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Using changed ini files

The general place to discuss MOD''ing Freelancer!

Post Mon Mar 03, 2003 11:03 pm

Using changed ini files

I've used the extract program to make some changes to the ini files. How do you get the program to use the changed files?

Thanks,
John

Post Mon Mar 03, 2003 11:08 pm

You have to start a new game. Saved games will be unaffected.

Post Tue Mar 04, 2003 5:57 am

not true for demo.. all my changes are seen in my save.
i've got the 1mil mod for higher lvl2
flying a dagger with 2 class 9 guns and a class 10 shield with 100 nano/shield bots and a cargo hold of 1000
the most common problem is that ppl change the {filename}.ini.txt file but don't replace the actual ini file with the edited text one.
(example using st_equip.ini)
1. drag file onto the decompressor to create st_equip.ini.txt
2. edit the crap out of the st_equip.ini.txt file
3. rename st_equip.ini to st_equip.ini.old (or whatever suits you, just rename it)
4. rename st_equip.ini.txt to st_equip.ini
5. play to your hacking heart's content

...Just a random thought from a random mind

Post Tue Mar 04, 2003 6:42 am

Where can I get this .ini extractor?

There are only 10 kinds of people in the world:
those who understand binary, and those who don't.

Post Wed Mar 05, 2003 4:53 am

Try the ini message

John

Post Wed Mar 05, 2003 8:52 am

I believe you can get it to use custom ini's by editiding the FreeLancer - game configuration file: "freelancer.ini" its not even encrypted IIRC. If you scroll down about 60% you´ll see the settings. So theres probably no need to even *touch* the original files. You can most likely in theory anyway =), Set up a file structure like this for your mod:

Data\MyMod\Equipment
Data\Mymod\Ships

example in Freelancer.ini:

equipment = \MyMod\equipment\light_equip.ini
ships = \MyMod\ships\shiparch.ini
goods = \MyMod\equipment\goods.ini



Edited by - Sir.Lagalot on 05-03-2003 08:56:43

Post Wed Mar 05, 2003 4:20 pm

Thats interesting news. I'll try that setup out when I'm ready to release my mod

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