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Editing Ship hull and another Question

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Post Wed Aug 13, 2003 6:45 pm

Editing Ship hull and another Question

hi i'm new here..

1. i want to edit the Ship hull of Valkriye to the same as Titan also i want it to can use lvl 10 shield how i do that ???

2. how can i make Lvl 10 shield buyable at Battleship Westfalen in Hamburg system ?

Post Wed Aug 13, 2003 10:19 pm

This bloody thing keeps saying i have invalid username/password combination after i fill in instructions - already typed this out once - so here it is again (not as detailed as i am really annoyed now!)

OKay - using biniQ which i can't see right now - but it is in the downloads somewhere - open the DATA folder in your freelancer folder, then open the sub folder of ships. Then open the shiparch.ini and search for the following section


[Ship
ids_name = 237051
ids_info = 66598
ids_info1 = 66599
ids_info2 = 66608
ids_info3 = 66600
ship_class = 1
nickname = rh_elite
LODranges = 0, 60, 150, 1000

its alot bigger than this - but this is just so you can get the right section - now look for the following line:
hit_pts = 5800
this is your hull strength - change the 5800 to 12600 or whatever the titan is
then to change the shield mount class - scroll down further till you see this section (just below the above....after the weapons)

hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
The hp_elite_shield_special_n where n is from 1-8 means that the shield mount is for classes 1-8, to make this up to class 10 you need to add a 9 and 10 here - add this part
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
above the rest of it to look like below!
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
the ending HpShield01 is your shield mount itself - so this now says that shield mount 01 can take from class1 to 10!
Okay - now save your shiparch.ini using the 'save as' command in biniQ - this is because when you open (decompress) the file it makes it into a text file so that you can read it. If you just save it saves it as a text file still - which the game can't understand - so save as shiparch.ini again.. (enter the name in the field)

Now go back to the DATA folder and go into the EQUIPMENT folder using biniq still and open the goods.ini file
Scroll 3/4 of the way down to find the following entry
[Good
nickname = re_package <--this is what your ship comes with when buying
category = ship this package........
hull = re_hull
addon = ge_re_engine_01, internal, 1
addon = rh_elite_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark06_hf, HpShield01, 1 <--shield that comes with the ship
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallYellow, HpRunningLight01, 1
addon = SlowSmallYellow, HpRunningLight02, 1
addon = SlowSmallYellow, HpRunningLight03, 1
addon = SlowSmallYellow, HpRunningLight04, 1
addon = SlowSmallYellow, HpRunningLight05, 1
addon = SlowSmallYellow, HpRunningLight06, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1
Change the line addon = shield01_mark06_hf, HpShield01, 1
to
addon = shield01_mark10_hf, HpShield01, 1 <--champ shield class 10

the shield01 is the type (gravitron) shield02 is the postitron and 03 is molecular (or vica versa)
the mark10 is the class - so class 10 , mark06 was class 6.etc etc
Now save your goods.ini file using the save as command.
Get outta there and boot up FL and enjoy!
Hope this helps you out a little.........but ALWAYS make a backup of your files before you 'edit' them - save the goods.ini to anoter directory in microsoft games like originals, and the same for the shiparch.ini to be safe!!

This won't work in MP by the way - you will a) get booted and the hull won't get stronger at all.........but works very well in SP
I don't think i left anything out as i have typed this out as fast as poss to go eat dinner!
Chips
Enjoy!

Post Thu Aug 14, 2003 2:55 pm

thx.. but i most wanted it in Mp.. i cant find the progarm biniQ anywhere ??? is there a progarm i can make it so it will be a mod? so then i can use it with FL MOD with ?

Post Thu Aug 14, 2003 5:06 pm

Not sure i get you there - you can't do the shield mount change, the starting loadout change, and the hull in MP as it won't work..........nor will changing cargo and stuff - the patch will get you booted for cheating!
To make this into a mod - you need to do the following
First - copy all the files you are changing into new directory called MY MOD
(do this in my documents folder). Next - inside your MY MOD folder - recreate your directory structure for the files you are going to mod - for example
For the goods.ini make directory structure like this
MY MOD\DATA\EQUIPMENT
Inside your equipment folder put the goods.ini file
The shiparch will go into you new folder structure under ships folder like so
MY MOD\DATA\SHIPS
You get the idea?
Now using biniq - mod your files how you want them modded.
Save - then copy and paste the MY MOD folder and all its contents to your
FLMM mod manager\ Mods folder
(you will see all the other mods here)
This is the most crude way to make a mod - but it works......kinda
If you start to toggle your mod on and off - then you might find that FLMM 'fogets' to put a file back again........so restore backups to be sure.
There is a better way in making scripts for mods - and in FLMM at the bottom of the mod manager box you can find a 'making my mod compatible with FLMM' - this wll show you how it is done - but the scripting is not as easy as you first think! (gets easy though as you use it more and more).
If you are confident with making scripts - then this is by far the best way to do it!. However - don't come complaining if it aint working great for you.......
Chips
p.s - if you really are desperate for MP play with this - then look for a non patched server.......you might be able to do it there.....
any probs - give me a shout and will create a script for you - won't take more than a few mins or so......

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