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Post Wed Aug 22, 2007 8:25 pm

Yeah, I first thought you must have used hex editor so I opened my own and did a text search but it would not come up.

I later found out the irate 'String not found' pop us message was because of that annoying case sensitive checkbox was clicked

Thanks for your reply, it was good to know it is possible this way.

But how exactly do you change it in there, I just tried before and it didn't work. Did you simply copy the text string and overwrote it on top of the DirectiveTrailOp?

That ICY Hex editor looks cool, it looks so much like Matrix style!

Edited by - futuristic m1 on 8/22/2007 9:28:19 PM

Post Wed Aug 22, 2007 9:10 pm

Fox unit 01!

You are the man, I have got to say your achievement and discovery stands out so well. I just recently managed to do it and now it is a beauty!!

My happiness is so overwhelmed I exited the game and replied straight away

I can't wait to begin driving a capitalship with fighter escorts and capial escorts!!

You truly rock master Fox unit 01!

Thank you for providing all the help now that we are able to do it.

Though it works now, the tradelane travelling is active, there is no one shot wingmen problem as I have shut out the scanner to 0 and left cargo scanning the way it has. All in all, those secure a good npc wingmen mod I think

Fox unit 01, I will find time to post you how I did it in content.dll, it's what I would have to say very fragile for me to change in hex editor. It doesn't seem to accept one extra byte after the end if you get what I mean.

Have a read of my voice tutorial! It doesn't need dll hacking as what it is now but maybe in the future it will be needed.

Right now the npc wingmen mod I have managed to build up does not have the feature of ticketing. So therefore, wherever you go, you can't choose whether or not to have wingmen. But I enjoy wingmen anyway.

Happy modding and I am impressed with your talents Fox unit 01!

My link to my voice tutorial

Click here to download Futuristic M1's voice tutorial on commodities

Post Thu Aug 23, 2007 1:32 pm

Well, glad you're so happy with it. lol

Please, first of all, "talent" is hardly something I'd use to describe myself. How I stumbled upon the wingmen exploit was pure luck and a hunch; I remember doing a mission once, way, way back, and some random dudes cargo scanned me right before I was in range of the mission waypoint. I went along doing my business until I realized that the police dudes with me weren't part of the mission, they were just the random NPCs - and it hit me, duh, they follow when they scan you. So I had those one-shot wingmen for a long time until I had a hunch about cloaking the lead-ship of the wing so he wouldn't engage - that didn't work, so I made him a scanner with 0 range - and I was lucky that Freelancer let me get away with it without stability issues.

I play-tested the wingmen mod with some testers from my Flak mod last night, and everything looks pretty good. The mod will include full tutorials on what to put in the INIs, how to edit the DLL, and explainations as to why things should be set the way they are. For now at least, there's just a tutorial.txt in every folder explaining the changes done to all files inside, so it's a pretty open-ended approach that lets modders attack which part of the mod they wish to implement first. For the record, the mod will work with stock Freelancer out-of-the-box, with minimal work to add it into a mod, so I think it's a pretty well-rounded package. It doesn't include some of Flak's features like faction-by-faction wingmen "tickets" that mount on your ship, or the special AI Companion, however that's because I was aiming at keeping it as simple as possible so modders could take the project in any direction within their mod, without special "features" being forced upon them.
I know I'm a week late, but I'm gonna write up the remaining two tuts tonight and upload it so everyone can take a whack at it.

For those interested, keep an eye on this forum thread, because I will only release the beta of it here, not TLR, as they've been bogged down with enough stuff as it is. =P

Post Thu Aug 23, 2007 8:06 pm

Okay, time for round 1:

The first beta of the AI Wingmen Project is up. Find it here:

It's been tested, and seems to work well. Any feedback on the Tutorials would be greatly appriciated, as I'm not the best at writing those things (I ramble a lot). However, one thing I would like to make very clear is that this is still a beta. I request that this is not distributed around, even to the main Lancers Reactor page itself, as I would in no way call it finished - I am only releasing it here so you guys can try it out and offer suggestions.
Please respect my wishes, thanks. =)

Edit: Updated link.

Edited by - fox Unit 01 on 8/24/2007 1:48:45 AM

Post Fri Aug 24, 2007 12:09 am

Fox unit 01, the zip file keeps on saying that it is damaged and unexpected end of format.

It won't allow me to view the files.

Sorry to say this, I can't access it

Post Fri Aug 24, 2007 12:16 am

Fox unit 01, I have just been able to use a random archiver to extract the files and it seems everything is good of what I can get out of the .zip file

But I want to remind you again, I feel it's highly likely that a lot of people may have trouble, or maybe it's just me, but for suggestion just to double-check it.

Post Fri Aug 24, 2007 12:46 am

It seems it suffered either a bad zip packing or bad upload. I'll re-pack it and re-upload it as a .zip.flmod.

I've updated the link in the post above. Since the first beta has been released, should I make a new topic on this to cover discusstion/suggestions? O_o

Edited by - fox Unit 01 on 8/24/2007 1:50:33 AM

Post Fri Aug 24, 2007 1:20 am

Fox Unit 01, it was good of you to update it so fast immediately and swiftly. Thank you for doing this we all owe you for what you have done for us.

I have clicked on the download and the files work properly and everything is in order.

Thank you fox unit 01. It is great and very appreciative

Making a new topic will be good, since you have suggested that the uploaded file is there for people to share opinions. The only thing though I thought would be to remind you is that you have requested that the file is not for public use, so as of my concern when you begin the new topic.

I am currently still doing a voice tutorial for changing combat voice effieciently by modification of utf files. You can also add them, because I have done it already.

So when the news comes out I have completed and posted the tutorial, you are very welcome to read it as well as everybody else in this community

Have fun when playing Freelaner Master Fox Unit 01!!

Edited by - futuristic m1 on 8/24/2007 2:25:20 AM

Edited by - futuristic m1 on 8/24/2007 6:36:56 AM

Edited by - futuristic m1 on 8/24/2007 6:40:12 AM

Post Fri Aug 24, 2007 6:00 am

I read your content.dll tutorial Master Fox Unit 01. It definitely confirmed when I was trying the hack the content.dll and why the server kept on blurting 'flserver.exe has encountered a problem and needs to close, sorry for the inconvenience' in other words crashing and I wouldn't know why.

And that was because of the extra characters DirectiveFollowOp used, it make my content.dll a little bit bigger by a byte and the dll file turned into a sideways malware application extension.

So at least one byte more or one byte less in content.dll I believe will definitely halt everything to a standstill completely. So fragile editing these dlls!

So I tried deleting one of the squares that define spaces and had no data to make sure that nothing else further below moves from their original place and it worked!!

This is my reply to tell you how I figured it out

Post Sat Sep 22, 2007 5:12 am

This still alive?

Universal Modding Forums

Post Sun Sep 23, 2007 1:08 am

Hello Cheese on toast, what would you like to be helped on?

but I think I will need to consult Fox unit 01 because he said before not to say too much, I think he stated that matter before. I think he needs some more time to work on it I think, but the bottom line is that, I believe I need to ask him or it's even better if you ask him yourself to see whether things will be okay. He's the expert that worked it out, he should be the one to ask, as long as he is okay with me helping you out as well

Edited by - futuristic m1 on 9/23/2007 6:33:35 AM

Post Thu Oct 25, 2007 8:51 am

Unfortunately, I have, for the most part, fallen out of the loop with Freelancer at the start of school; it's my first year of college, and between all the work and just wanting to not sit around in my room all day, development of both this project and my 88 Flak project stopped. I did give a small update to Flak a few days ago, but aside from that I've done nothing with Freelancer since August 31st.

As far as this project is concerned, I will probably never update it. Everything you need to integrate wingmen into your mod should be in there; as for what features you support, like faction-specific wingmen magnets, capital ship wingmen, etc., I'll leave that up to your creativity.

That said, I could care less what you do with this, I'd just ask that if the knowledge is used in your mod that you give me credit, and that's all. =P

Post Sun Oct 28, 2007 3:14 am

Anybody knows if is it possible to make only one or two factions to follow you, and live others to scan you normally(maybe by adding scan_announce = false), without having audio bugs.

I've looked through wingman tutorial, but I am not familiar with audio inis, so couldn't make a conclusion, so maybe someone could tell, please?????
thanks in advance.

Post Sun Oct 28, 2007 6:27 am

Yes, I am 78.6% sure you can do it and believe it can be done as well. It should be simple if you know how to make npc wingmen follow you first.

This is how you should do it, for the factions that you want to have npc wingmen to follow you, make durations go on forever and ever in the voice_space ini's so they won't end their hailing voices

And for the factions which you don't want to have npc wingmen following you, then you leave their voice durations alone.

But you must be aware if the voice statements in the factionprop code block references the same ones as the npc wingmen factions do, you will have npc wingmen in factions you don't want sometimes. So make sure that factions you don't want to have npc wingmen are not referencing voices that npc wingmen factions use.

Also, coming from your question of Audio bugs, I think what you are looking for is that pilots that hail you and want to follow you to be your wingmen will say they will help you out, while those that you want scan you briefly and take off away again will say they will scan you briefly

I believe it can be done as well, in Fox unit 01's tutorial, don't change the dll part that says voice "gcs_scan_orderdrop" just change directive trail op to directive follow op don't change "gcs_scan_orderdrop" to "rms_friendlyarrival" Instead go to the voice pilot.utf files that npc wingmen use and perform the voice modification I have done and provided a tutorial on. So change their voice.wav files to the ones that you want (which you would extract friendlyarrival voices from the same utf files and overwrite it on top).

I haven't tried it out, but I have been thinking about it for a long time and how to do it. I believe it works but don't expect it will 100% work, I request that you provide me some feedback if it works and I will be happy to answer and help you with problems if they arise while you implement the feature you asked.

Post Sun Oct 28, 2007 7:22 am

Thanks for good news.
I will surely tell you about my results, but I am going to try this in a wile, maybe even not this week...In 2-3 weeks, I guess.

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