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Bloodstained Dagger MOD

The general place to discuss MOD''ing Freelancer!

Post Fri Aug 22, 2003 10:18 pm

Bloodstained Dagger MOD

I am currently working on a Dagger MOD to make it more powerful, I have changed it so it can take all gun/turret/shield types, however, i need help on finding that line that defines its power! I know it's supposed to say something like:

power = bw_fighter

That i want to change to:

power = co_vhfighter

NOTE: "power" is probably not what it says

I need help i looked in all files but i cant find it!

I AM BIG! I AM STRONG!I AM........... WWWWIIIIILLLLDDDD!!!!!!!

Post Sat Aug 23, 2003 4:02 am

no its not that look in goods.ini un bw_fighter and ull see the lne that specifies the power source

Mess With the Best Die lIke the Rest

Post Sat Aug 23, 2003 5:18 am

Look in goods.ini for the following 'package' - this is what comes with the dagger when you buy it
[Good
nickname = bwf_package
category = ship
hull = bwf_hull
addon = ge_bwf_engine_01, internal, 1
addon = bw_fighter_power01, internal, 1 <--- power unit
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark02_lf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallWhite, HpRunningLight01, 1
addon = SlowSmallWhite, HpRunningLight02, 1
addon = SlowSmallWhite, HpRunningLight03, 1
addon = SlowSmallWhite, HpRunningLight04, 1
addon = SlowSmallWhite, HpRunningLight05, 1
addon = SlowSmallWhite, HpRunningLight08, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1

Change that line to the co_fighter_power01 <-- legionare
coe_fighter_power01 <--centurion
that will give you more of an power for what you are after

*edit* but since you are upping everything to a ridiclous level - you might want to try coe2_fighter_power01 instead - that is the titan....
Why make a light fighter that can mount class 10 shields and guns may i ask?
Doesn't that defeat the whole object of the word 'light'??
You the guy who is making this 'mod' to end all mods as well????

Edited by - chips on 23-08-2003 06:19:57

Post Mon Aug 25, 2003 3:42 pm

yes, i am that guy, and thanks, but i ran up against another problem.
when the game boots up, it crashes.

my shiparch file is this: (the places i put - after are lines i changed/made)

[Ship
ids_name = 237013
ids_info = 66521
ids_info1 = 66522
ids_info2 = 66608
ids_info3 = 66523
ship_class = 0
nickname = bw_fighter
LODranges = 0, 75, 125, 1000
msg_id_prefix = gcs_refer_shiparch_borlf
mission_property = can_use_berths
type = FIGHTER
mass = 100.000000
hold_size = 80 - needs to be able to loot more stuff
linear_drag = 1.000000
fuse = intermed_damage_smallship02, 0.000000, 450
fuse = intermed_damage_smallship03, 0.000000, 225
max_bank_angle = 35
camera_offset = 9, 33
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
nanobot_limit = 80 - if better armor, need more nanos!
shield_battery_limit = 80 - if better shields, need more batteries!
hit_pts = 12500 - no more pushover ship!
DA_archetype = ships\border_world\bw_fighter\bw_fighter.cmp
material_library = ships\border_world\bw_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\corsair\bw_fighter.ini
pilot_mesh = generic_pilot
explosion_arch = explosion_li_fighter
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 18000.000000, 18000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
shield_link = bw_fighter_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 - to make handle all weapons
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 - to make handle all weapons
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 - to make handle all weapons
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 - to make handle all weapons
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 - to make handle all weapons
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 - to make handle all weapons
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 - to make handle all weapons
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 - to make handle all weapons
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 - to make handle all weapons
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04 - to make handle all weapons
hp_type = hp_fighter_shield_special_10, HpShield01 - to make handle all shields
hp_type = hp_fighter_shield_special_9, HpShield01 - to make handle all shields
hp_type = hp_fighter_shield_special_8, HpShield01 - to make handle all shields
hp_type = hp_fighter_shield_special_7, HpShield01 - to make handle all shields
hp_type = hp_fighter_shield_special_6, HpShield01 - to make handle all shields
hp_type = hp_fighter_shield_special_5, HpShield01 - to make handle all shields
hp_type = hp_fighter_shield_special_4, HpShield01 - to make handle all shields
hp_type = hp_fighter_shield_special_3, HpShield01 - to make handle all shields
hp_type = hp_fighter_shield_special_2, HpShield01 - to make handle all shields
hp_type = hp_fighter_shield_special_1, HpShield01 - to make handle all shields
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_turret_special_9, HpTurret01
hp_type = hp_turret_special_8, HpTurret01
hp_type = hp_turret_special_7, HpTurret01
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_torpedo_special_2, HpTorpedo01

[CollisionGroup
obj = bw_port_wing01_lod1
separable = parent_impulse = 240.000000
child_impulse = 7.000000
dmg_hp = dpport_wing01
dmg_obj = ew_dmg_portwing01_cap
mass = 5.000000
debris_type = debris_small_ship
separation_explosion = explosion_small_ship_breakoff
type = Port_Wing
hit_pts = 1800 - stronger wings
root_health_proxy = true

[CollisionGroup
obj = bw_star_wing01_lod1
separable = parent_impulse = 240.000000
child_impulse = 7.000000
dmg_hp = dpstar_wing01
dmg_obj = ew_dmg_starwing01_cap
mass = 5.000000
debris_type = debris_small_ship
separation_explosion = explosion_small_ship_breakoff
type = Starboard_Wing
hit_pts = 1800 - stronger wings
root_health_proxy = true

read next post for goods.ini file

I AM BIG! I AM STRONG!I AM........... WWWWIIIIILLLLDDDD!!!!!!!

Edited by - born to be wild on 25-08-2003 16:43:08

Post Mon Aug 25, 2003 3:46 pm

here is market_ships.ini:

[BaseGood
base = Li01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 0, -1, 1, 1, 0, 1, 1 - now at manhatten
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood = lf_package, 1, -1, 1, 1, 0, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 0, 0, 1, 1, 1 - now only on pittsburgh
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1

here is goods.ini

[Good
nickname = bwf_hull
category = shiphull
ship = bw_fighter
price = 1 - only for testing, more in future
ids_name = 12016
item_icon = Equipment\models\commodities\nn_icons\bw_fighter.3db

[Good
nickname = bwf_package
category = ship
hull = bwf_hull
addon = ge_bwf_engine_01, internal, 1
addon = co_elite2_power01, internal, 1 - more power!
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark02_lf, HpShield01, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallWhite, HpRunningLight01, 1
addon = SlowSmallWhite, HpRunningLight02, 1
addon = SlowSmallWhite, HpRunningLight03, 1
addon = SlowSmallWhite, HpRunningLight04, 1
addon = SlowSmallWhite, HpRunningLight05, 1
addon = SlowSmallWhite, HpRunningLight08, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1


I AM BIG! I AM STRONG!I AM........... WWWWIIIIILLLLDDDD!!!!!!!

Edited by - born to be wild on 25-08-2003 16:47:26

Post Mon Aug 25, 2003 7:21 pm

gee....another one of these, i dont like getting pushed around so im gonna mod my lf to be invincible....and this is also one of those takes 10 minutes mod....*sigh*...whatever

im making toast

Post Mon Aug 25, 2003 10:04 pm

Did you just add that to your shiparch.ini without overwriting the old one, or did you overwrite the old one as well/instead?
And are you the guy that is making this mod to end all mods as well????
I mean no offense - but your mods seem to consist of just increasing ships stuff like parabolix said...... how you gonna make this new stuff?

Post Wed Aug 27, 2003 9:14 pm

Still not working... arrgh. Thank you for your time, all of you are already included in the credits

I AM BIG! I AM STRONG!I AM........... WWWWIIIIILLLLDDDD!!!!!!!

Post Thu Aug 28, 2003 5:06 am

Sorry - but did you remove the old fighter entry and package though? If not you will have two ships entries for the same thing in there........

Post Thu Aug 28, 2003 3:21 pm

chips: I replaced the old one.
buckaroobanzi: Could you send me a copy of those file because i dont know why it works on yours cos i dosnt work on mine.I tryed making a new power source and using that but still no go... mabye making it a new ship would fix this...

I AM BIG! I AM STRONG!I AM........... WWWWIIIIILLLLDDDD!!!!!!!

Post Thu Aug 28, 2003 7:05 pm

If the game crash, then delete the autosave.fl + a few recent saved files at:
My Documents\My Games\Freelancer\SinglePlayer

Post Fri Aug 29, 2003 5:01 am

or probably you mis-type something. I have the same problem before. I just forgot to add the headers for engines and powerplants. When i fixed it there where no prblems anymore.

Check and check everything. Make sure it is in order not missing anything...

Working hard to earn... but too lazy to do something...

Post Fri Aug 29, 2003 7:03 pm

???

I AM BIG! I AM STRONG!I AM........... WWWWIIIIILLLLDDDD!!!!!!!

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