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Characters on new bases

The general place to discuss MOD''ing Freelancer!

Post Sun Dec 31, 2006 9:50 am

Characters on new bases

Hi. Currently I'm working on the Plasmafire Mod, but i got a problem. I'm using FL Explorer to create the new systems, and to add characters to the new bases. But i don't find any characters on the new bases, only the Bartender, Dealers. I know that the character 'sets' are stored within the mBases.ini file, but i can't fix the problem. Could anyone help me a bit please?

Post Mon Jan 01, 2007 2:15 am

Try loading in the base npc's from the base template you've chosen, should be a box u can tick underneath where you choose the base template

Post Tue Jan 02, 2007 3:31 pm

This is a classic example of why FLE should have a big warning label on it "NOT FOR NOOBS", if you don't know how to hand edit the ini files and debug them, then FLE will leave you with a screwed mod every time.

This is a quirky little error, normally any errors in the mBases result in the file being screwed from the error down, but this one just knackers the barflies. Some where in your mbases.ini there is an entry for a base (atleast one possibly two) that doesn't exist in your universe.ini. The only fix is to cross reference (notepad or similar time)the nicknames in both files to find the culprit and then delete the whole base entry from mbases.

**shuffles of with a new headache**

Post Fri Jan 05, 2007 3:18 am

LMAO, i totally agree with you Bejay, there should be a warning about using FLE. Don't get me wrong, i think its a wonderful tool, but it does have its limitations, patrol paths being one of them (even though they do actually work but you need to edit the system ini files to get them working properly), but i'm straying off topic here.

There is nothing stopping you putting the base npc's in manually, i actually prefer to do this in a special mbase script file only because i can add individual names to the npc's this way and let FL assign IDS numbers instead of doing it directly into a custom dll and then forgetting which numbers i've assigned lol. I hate to say it but it's really easy, best thing is check your normal mbase ini and see how the npc's are added.

Edited by - Gibbon on 1/5/2007 3:32:39 AM

Ok, thought i'd just add this bit to make it easy,

Each NPC needs one of these in its base file entry in mbase

[BaseFaction
faction = co_kt_grp <---------------------- Faction name
weight = 4 <--------------------- Faction weight (how much they're liked on the base)
npc = li0101_kishiro_001_m <------------ Name of NPC and its base designation

To add the npc to the base you also need this,

[GF_NPC
nickname = li0101_kishiro_001_m <---------- make sure this matches the above npc entry
body = sc_scientist1_body <----------- Body type
head = pl_male8_head <------------ Head type
lefthand = benchmark_male_hand_left <------- Hands ( male in this case )
righthand = benchmark_male_hand_right
individual_name = 220006 <------------ NPC name ( this will reference one already used which you can change using FL IDS tool)
affiliation = co_kt_grp <------------- Faction affiliation
voice = rvp101 <-------------- Voice (make sure you use a male voice for a male npc or it will sound a bit odd lol)
room = bar <--------- Room where npc will appear

Follow these simple guidelines and you can populate any base with loads of npc's. These are taken from Planet Manhattan and are a guide only. There are also a few extra lines you can add for making the npc's offer missions or rumours, or getting them to wear certain items like eye wear but i've just put in the basics here so you can get them to show up.

Edited by - Gibbon on 1/5/2007 3:41:47 AM

Post Fri Jan 05, 2007 4:52 am

Thank you for all info, but i knew this... i will try another way... thanks again

Post Fri Jan 05, 2007 3:51 pm

Firekiss I've already told you what the problem is bud, you really only have two choices. The first is to find the errant base entry in the mBases.ini and delete it, if you don't like that option your really going to hate option 2, delete your mod and start again, something you'll be doing a lot of if you stick to using FLE on it's own.

The only thing I use FLE for is to get the "Pos, rotate & size" for patrol paths, everything else I do by hand.

**shuffles of with a new headache**

Post Sat Jan 06, 2007 1:18 am

Ill try what you said again... and i'm using FLE to place only simple things too, i do others by 'hand'. Thank you again.

Post Sun Jan 07, 2007 10:27 pm

Eventually.. when you get good enough.. you can use FLE for 80% of your system creation or more.

Freelancer - =EOA= Players Consortium
Serious Sam - Seriously!

Post Tue Jan 09, 2007 3:50 am

Something similar. On some of my bases (by FLE) are no persons. Not even dealers and bartender

Post Tue Jan 09, 2007 6:38 am

Time to start looking for a typo Stefan, you'll have at least one but probably more (thank FLE for that). Is it any wonder I don't use it for much, one bitten twice shy is a very apt saying as far as I'm concerned.

**shuffles of with a new headache**

Post Tue Jan 09, 2007 8:17 am

Yeah. I think that the 'base ID' maybe wrong at the characters... and i think i found the problem, the base Factions, dont link correctly to the characters. But i think FLE is a great program, it's very useful, and most of the work (systems) can be made with it. Oh... and i explored a tiny bug in FLE, i think it's not so important, but when i try to edit Prison Station Mitchell, it crushes. I know why, but i musn't modify the FLE engine, as it's not made by me.

Edited by - Firekiss on 1/9/2007 8:20:24 AM

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