Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

****NEWBIE QUESTIONS?? - look no further2!!****

The general place to discuss MOD''ing Freelancer!

Post Sat Jun 09, 2007 5:03 am

I have followed the newbie modding tutorial posted in the first newbie questions thread (created "mybase in New York) and it has crashed my game. Much of the text I added to universe.ini is unrecognisable, and in a new .ini file I made some text was already present.

How can I restore Freelancer? I cannot reinstall. I hope it will not come to that. I have a backup of one file.

Post Tue Jun 26, 2007 11:48 am

Is it possible to make turrets fire automatically when an enemy gets in range without the player taking aim and firing manually

Post Tue Jun 26, 2007 12:02 pm

quick awnser .... no

enlongated awnser as to why

DA tried to make it work and they couldnt get it working and we have never got it working "auto" turets only work on NPC i beleive :S

Requiem: A Freelancer Total Conversion MOD

Openlancer Project

Post Sat Jul 07, 2007 8:17 am

I know its possible to lock any gate you like, but can you lock a gate and then buy the access codes from a commodity dealer at a price of your choosing?
And can you make it so that you can block gates/jumpholes for a client edition but have the gate/jumphole unlocked for and Admin edition.

Edited by - mega_cleva_tom on 7/12/2007 9:12:15 AM

Post Thu Jul 12, 2007 3:07 pm

i have a problem with mods. some mods will not work with each other. how can i fix this problem?

Post Thu Jul 12, 2007 6:20 pm

If a mod maker does not want you to be able to use other mods along with theirs, they can ensure that FLMM will not activate them.

Post Fri Jul 13, 2007 5:09 am

not to mention that there are compatibility problems between mods

Post Mon Sep 10, 2007 7:16 pm

I was looking to add a further RPG element to Freelancer by having conversations with consequences in bars in the game. I would like to be able to have an option to respond to questions/statements by NPCs a certain way and have your reputation subsequently change by a small degree, but also to have a dialog describing how the NPC responds to your statement (and ideally have this response randomly generated to an extent). I thought it might be possible through the bribe or information schemas, where you have to choose one of two options, but I'm not sure how exactly.

In addition, it'd be great to be able to have further dialogs leading from choices, like in a flowchart, so that you can have pseudo-conversations with npcs, like more traditional rpgs.

Does anyone have an idea if this would be at all possible, and if so, what are your suggestions?

Post Tue Oct 23, 2007 11:41 am

I'll admidt im lazy for asking this but over 100 pages of posts is too much to sort through lol

I am wanting to remod a mod that I have downloaded, just some basic stuff like the ships being able to land on a planet (only 3 can in the whole mod). Which made the mod a little sucky since I had to have a weak ship throughought the entire sp game.

I have been exploring a little on the mods xml files and found at the end a dock section and compared the ships that can land vs those that cant and see they are different. Is this where I need to make the change or is there somewhere else I need to look???

Never mind it wasnt the xml files changed it in the shiparch.ini


Edited by - shadowxsx on 10/25/2007 11:09:54 PM

Post Wed Oct 24, 2007 10:27 pm

I have been playing around with the Bribe attributes and I'm trying to get a certain bribe to show up in the bar everytime a player goes in that bar. Does anyone know how to set the Bribe attributes in mBases.ini to make this bribe show up every time?

Post Thu Nov 15, 2007 3:17 pm

Dear Community,

I'm a player on the Discovery RP 24/7 Server of some (ill) repute, Eppy the Battleship Whore, and a bit of an modeler. Recently myself and some others have been working on a new craft, the Outcast Assault Battleship. The original design called for a big honking forward gun, but I pulled that when I decided it was too powerful. Then people asked for it back. So, it was decided to put it back on, but we need a weapons effect for it, and a big one. As I remember, there's a way to make weapons effects, and a tutorial for it, but several searches have turned up nothing. If I wasn't hallucinating way back when can somebody point me towards the tutorial, if anybody knows where it is?

Return to Freelancer General Editing Forum