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Hostile Universe 8 & Porsche Starwars ship-pack?

The general place to discuss MOD''ing Freelancer!

Post Sat Aug 16, 2003 5:03 am

Hostile Universe 8 & Porsche Starwars ship-pack?

Hi.

Someof you may have seen my post on the general Freelancer forum before I found this one (thanks, Barwalker!), asking for help on mods.

Based on the kind advice of Xenocideforme, Bogsnot, and Nickless, I have decided to give Hostile Universe 8 a try.

Installation with FLMM was without problems. However, I was wondering if it is possible to use Porsche's Starwars ship-pack with HU8. This is because FLMM says there may be a potential conflict.

Also, when I started playing the game and looked at the random missions on offer, I realised that all of them had no faction names.

For example "Certain ships have been identified". Usually, it would say "Certain Corsair ships have been identified" or something like that. Is this a known bug with HU8, or is there something wrong with my installation.

I apologise if any of this is already covered in the play guide on the forum of Respawn.co.uk, but I have not been able to access that site's forums, perhaps due to them moving servers today.

Thanks.

I am the "who" when you call "Who's there?"...
I am the wind blowing through your hair...

Post Sat Aug 16, 2003 11:31 pm

No idea about HU8 - but when it says the two mods are in conflict - it is because they will both change one or more of the same files......eg - one changes the shiparch.ini - editing old ships and adding new ones as well as the goods.ini etc. The second one also contains some mods - but say that it replaces some of the ships from the first mod in the shiparch.ini - effectively removing them. Even worse if its done by file replacement rather than scripting - one mod swaps its shiparch.ini for your game one - and then the other loads its shiparch.ini up taking out the one that was just added by the first mod!!!
If you can follow that - that is why its in conflict.
chips

Post Tue Aug 19, 2003 2:25 am

Hello.

You would need to do a fair bit of editing to make it work to be honest. However if you wanted to merge the two just copy all the custom ship entries from the starwars pack into hu's shipyard.ini, replace the ringworld ships on sale for all rw bases in the marketships file and copy the goods.ini entries for the starwars ships and lastly all the cpm, mat and sur files so they are in the folder the original mod maker put them in.

When the ships would be available from ringworld, a system designed for new ships to be added to it. Some ships already exist that can safely be replaced.

Giskard

Post Mon Aug 25, 2003 1:44 pm

This is a general problem with using mod on mod if they have their DLL's. You have to renumber all IDS's of one mod to reflect changes in the other. Otherwise you loose names, infocards and may have lookups. But you may ask Giskard to add Porshe names to HU DLL and have them both that way. In case there are no id conflicts, but AFAIK Porshe has made his very high and therefore most probably unique.

Tygrys

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