FLMM Find & Replace or append?
Hey hey. I'm pretty new at modding in Freelancer, but I've dabbled with it in a few other games.
I'm not terribly XML savvy, so is there a way to Find & Replace text in the .ini files, say by line or some coordinate system ("5th line after fc_x_ge_fighter", for random example) or is it ok to just append redundant data and let Freelancer figure out which of the duplicate, yet slightly different entries you want it to use?
Say I wanted to make a mod that changed all the stock game npc shields' regen rates, max capacity and toughness to bring them more in line with the pc's shields. Can I just add all the npc shield entries at the end again with different values? I've read Chips' tutorial on doing that manually, and I've done that. I was just wondering if there's a way to make those modifications more compatible with other mods.
I'm a bit of a purist, and so I don't like the big mods that "unlock all ships, weapons and make them all buyable at Manhattan". I'd just like to make a few mods for my own use that just make the world more "real" and feel more like a complete game for me. I plan to make my own "Starblazer mod", in which I plan to not only make the ship buyable, but also have it flown by npcs. The number of entries I'll have to alter and add is daunting, though that won't stop me if it's the only way.
I also like the idea of mass drivers, but the one mod I've seen for those isn't FLMM compatible. Least not compatible with my 1.31 version of it. I'm confident that I can make my own though.
PS - While proofreading my post, it hit me that if there was a way to comment out lines with the XML script, I could then append my lines without having to replace the whole .ini file. Is that possible?
I'm not terribly XML savvy, so is there a way to Find & Replace text in the .ini files, say by line or some coordinate system ("5th line after fc_x_ge_fighter", for random example) or is it ok to just append redundant data and let Freelancer figure out which of the duplicate, yet slightly different entries you want it to use?
Say I wanted to make a mod that changed all the stock game npc shields' regen rates, max capacity and toughness to bring them more in line with the pc's shields. Can I just add all the npc shield entries at the end again with different values? I've read Chips' tutorial on doing that manually, and I've done that. I was just wondering if there's a way to make those modifications more compatible with other mods.
I'm a bit of a purist, and so I don't like the big mods that "unlock all ships, weapons and make them all buyable at Manhattan". I'd just like to make a few mods for my own use that just make the world more "real" and feel more like a complete game for me. I plan to make my own "Starblazer mod", in which I plan to not only make the ship buyable, but also have it flown by npcs. The number of entries I'll have to alter and add is daunting, though that won't stop me if it's the only way.
I also like the idea of mass drivers, but the one mod I've seen for those isn't FLMM compatible. Least not compatible with my 1.31 version of it. I'm confident that I can make my own though.
PS - While proofreading my post, it hit me that if there was a way to comment out lines with the XML script, I could then append my lines without having to replace the whole .ini file. Is that possible?