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Need help starting mod

The general place to discuss MOD''ing Freelancer!

Post Wed May 19, 2004 10:02 pm

Need help starting mod

OK, here's the deal. I want to be able to do the following.

Create new systems.
Create new bases within systems.
Change or set what ships, equipment, etc. can be sold at said bases.
Use ships from other mods, specifically Star Wars ones. (If I ever decide to release this mod, I'll ask for permission of course)

I am totally new to the FL modding thing. Infact I only got the game last week, but I'm looking for ways to expand it.

Any help would be great, and thanks in advance.

Post Thu May 20, 2004 7:48 am

Then the forums are perfect for you. Tutorials forum and newbie quesitons should house most of what your after. I would like to add that starting a new mod can take months if your earnst about it, and learn to mod whilst doing it. The end result is wholly satisfying - seeing something that is just text turn into a beautiful system is perfect.

Post Thu May 20, 2004 11:54 am

A bit of advice, First make sure that there is not already a mod that does what you want, it would be easier to download a mod than make a new one.

Second, Freelancer Explorer (avialable in the downloads section here on TLR) will do the new systems, and new bases you want. Make sure to read the tutorial for FL Explorer, as it is a big help. It will, unfortunately, still take a while to get it all down and work out all the bugs so the systems are just right. So don't think this is a quick way of doing things. In modding, nothing is quick.

Third, converting ships is not really hard, and most of the good SW ships are already in Freelancer mods, but it is not really easy either. There are several tutorials that will help, and if you want to make a ship from scratch, Drizzt 4.0's turorial (also available in downloads section) is vital. If converting another mods ships, it is VERY important to get permission and give PROPER credits to the creators. The research to find the right people might be complicated, but don't take shortcuts or take someone elses word about the credits, DO THE RESEARCH. (I know this because I recently dropped the ball in this department)

Any qusetions on converting SW ships, I can help you with, as I have 2 mods dealing with that already, and am a member of the Freeworlds Mod team. You can email me at: [email protected]

Sanic


Edited by - Sanic on 5/20/2004 12:59:00 PM

Post Thu May 20, 2004 12:16 pm

Try to stay away from FL Explorer. It's a great program that's good for roughing things out but you'll get much better results if you do the finished product by hand. Just my opinion.

Post Thu May 20, 2004 4:08 pm

Thank you for the help. I'll check out that program a bit later once I get the chance. I'll explain in more detail what I want to do.

1.) Add bases to current or new systems so I can determine what ships they sell. It's a way so I can easily grab certian ships at certian parts of the storyline.

2.) Use the Star Wars ships. Possibly change some faction ships to the Star Wars ships (used in that add-on to Evolutions and TIE Universe)

3.) Modify stats of ships. That includes prices and required level.

4.) Create missions at bases, like Nomad busting. This is kind of a last priority for me.

Basically, I want to be able to buy whatever I want, anywhere I want. The All Ships mod won't work with the Star Wars ships as it is. And I don't like the TIE Universe mod all that much. I mean, it's cool and well made, but not my thing. But I still want to be able to get the TIEs myself outside of Liberty. >> Especially the Phantom and Defender...*drool*

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