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The content may be outdated and links may not be functional.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

Can''t Use Ship Mods with System Mods

The general place to discuss MOD''ing Freelancer!

Post Tue Apr 06, 2004 3:45 pm

Can''t Use Ship Mods with System Mods

This topic was started in my other post and I wanna continue it here. Heres the basic rundown:

- I have created a modded system using FLExplorer. IDK the specifics of the mod at all...all I do know is that I used FLExplorer to do it and "Applied Changes" to a folder of the same name as the system that I'd created before making the system.

-For some reason, and trust me I really don't know why, NO custom ship mods will work with it. I can get them to activate by turning them on first and then the system mod, but the custom ships aren't in the game (no where to be found).

I'm really not that smart in the technical field at all. So if some modders who really know their stuff could give me a hand to try and fix this problem I would greatly appreciate it.

PS: If someone could explain this to me in language I understand that would be much easier. I know NOTHING about .dll or .ini or xml or anything about modding except how to activate them in FLMM.

Edited by - Zero117 on 4/6/2004 5:22:58 PM

Post Wed Apr 07, 2004 12:37 pm

Anyone?

Post Wed Apr 07, 2004 12:54 pm

Its probs cause you have added bases that sell ships. Well - FLE will have made its own Market_ships.ini file for the location of selling ships. Custom ships mods will obviously swap theirs in, or reverse - hence the "clash" of mods.

Post Wed Apr 07, 2004 1:23 pm

So if I made a new system that didn't sell ships I should be fine?

Post Wed Apr 07, 2004 2:44 pm

it still might make one... the easiest way is to just manually take the market_ships.ini from the ships mod and paste it to replace the market_ships.ini in your systems mod. Then if you like you can manually open it and edit it so as per to have the new ships sold on the new planets.

There won't be an entry for any of your new planets in the freelancer explorer mod, so those entries would have to be manually made in the ships market_ships.ini . Though not entirely sure whether this would work or not... but try having the ships mod activated in freelancer when you start making your systems mod in explorer, it might retain the new ships in the market_ships.ini, but this is just theory, haven't tested that before.


Post Wed Apr 07, 2004 5:17 pm

Like I said before in another post, I am LOST when it comes to modding. I know NOTHING about ini files or xml scripts or anything like that at all.

I'm just gonna try (for now) creating a new modded system that does not sell ships at any bases, and I'll see if it works or not.

Post Wed Apr 07, 2004 5:38 pm

Ok Lightning, what you said. Can you give me EXACT directions on how to do that with steps along the way. I need to directions to be as exact as humanly (or nomadly) possible for me to do them.

Post Wed Apr 07, 2004 11:10 pm

If you make systems without a market ships.ini it can be combined with any ship mod you like, trust me on that

Kabouter, mapping for the Phoenix Mod.
Visit www.phoenixmod.com

Post Thu Apr 08, 2004 1:40 am

@Zero117: Try this. I'm not totally certain it will work but you seem to be in alot of pain here. You asked for exactness so I'm going to try to be as exact as possible.

Explore to your mods folder. You should have a data folder inside that. Open it up. Find the equipment folder. Open it up. Find the market_ships.ini file. Right click and open with notepad. If you see something at the top like this:
BINI Ø      Ì %  3 Õ 8  > ñ D   K  R  W   a  i <  
o  z % † Q ” / œ  ¨ ¡ ±    i ý æ ´ µ €8 » ³ À ¿

Then stop
Get on the internet.Download FLIniEditorv1.44 from the downloads page. Extract it. Run it.
Go to file and click Open.
Navigate to the market_ships.ini in your mod.
Click on market_ships.ini.
Click on the Text(Q) button on the FLIniEditorv1.44 interface. Go back up to file and click on save.
Exit FLIniEditorv1.44

Explore to your mod/data/equipment folder again.
Now make a copy of this folder and move it to your desktop.
Go into the copy.
Open the market_ships.ini file.
It should now look like this:
[BaseGood
base = Br01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 0, 0, 1, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1

except alot longer.
Scroll down until you find your base.
This is the part where I can't be too exact because I don't know how many bases you have or what two letter prefix you gave your system. In your other post you said you wanted to be able to buy a Dromedary in your new system so that's what I'll go with.
If you selecte ZE for your two letter prefix for your new system then your base should be Ze01_01_base.
When you find your base (should be the last base entry) write down the "base = " line you will need this in a minute.
Now explore back to your mod data/equipment. Delete, yes delete, your mods equipment folder. Remember you have a back up on your desktop so you should be good.

Now exit.
Now open up one of your shippack mods. In that mod's folder you will find a file that says "script". Make a copy of this file to desktop. Right click on the file and go to open with and select notepad. Highlight everything and delete it all.
Copy and paste this in:

<script>
<header name="Zero117's Dromedary">
<scriptversion>
1.0
</scriptversion>
<author>
Zero117. Well Kinda.
</author>
<description>
If Kaegogi is right this will make a Dromedary available at my base.
</description>
</header>
<data file="data\equipment\market_ships.ini" method="append">
<source>
[BaseGood
base =
marketgood = bwfr_package, 10, -1, 1, 1, 0, 1, 1
</source>
</data>
</script>

Now staying in notepad add the "base =" value where it belongs in the above script. The one I told you to write down. Should be something like Ze01_01_base
important!! Add another square bracket to the end of the [BaseGood line. For some reason that won't show up in this post and that must be there.

Explore to FLMM/mods and make a new folder. Name it anything you want. Move the script you just made into this new folder. Rename it to "script" (without the parentheses) Important. This has to be a XML document (you should see a little planet on the file icon) If you did save as and it turns out as a .txt then I don't think FLMM will recognize it.

If I know what I'm talking about (and that's a big if ) you should now be able to activate your mods together with the new one you just made. So activate your system, the shippack, your new mod, and OpenSP.
If things are still jacked up you have simply to replace your equipment folder, clear your desktop and delete your new mod. You will then be back to square one. If you want you can wait until Chips or someone of his knowledge gives the green light but it can't hurt to try, you might learn something. I know I have writing this.
One warning: Doing this means your base won't sell anything but the Dromedary. No guns, no commodities, no shield batteries, nothing. The rest of the universe should be fine because what we just did was stop your original system mod from overwriting the equipment folder in FL. We just told FLMM to append the Dromedary for sale at your base in the market_ships.ini
If you want to be able to buy anything else there you'll have to do what everyone else has had to do (what I told you to do in your last post) Read through the Newbie Questions threads and figure it out.
Good Luck.

Edit = To make it easier on you. If this works then you can use the same script above to add all the equipment, commodities, weapons etc. that you want to sell at your new base. All you have to do is open up the .ini files that govern what a base sells (market_misc and market_commodities). You then scroll down to your base, copy your bases entry and put it in the script you made. You would need two more <data file=><source></source></data> sections appending the files.

Edit#2 = If you try it let me know if it worked or not. If Chips or Accushot or someone else with alot of moding knowledge sees this please let me know if I'm giving bad advice here. Thanks.



Edited by - kaegogi on 4/8/2004 11:05:44 AM

Edited by - kaegogi on 4/8/2004 11:09:43 AM

Return to Freelancer General Editing Forum