step; if someone else wants to, I appreciate that. But for now, I can assure you that at least A and C are possible.

A ) add the order to my rep list

This is possible, but you have to use a kind of trick, because a couple of factions, including The Order and the Nomads, are hard-coded not to appear on the rep screen.

I assume that you know how to create a new faction. If not, either search the forum for the info, and look into initialworld.ini and empathy.ini* to see how it''s done, or waite until someone explains it to you

*(DATA\initialworld.ini and DATA\MISSIONS\Empathy.ini; I use OpenSp as a base for my mod, and also have to edit that mod's M13.ini file)


Well, here we go:

Create a new faction*, co_or_grp, also called The Order, and make it very very close friends with the original Order, and give it all the same specifications as the original Order, so that the player's rep with the original Order will always be parallel to your rep with this new Order.

The player has to meet a faction first before they show up on the rep screen, and to avoid having some audio uglinesses, you can give a bartender at one of your Order's bases, the reputation co_or_grp, because bartenders don't say "I work for __" like the other people in the bar do.

This way the actual Order still doesn't show up in your rep screen, but you'll see another "dummy" faction also named The Order, which has the same friends and enemies, and the same player rep.


B ) Get order missions from some bases

I guess this is possible. If you have found this out, please post it here I haven't really looked into the missions yet.


C) Make order ships fly around in some systems.

This can also be done. In faction_props.ini and npcships.ini (in DATA\MISSIONS)is specified in what ships the various factions fly, and how they behave etc. (I had The Order flying in Rapid's TIE ships at one point, but unfortuynately I had a big crash and lost it. Haven't restored it yet, because it made activating and deactivating of a mod slow.)

You also have to find out how the encounter zones work, if you don;t knwo that yet, to make the npc-ships show up.



Edited by - hans olo on 06-07-2003 00:44:36

Post Sun Jul 06, 2003 9:10 am

Thanks I'll try getting that working. I diddnt realise it was hardcoded not to show I tried editing some of the inis you mentioned and wondered why it still diddnt show.

Post Sun Jul 06, 2003 1:04 pm

I added this to initialworld.ini:

[Group
nickname = co_or_grp
ids_name = 196895
ids_info = 66207
ids_short_name = 196937
rep = 0, li_n_grp
rep = 0, li_lsf_grp
rep = 0, li_p_grp
rep = 0, br_n_grp
rep = 0, br_p_grp
rep = 0, ku_n_grp
rep = 0, ku_p_grp
rep = 0, rh_n_grp
rep = 0, rh_p_grp
rep = 0, co_alg_grp
rep = 0, co_be_grp
rep = 0, br_m_grp
rep = 0, co_nws_grp
rep = 0, co_hsp_grp
rep = 0, co_ic_grp
rep = 0, co_khc_grp
rep = 0, co_kt_grp
rep = 0, rh_m_grp
rep = 0, co_me_grp
rep = 0, co_ni_grp
rep = 0, co_os_grp
rep = 0, co_rs_grp
rep = 0, co_shi_grp
rep = 0, co_ss_grp
rep = 0, co_ti_grp
rep = 0, co_vr_grp
rep = 0, fc_bd_grp
rep = 0, fc_b_grp
rep = 0, fc_c_grp
rep = 0, fc_fa_grp
rep = 0, fc_g_grp
rep = 0, fc_gc_grp
rep = 0, fc_h_grp
rep = 0, fc_j_grp
rep = 0, fc_lh_grp
rep = 0, fc_lr_grp
rep = 0, fc_lwb_grp
rep = 0, fc_m_grp
rep = 0, fc_ou_grp
rep = 0, fc_rh_grp
rep = 0.91, fc_or_grp
rep = 0, fc_u_grp
rep = 0, fc_x_grp
rep = 0, gd_gm_grp
rep = 0, fc_uk_grp
rep = -0.65, fc_n_grp
rep = 0, fc_ln_grp
rep = 0, fc_kn_grp
rep = 0, fc_rn_grp
rep = 0, fc_ouk_grp
rep = 0, fc_q_grp
rep = 0, fc_f_grp
rep = 0, gd_im_grp
rep = 0, gd_z_grp
rep = 0, gd_bh_grp

and this to empathy.ini

[RepChangeEffects
group = co_or_grp
event = object_destruction, -0.030000
event = random_mission_success, 0.140000
event = random_mission_failure, -0.045000
event = random_mission_abortion, -0.067500
empathy_rate = li_n_grp, 0
empathy_rate = li_lsf_grp, 0
empathy_rate = li_p_grp, 0
empathy_rate = br_n_grp, 0
empathy_rate = br_p_grp, 0
empathy_rate = ku_n_grp, 0
empathy_rate = ku_p_grp, 0
empathy_rate = rh_n_grp, 0
empathy_rate = rh_p_grp, 0
empathy_rate = co_shi_grp, 0
empathy_rate = co_khc_grp, 0
empathy_rate = co_kt_grp, 0
empathy_rate = br_m_grp, 0
empathy_rate = co_me_grp, 0
empathy_rate = co_be_grp, 0
empathy_rate = co_rs_grp, 0
empathy_rate = co_vr_grp, 0
empathy_rate = co_ni_grp, 0
empathy_rate = rh_m_grp, 0
empathy_rate = co_ti_grp, 0
empathy_rate = co_ic_grp, 0
empathy_rate = co_ss_grp, 0
empathy_rate = co_hsp_grp, 0
empathy_rate = co_alg_grp, 0
empathy_rate = co_os_grp, 0
empathy_rate = co_nws_grp, 0
empathy_rate = fc_c_grp, 0
empathy_rate = fc_ou_grp, 0
empathy_rate = fc_rh_grp, 0
empathy_rate = fc_bd_grp, 0
empathy_rate = fc_j_grp, 0
empathy_rate = fc_h_grp, 0
empathy_rate = fc_m_grp, 0
empathy_rate = fc_x_grp, 0
empathy_rate = fc_b_grp, 0
empathy_rate = fc_g_grp, 0
empathy_rate = fc_lh_grp, 0
empathy_rate = fc_u_grp, 0
empathy_rate = fc_gc_grp, 0
empathy_rate = fc_lwb_grp, 0
empathy_rate = fc_fa_grp, 0
empathy_rate = fc_lr_grp, 0
empathy_rate = gd_gm_grp, 0
empathy_rate = fc_uk_grp, 0
empathy_rate = fc_n_grp, 0
empathy_rate = fc_ln_grp, 0
empathy_rate = fc_kn_grp, 0
empathy_rate = fc_rn_grp, 0
empathy_rate = fc_ouk_grp, 0
empathy_rate = fc_q_grp, 0
empathy_rate = fc_f_grp, 0
empathy_rate = gd_im_grp, 0
empathy_rate = gd_z_grp, 0
empathy_rate = gd_bh_grp, 0

But, It crashes as soon as I leave a base. If i remove the bit from initialworld.ini it works. Any suggestions?

Post Sun Jul 06, 2003 4:19 pm

Hi,

I do have some suggestions, in order of descending relevance.

1. You should not only add a new section in those files mentioned, but also add a value to each existing faction, about how they relate to the new faction! This is a hell of a job, but it's necessary. Not doing this properly will result in a desktop crash when you launcj into space.
Please note that in initialworld.ini each faction has a value for any other faction and itself (this value is always 0.91). But in Empathy.ini each faction only has a value for all other faction (although you could include one for itself'; it was suggested on this forum that giving a faction a negative value for istelf, would make them like you more, when you kill them )

2. I don't think this is absolutely necessary, but you'd better also add a section to \DATA\MISSIONS\faction_prop.ini . You can just copy the original order's section and change fc_or_grp to co_or_grp. When you eventually want to add ships and make The Order flky them, it is sufficient to mod only the fc_or_grp-section, and leave the co_or_grp-ection as it is (unless you want the clone Order to fly around as well, but I don't see the point in that).

3. As I said, I am building my mod over Xerx's OpenSP , and this mod uses \DATA\MISSIONS\M13\M13.ini to specify the player's rep to each faction, so I had to mod this file too. If you don't use OpenSP, there might be another file that does this (although I can't tell you which one). But I'm not sure of this.

4. I see you created a new ids_name for the long name, but used the original Order's short name ids_name. I really don't kinow if this might cause a conflict; I also made a new short name ids_name.

Well, that's it. Keep us informed of your progress.






Edited by - hans olo on 06-07-2003 18:20:02

Post Sun Jul 06, 2003 5:48 pm

Ah, ok i'll just do a search/replace to add an extra line for my new faction

Post Sun Jul 06, 2003 6:04 pm

Make sure you keep the original factions' entries as they are. I use Notepad as an editor, and it doesn't allow to replace sections that include a hard return.

Post Sun Jul 06, 2003 6:16 pm

OK, i just added the things to empathy.ini and initialworld.ini and I still get crashed to the desktop. Am I missing something?

Post Sun Jul 06, 2003 6:24 pm

Btw, I used find/replace like this:

in Empathy.ini:

Find:
------

[RepChangeEffects
-----

Replace with
-----
empathy_rate = co_or_grp, 0

[RepChangeEffects
-----

initialworld.ini

Find
-----
li_n_grp
----

Replace with
-----
li_n_grp
rep = 0, co_or_grp
----

And I just had to go back and remove the extra rep = 0, co_or_grp from the li_n_grp bit. However, its still not working. Strange.

Post Sun Jul 06, 2003 6:52 pm

Well, it's up to you how you edit the files. Just make shore they are free of errors. Any typo will cause a desktop crash.

Are your empathy.ini values adequate? I mean, besides a simple typo, you can also enter values that could cause the game with a conflct. But, you have cloned The Order exactly, right?

What about point 2? have you yet tried if adding a section to \DATA\MISSIONS\faction_prop.ini was of help?

If not, see points 3 and 4. If the problem ain't there too, I wouldnt know what else could be wrong.

Maybe you should start over again While creating a mod, especially a larger one, it is recommended to make back-ups if everything is working fine. Then, if yoy create something new that causes a crash, and you cannot find it, you can just go back to the last working version and try something else.


Edited by - hans olo on 06-07-2003 19:56:23

Post Tue Aug 15, 2006 11:04 pm

If the mod crashes after you leave a base,
the cause is most likely that you use somekind of OpenSp.
You HAVE to edit Data/Missions/M13/m13.ini
just add a entry for your faction beneath this
M13.ini is the file that Opensp Modifies. it also defines what reputation you have after the story.

[Trigger
nickname = enter_bar
Cnd_LocEnter = Bar, li01_01_base
Act_AddRTC = missions\m13\M013_s076xb_Li01_01_nrml.ini
Act_ActTrig = the_end
Act_SetRep = Player, li_n_grp, 0.910000
Act_NNIds = 31325, HISTORY
Act_SetRep = Player, li_n_grp, 0.910000
Act_SetRep = Player, li_lsf_grp, 0.910000
Act_SetRep = Player, li_p_grp, 0.650000
Act_SetRep = Player, br_n_grp, 0
Act_SetRep = Player, br_p_grp, 0
Act_SetRep = Player, ku_n_grp, 0
Act_SetRep = Player, ku_p_grp, 0
Act_SetRep = Player, rh_n_grp, 0
Act_SetRep = Player, rh_p_grp, 0
Act_SetRep = Player, co_alg_grp, 0
Act_SetRep = Player, co_be_grp, 0
Act_SetRep = Player, br_m_grp, 0
Act_SetRep = Player, co_nws_grp, 0
Act_SetRep = Player, co_hsp_grp, 0
Act_SetRep = Player, co_ic_grp, 0.650000
Act_SetRep = Player, co_khc_grp, -0.300000
Act_SetRep = Player, co_kt_grp, -0.300000
Act_SetRep = Player, rh_m_grp, 0
Act_SetRep = Player, co_me_grp, 0.650000
Act_SetRep = Player, co_ni_grp, 0.650000
Act_SetRep = Player, co_os_grp, 0
Act_SetRep = Player, co_rs_grp, -0.300000
Act_SetRep = Player, co_shi_grp, -0.300000
Act_SetRep = Player, co_ss_grp, 0.650000
Act_SetRep = Player, co_ti_grp, 0
Act_SetRep = Player, co_vr_grp, 0.650000
Act_SetRep = Player, fc_bd_grp, 0.650000
Act_SetRep = Player, fc_b_grp, -0.300000
Act_SetRep = Player, fc_c_grp, -0.650000
Act_SetRep = Player, fc_fa_grp, -0.300000
Act_SetRep = Player, fc_g_grp, -0.300000
Act_SetRep = Player, fc_gc_grp, -0.300000
Act_SetRep = Player, fc_h_grp, -0.300000
Act_SetRep = Player, fc_j_grp, -0.300000
Act_SetRep = Player, fc_lh_grp, -0.650000
Act_SetRep = Player, fc_lr_grp, -0.650000
Act_SetRep = Player, fc_lwb_grp, -0.300000
Act_SetRep = Player, fc_m_grp, -0.650000
Act_SetRep = Player, fc_ou_grp, -0.650000
Act_SetRep = Player, fc_rh_grp, -0.650000
Act_SetRep = Player, fc_u_grp, -0.650000
Act_SetRep = Player, fc_x_grp, -0.650000
Act_SetRep = Player, gd_gm_grp, 0
Act_SetRep = Player, gd_im_grp, 0
Act_SetRep = Player, gd_z_grp, 0
Act_SetRep = Player, gd_bh_grp, -0.300000
<here><here>-------------------------------------------------->


NOTE: if you use Opensp with a new faction, the new faction will not attack anyone, even the ones you have set as enemies in initialworld.ini.
But, if you do it without OpenSP then it will attack as normally.
I dont know why this is but it is so!
NOTE:If it still does not work edit EXE/newplayer.fl and EXE/mpnewcharacter.fl
But remember: for some reason newplayer.fl must be edited with FL Save Editor and mpnewcharacter.fl simply with notepad
Jelle

Post Wed Aug 16, 2006 5:49 pm

You could also edit the dll files to make them show the original factions, no ini file edits required. That's what I've done...

(This site is best viewed with your eyes open)

Post Wed Aug 16, 2006 6:20 pm

I don't think you can use rplace to do multi lines. There bee a few times when i would hav killed for a tool that could do that, but instead ended up with several hours of tedium.
Adding a faction and getting missions
01. Add exta entries for every other faction in Initial_world and an extra complete faction entry at the bottom. Every group should have every other (including themselves) with either -0.65, -0.3, 0, 0.3, 0.65 or 0.91. They are the only entries you should use.

02. Add entry to Faction_prop by copying another one. Don't modify it right away, just try and get the faction in the game. It helps with troubleshooting.

03. Add entries in empathy, every group should have every other except themselves.

04. If you are using Opensp then add the line to m13.ini.

05. Add entries to vigrette_params, by using replace to replace "li_n_grp," with "li_n_grp, nw_order_grp,". Insert your name instead obviously.

06. Killable Solars, Add entries by using replace to replace "li_n_grp," with "li_n_grp, nw_order_grp,". Again using your own name.

07. Add entries to newplayer.fl (using the saved game editor) and mpnewcharacter.fl using notepad.

08. Time to playtest. Delete all saved games, the autosave and restart.fl from the saved game folder:
My Documents\My Games\Freelancer\Accts\SinglePlayer
and see if you have everything working.

Edited by - Mace_166 on 8/16/2006 7:45:05 PM

Post Thu Aug 17, 2006 5:25 am

But you can use the normal order as the facrion. It is fc_or_grp. You can change the rep list (i hope you know). How to unlock order as a faction ingame read the other "add a faction..." topic.

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