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** TUTORIAL ** Adding and Enabling Pilotable Ships

The general place to discuss MOD''ing Freelancer!

Post Sat Mar 08, 2003 9:36 pm

** TUTORIAL ** Adding and Enabling Pilotable Ships

I created this thread to organized the detailed information modders have already found regarding the addition of/enabling of additional pilotable ships.

This encompases two different things:

1) Enabling EXISTING ships that are not currently pilotable (battleships, cruisers, gunboats, the Anubis for MP, etc).

2) Creating NEW ships. This can be as simple as cloning, say, the existing Liberty Defender and making an "Enhanced Liberty Defender" without affecting the existing Defender. "Cloning" existing ships to make different versions is better, imho, than just altering the existing versions, and it is also a "launching point" towards adding totally new ships when people figure out how to implement skins and such.

Included in this tutorial should be exactly how to get the ships in the game, how to make them buyable, etc.


Edited by - ThresholdRPG on 08-03-2003 21:36:18

Post Sun Mar 09, 2003 9:40 pm

Like many others, I wanted the Anubis to be available in MP.

The simple way to do this is to make it buyable at Manhattan in place of one of the existing ships.

FILE: DATA\EQUIPMENT\market_ships.ini

On approximately line 1089, you have the beginning of Manhattan:



[BaseGood
base = Li01_01_base



The way each entry works is basically this:



marketgood = ship_nickname, level requirement, -1, BUYABLE? (1 if yes), BUYABLE? (1 if yes), BUYABLE? (0 if yes), 1, 1



====================

So a ship that CAN be bought looks like this (X can be any number that represents the level requirement for buying the ship):



marketgood = ship_nickname1, X, -1, 1, 1, 0, 1, 1



A ship that CANNOT be bought looks like this (X can be any number that represents the level requirement for buying the ship):



marketgood = ship_nickname2, X, -1, 0, 0, 1, 1, 1



====================

So to add the Anubis, change one of the ships that can be bought to being unbuyable (to free up a slot- no base can sell more than 3 ships).

Then change the last line to this:



marketgood = oe_package, 16, -1, 1, 1, 0, 1, 1



Now the Anubis is for sale.



Edited by - ThresholdRPG on 09-03-2003 21:42:24

Post Sun Mar 09, 2003 9:46 pm

Yup, just remember, each planet has 3 ships for sale while each station or battleship has only 1. So to enable the anubis on a station or planet you will have to disable one of the other ships currently for sale there in order for the anubis to appear in the ship dealer.

Post Mon Mar 10, 2003 8:20 am

bump for people who want to do this, because I know it is a common request.

Post Mon Mar 10, 2003 9:57 am

Or do what I did and put the Osiris deep in a debris field or *closely* orbiting the sun.

Post Mon Mar 10, 2003 10:26 am

Stone-D, how did you do that?

I would LOVE to get the Osiris back into the game. It was a totally sweet ship.

Post Mon Mar 10, 2003 11:23 am

Hi,
I am not a bit experienced about these, but I will try tonight.
I would like to ask where to get the ships nicknames and the base (or planets) names?
or, can you tell me where and what to change to enable TITAN (corsair ship) to be available in planet NEW LONDON.
thanks in advance
best regards,
Kaan Demirtas

Post Mon Mar 10, 2003 9:40 pm


kaandemirtas wrote:
can you tell me where and what to change to enable TITAN (corsair ship) to be available in planet NEW LONDON.



Sure thing. This is actually pretty simple.

NOTE #1: Backup all files before editing.
NOTE #2: I assume you know how to decompress ini files with BINI.

FILE: data\equipment\market_ships.ini

Easily enough, the first base in the file is Planet New London (br01_01_base = Planet New London).

Line 14 is the information for the Titan:

<pre><font size=1 face=Courier>
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
</font></pre>

Before you enable the titan, you must disable one of the other three ships for sale since planets can only have 3 ships for sale.

Pick one:



Bretonia Cavalier Light Fighter =>
marketgood = bf_package, 6, -1, 1, 1, 0, 1, 1





Bretonia Clydesdale Freighter =>
marketgood = bfr_package, 4, -1, 1, 1, 0, 1, 1





Bounty Hunter Piranha Light Fighter =>
marketgood = bhf_package, 4, -1, 1, 1, 0, 1, 1



As I explained earlier, these numbers basically mean this:

marketgood = ship_nickname, level requirement, -1, BUYABLE? (1 if yes), BUYABLE? (1 if yes), BUYABLE? (0 if yes), 1, 1

So lets say you wanted New London to stop selling the Bretonia Cavalier Light Fighter. Change its data to:

marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1

Then, to enable the Titan change its line to:

marketgood = coe2_package, 32, -1, 1, 1, 0, 1, 1

If you want to make it buyable earlier, change that 32 (that is the level requirement).

Incidentally, if you want to make the Titan cheaper to buy, you would edit data\equipment\goods.ini and go down to here:

<pre><font size=1 face=Courier>
[Good
nickname = coe2_hull
category = shiphull
ship = co_elite2
price = 658000
ids_name = 12017
item_icon = Equipment\models\commodities\nn_icons\pi_heavy.3db
</font></pre>

Then just change the price.

There is some kind of added factor that goes into the price for ships (no idea why) which causes the Titan to actually sell for 700,000+. Keep that in mind.

Post Mon Mar 10, 2003 9:42 pm

I think the "added factor" is probably the cost of the additional stuff that gets automatically included with its "loadout."

Since at one time you were going to be able to buy engines and such separately, that would make sense.

So I bet the added cost is the engine + included shield + whatever else.

Post Tue Mar 11, 2003 6:46 am

Actually you can make the ship cheaper by changing the last number in the package line from:
marketgood = coe2_package, 32, -1, 1, 1, 0, 1, 1
to
marketgood = coe2_package, 32, -1, 1, 1, 0, 1, 0.000001

that causes it to be sold a millionth of its TOTAL cost, not just the hull cost

Post Tue Mar 11, 2003 9:04 am

i've try'd it but i can't get the liberty defender 2 working and buyable from manhathan wat is the line i have to fill in i tought it was just Le2

Post Wed Mar 12, 2003 1:55 am

Vexious, thanks for telling us what the last data bit means.

Post Wed Mar 12, 2003 2:39 am

ive tried editing tthat last value several times and it does not seem to change the purchase price for me. can anyone verify the meaning of that last value

Post Wed Mar 12, 2003 4:46 am

My issue is this, I've got a little project idea I'm trying to get to work and it's there... almost.

I'm making what I am basically calling a Light Freighter. It's a cargo expanded Rheinland Banshee but it's going to have it's hull armor beefed up some, much more cargo room also. But the real kicker is I don't want it to have any offensive weapons. Just 2x Countermeasures Droppers, and 5x Mine Droppers. It's meant for fast cargo running and escaping.. etc.

2 problems I'm running into:

1.) Since I basically cloned the banshee and altered it, the game shows it as "Banshee / Light Fighter" .. and shows all of the Banshee's original stats not my MODIFIED VERSION. How can I fix this?

2.) Is there a way to get 5 Minedropper Mounts, and 2 Countermeasures Dropper mounts? I'd really love to be able to pull this off... and remove the offensive weapon mounts in the mean time (I think i've already got rid of the normal weapon mounts).

ANYONE who can help solve these two conundrums would be greatly in my debt !

Note 1:: I think I figured out the multiple MineDroppers issue. Will this allow me to mount 5 MineDroppers, anyone know?

hp_type = hp_mine_dropper, HpMine01, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04

Edited by - Draede on 12-03-2003 05:08:27

Post Wed Mar 12, 2003 6:24 am

Okay minor update on my progress. Figured out what the quirk was, the game just shows the Ship DataSheet as the original Banshee Fighter... even tho it actually functions and behaves like my Banshee Light Freighter.

Also figured out the weapon mounts thing. Might actually tweak my Titan in single player now and add another Minedropper on the Torpedo mount.. since I never use torpedos anymore (after Storyline).

For anyone just joining this thread (heh):

hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04

Basically what I've discovered is the "HpWeapon01" / "HpWeapon02" etc things are just where on the physical SHIP MODEL the item actually graphically shows up. For instance Titans have a turret in a rear position.. which I've always though was a tad retarded myself. You could change the ..

hp_type = hp_turret_special_#, HpTurret01
(the # just indicates 1 - 10, what weapon grade ranges you can use in that slot)

to something like..

hp_type = hp_turret_special_#, HpMine01
(This would mount the turret in the spot the Minedropper usually graphically shows up. You can replace HpMine01 with HpCM01 to use the normal Countermeasures slot, HpTorpedo01 to use the Torpedo Launcher's normal spot.. etc).

It's actually SCAREY fascinating what tweaks and changes you can make to this game.

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