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Weird weapon storage?

The general place to discuss MOD''ing Freelancer!

Post Mon Apr 24, 2006 7:26 am

Well, If you knew me, you would know that I write to somewhere, if It is really my concern. I did love FL, it was a love at first sight. That is why I feel so disappointed because of this meaningless and idiotic ,,feature,,...
Also I hate doing the modding, it just steals the magic, the atmosphere, it is the same with cooking, I like the most when someone does the food for me, when I cook it, it is like making a surprise birthday party for myself... no fun...
So go back to FL. I dont want to mount the extra stuff, just hold the new bought different ship upgrades in the weapon list as unusable stuff, just like you can do in space. Let's say I would keep them in my tractor beam's memory buffer, so I wouldn't need extra cargo space. And let's say for some reason I am unable to do this with another stuff, but weapons.
Can anyone teach me how to do this in a mod or where exactly on the forum to look for detailed info?

Post Tue Apr 25, 2006 2:46 am

It is the "combinable = False/True" settings we are talking about here in "weapon_good.ini", aren't we?

Post Tue Apr 25, 2006 4:05 am

Okay, I have tried and it is not the combinable thing. I think the stupid code of the shopping checks everything (available hardpoints, level rqs) before you buy something, since it wants to force to mount it immediately. If it wouldn't force the mounting straight away and you would need to click the little mount mark on the top left corner of the icon every time you buy something, that would be the solution. This suitability check is in there already, since you can not use the mount on beamed but unsuitable items. So why did they make another check by the purchase as well, (since you couldn't mount it anyway, just like you couldnt the unsuitable beamed ones) it will be an eternal riddle of the misterious way of immense idiotism.

Post Tue Apr 25, 2006 10:08 am


To why did they make another check by the purchase as well, (since you couldn't mount it anyway, just like you couldnt the unsuitable beamed ones) it will be an eternal riddle of the misterious way of immense idiotism.

Okay, we get it, you think it's a stupid feature! You don't have to bang on about it in every post though

Since someone made engines (which you cannot sell from your ship) able to sell... then they could probabily make it so you can buy weapons you cannot mount as well. Whether they will do it/whether he is still around - i do not know.

Post Thu Apr 27, 2006 4:36 pm

Might be poking my head into the lions mouth but here goes. Edwin if you really just got to have a turret that badly i would suggest checking out the spoiler forum. I won't ruin the game for you by saying what to look for but there are ways around the "problem" without modding. From the sound of your posts it seems that you haven't gone through the entire SP storyline yet. Once you do the solution will be clear. If that isn't good enough then i would also suggest going through the downloadable (is that even a word?) mod section fo the reactor. There are a number of mods that limit the number of wepons you can haul with you depending on which ship you fly at a given time, ie; light fighters.

"we wish for one last landing on the globe that gave us birth, to rest our eyes on the fleecey skies, and the cool green hills of earth" - 'Noisy' Rhysling

Post Thu Apr 27, 2006 11:43 pm

If you go for the downloads, I suggest the search box at the top right of the main page... mainly because there are about 28 pages of downloads, and you can sort them by type... kind of.

It's like looking for a needle in a haystack otherwise

Post Fri Apr 28, 2006 3:46 am

Edvin:
The simplest mod, which will do what you want, would be to make the turret you desire, available at the base where you buy the ship you desire.
Or...
Conversely, make the ship you desire, available where the turret is.
The files to edit are in the "Data\Equipment" folder.
To move the turret, edit the Market_Misc.ini file.
To move the ship, edit the Market_Ship.ini file.
(Don't have more than 3 ships buyable on a base, or it'll crash.)

As you haven't stated which turret, or which ship, you'll need to search for the appropriate database.
Here's one for Excel: Database .
The Market_Ship.ini file is easier to decifer, on your own.
Use one of the SDK's, as the normal FL files are in bini, and not to easy to read/edit.
(I use SDK v1.31)

Watch your 6!

Edited by - warzog on 4/28/2006 4:51:47 AM

Post Fri Apr 28, 2006 5:59 am

Or, if you wanted to you could either use find_and_replace to change all of the weapons in the game to be class 1 instead. As long as you keep the power plants the same with each ship and the weapon cost the game would be at least a bit balanced. Missiles might be a problem, but for a single player game it dosen't hurt to play around.
You just open up weapon_equip.ini and change:
hp_gun_type = hp_turret_special_10
hp_gun_type = hp_turret_special_9
hp_gun_type = hp_turret_special_8
hp_gun_type = hp_turret_special_7
hp_gun_type = hp_turret_special_6
hp_gun_type = hp_turret_special_5
hp_gun_type = hp_turret_special_4
hp_gun_type = hp_turret_special_3
hp_gun_type = hp_turret_special_2
.. to..
hp_gun_type = hp_turret_special_1
and change..
hp_gun_type = hp_gun_special_10
hp_gun_type = hp_gun_special_9
hp_gun_type = hp_gun_special_8
hp_gun_type = hp_gun_special_7
hp_gun_type = hp_gun_special_6
hp_gun_type = hp_gun_special_5
hp_gun_type = hp_gun_special_4
hp_gun_type = hp_gun_special_3
hp_gun_type = hp_gun_special_2
.. to..
hp_gun_type = hp_gun_special_1

Another thing you might consider is:
(this is from market_misc.ini)
MarketGood = fc_ou_gun02_mark04, 26, 0.500000, 10, 10, 0, 1
26 is the level, you can change to 1 if you like
0.500000 is the rep needed, can be -1
Well, i don't know if this usefull to you at all, but by using replace it shouldn't take more than 10 mins to go through the weapons and get everything mountable.

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