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***New mod OpenSP MOD v1.1***

Here you can announce your own Freelancer MOD and find information about the different available packages!

Post Wed Apr 16, 2003 5:17 am

@Nephilim

Cloaking device can be made real device for ship mounting. But ther is no way to 'activate it' or more spefic to shut it off. Thew content.dll has a function cammnad external call to Windows to get data from 'keyboard' stuff. Example is hitting 'F' for shield battery (which I canged to one at a time instead of until full).
Looking at code on how the call the key board funtions; just add (copy then modify) a key to be read for activating the cloak effect. I use shareware PE Explorer which is good for 30 days then I can not afford it, to view the file in assemebler with very good layout and notation designer's. I the use a hex editor to add in, change the data in the raw content.dlll file. It is a bit of a job, long and boring, but works. Give it a try...I am cloaked in game and people can not see me...

It is the big surprise Alien device you get in my verson of a free form plot line for Freelancer that does not force you to be linear; play my missions in logs as you wish, it is a puzzle...damn good one...You are not required to do missions; just part of data you find pieces to do at your leasure. It is a great plot and completely open ended. You will not be able to get it at low level; I put stuff in some hard places...and puzzles to be solved...

---------------------------------
Give me a house I sleep for the night; give me a hammer, I sleep forever.

Medieval Man had Lock Pick; Modern Man has Hex Editor.

Post Fri Apr 18, 2003 11:27 am

I love the Mod, just what I was looking for. Actually it was something like this that I was looking for when I bought Freelancer, at least an option to avoid doing the SP missions, so this Mod came as a great releif.

Although I'm not much of a Modder myself, I've made a couple of quick adjustments to balance things out, primarily because of trading. By buying a heafty freighter and loading it up it is possible to make around 100,000 credits in a single trade mission, so I altered the ptough.ini file to increase the wealth required before leveling up considerably. So to get to level 10 you now need 400,000 credits, which will take you a while to collect.

I also altered the M13.ini file to set all the reputations for all the factions to 0, thus you live and die based on your decisions, not on some preset values. This way I could play a pirate easily (and it works quite well).

I also altered the diff2money.ini file to increase the payout per mission somewhat (so for a level 4 mission you now get around 7500 credits, for level 8 around 13,000) and so on. This has the effect of balancing out the increasing the requirements to level (which were needed to balance out trading).

So anyway, great work so far, hopefully this Mod can help convert SP Freelancer into a game a little more like Elite, X-BTF, and similar games, instead of constraining you to a single storyline. Obviously to do that, there needs to be some more varied missions added.

Some I'd like to see are escort missions, transport the package missions, protect a base from an incoming attack missions, and so on. Limiting the game to just go and kill some badies missions was a very poor decision on the part of the designers. I have high hopes for the modding community though, so will be keeping me eyes open for Mods adding new missions, although most seem to be adding just new weapons and ships so far.

Post Fri Apr 18, 2003 3:44 pm

MOD/game crashes upon leaving Manhattan, and also there are no missions available from the Manhattan bar. It just says 'too many players are accessing the job board, please try again later'. Anything I can do about either of these things?

And, although this may not be the right forum for it but, how do I edit how much money I begin with? I am a complete mod n00b, so any help would have to be in plain english, not "mod-speak".

Thank you in advance, and thanks to Xerx for making the game into what I wanted it to be... a return to the days of Frontier: Elite II (spent too much of my early gaming days playing that, heh)

Post Fri Apr 18, 2003 4:41 pm

ok, since there was no mod available that i was looking for, i did one for myself

i took your "old" opengate mod and removed the level requirements to purchase equipment and/or ships (plus i added a mission13.ini i found in this board, just dont know exactly what it does )

up to now it seems to work, im currently at level 3 (next level requirement is mission) and just bought myself a dromedary

im gonna upload it to the download section resp. mail someone who can.

name is Total SP

Post Tue Jul 01, 2003 9:32 pm

I use this mod on all my games, but the new large mods don'y seem to be compatable with v1.1. So, howabout v1.2.
Thanks for your work

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