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Hel changing lvl requirements...

The general place to discuss MOD''ing Freelancer!

Post Sat Dec 03, 2005 4:39 pm

Hel changing lvl requirements...

Hello,

I'm a total newbie when it comes to modding Freelancer, I know close to zilch. I posted this in the "Newbie Questions" thread, but it's a little urgent, so I made my own thread. Sorry if I'm annoying anyone. :/

So anyways, I would really appreciate it if one of you talented modders could help me.

Here's my problem: I recently downloaded the awesome Firefly Transport Mod, but I wanted to use it in the SP campaign. In order to do this, I need to change the level requirement to buy it; it's set to 20, and I would like it to be 1. I've been messing around with the shiparch.ini file (in the Freelancer directory, not the FLMM directory), but A.) I can't find which value to change, and 2.) I'm not getting any result by changing ANYTHING.

Please help!!

Post Sat Dec 03, 2005 5:05 pm

It's in Data\Equipment\market_ships.ini

You see entries like

[BaseGood
base = Li01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
etc.



Each package is a ship. The 1st number is the required level; this is what you are looking for. Find out what ship package the Firefly is, and change 20 into 1. (Maybe you need to do this at more then 1 base.)

Post Sat Dec 03, 2005 5:15 pm

Thanks a ton! I'll try this out.

Post Sat Dec 03, 2005 5:25 pm

As Moonhead says the market_ships.ini but you want the one thats in the mods directory in FLMM not the one in your Freelancer directory. I don't know the mod but it could be coded in the XML script file instead.

Rebalance 3.5 Dev. Team
rebalance.blue-ion.net

Post Sun Dec 04, 2005 3:04 am


you want the one thats in the mods directory in FLMM not the one in your Freelancer directory.


It will work if he uses the one in the Freelancer directory, but then deactivating and reactivating the mod will, of course, make the Firefly buyable at lvl 20 again

If the changes are made in the mod's market_ships.ini (which might indeed very well be put in an XML file, good point!) then the mod should, of course, be activated again.

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