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Starting money bug...

The general place to discuss MOD''ing Freelancer!

Post Sat Mar 20, 2004 8:43 pm

Starting money bug...

Somehow I've managed to bug the starting money for characters to be 0. The new character ini file has 2000 as the amount, and the mpnewcharacter.fl has %%money%%, just like they're supposed to(?). Is there any other way to remove money from a character's inventory on startup?
Thanks for any help!

Post Sat Mar 20, 2004 9:12 pm

i know this isn't *exactly* what you're after, but you could just save it once it starts and use the IC character editor to make yourself bankrupt. not that i see why you'd want to do this, but i'm sure you have your reasons =^.^=

I'M ABOUT TO GET DODGEY!!!

"For every spirit there is a proper place in Hell!"
Herr Von Clausen

Post Sun Mar 21, 2004 8:50 am

Well, I'm mod making, and somehow, somewhere, I changed something. I only played with the character files once, to change the starting cash from 2000 to 5000. Afterward the bug started, I used FLSDK to restore the ini files and made sure everything was back to original. So I have no clue as to where/when/how I managed to make every game start come up with 0 money. I can't send out a mod like that
Thanks for the idea though!

Post Sun Mar 21, 2004 9:09 am

Try editing the data/charactors/new charactor the starting money can be changed there to any amount. If needed copy the file from SDK and replace the buggy one and start again on the changes to it. : Hope this helps

Michael "Finalday"
In Memory Of WLB

Post Thu Mar 25, 2004 8:32 pm

Thanks, did that first, no joy Is there anywhere besides the newcharacter.ini and the newmpcharacter.fl that money can be affected? Maybe I deleted an inventory setting for the newb ship or something? Can't see a difference in the SDK file and my file though...

Post Fri Mar 26, 2004 8:53 am

Is this for a multiplayer mod? and is it server running on yours etc? or SP (possibly Open SP? - cause if so, m13.ini file - there will be a act adjacent command to -500 which means starting with 0)

Post Sun Mar 28, 2004 4:25 pm

You know what? I AM using OpenSP 1.1 by Starfyre. Maybe I somehow hosed something up in there- beats me how, that's what FLSDK is supposed to be for Can't find the act_adjacent you're talking about in m13.ini though. Might it be in another file?
Thanks for the help!
Tred

Post Sun Mar 28, 2004 10:02 pm

Bah, Starfyre probabily re-encrypted the file. Its also Xerx's Open SP to be honest...

Suggest you can do several things, but firstly - i would use BiniQ on that m13.ini and see if it opens up to be legable. If it doesn't have the
Act_AdjAcct= -500
Then you probabily start with 500 credits instead. Change that number:

Act_AdjAcct= 2000 ;Starts you with 2k

Act_AdjAcct= 200000 ;start with 200k

Act_AdjAcct= 200000000 ;Start with a penthouse flat, and britney as your slave...

Post Mon Mar 29, 2004 4:50 pm

Oh, Act_AdjAcct, not Act Adjacent. No Sh8, it's set to -500! I just deactivated all mods and installed the SDK again, and reactivated the mods -Open SP 1.1, No Videos, Realspace Lite 1.1, and of course Tred's Fly or Die mod . And it was still boned. The file was read only, and it was installed by.... the redone Open SP 1.1 released by Starfyre Studios! (originally Xerx's)
Thanks for your help in troubleshooting this all! I appreciate your patience, and the learning experience too. Tred's Fly or Die mod is back on track!

Tred
P.S. If you're still feeling generous, there's a post of mine on pilots_population.ini and making npc's evade better that could still use some help

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