Bootstrap Mod v2.0
Bootstrap Mod v2.0
Now includes full commidity trade information!
Who this is for:
Someone who has played through the game, made tons of money, bought the biggest ship, and wants to throw that all away and start Freelancer over. Some of the most fun is the first few hours when you are scrambling to stay alive and get a foothold.
What does it do:
When you start a new game, this mod will:
1. Remove all story line missions and gate limitations. It is like starting a MP game in SP. You have no restrictions on where to go or what to do.
2. Shows all systems, bases, secret wrecks, jump gates and jump holes on the navigation map from the beginning before they are ever visited. One of the more frustrating things when you start a new game is the need to fly by every item before it shows up again. This mod eliminates that.
3. Now gives you the most requested feature that was not in v.1 - shows price paid for commodities at all bases in your trading screen from the time you buy
your first unit of goods.
4. Gives you a slightly better starting ship, the Patriot. There are two level 2 guns, one level 3 gun, one each best in its class for graviton, positron, and molecular shields. You also get a level 2 shield in the starting loadout. This is a very basic config, so you are still going to have to play sharp to get started...but not quite as sharp.
5. Dresses Trent in a stylish black flight suit.
6. Cuts down the time to start your cruise engines to one second instead of the default five. This will be true for any ship in the game.
7. Increases your cruise speed to 500 from the default 300.
8. Doubles the speed and reach of your tractor beam. Now you can grab ALL that space loot out there.
9. Makes mining the Copperton asteroid field in Colorado easier. You will get far more copper from each asteroid now, and do not forget the base that pays more for copper than any other in the universe has always been right there in Colorado. This should give you a viable alternative revenue source if you would like to start out without making enemies of all the pirates.
Why:
The philosophy behind this mod is that the second (or third) time you play this game you want to get around a little faster, and spend a little less time on the rudimentary opening up of things. Fundamentally nothing major in the game has changed, and nothing has been added.
Much respect to Xerx who created the OpenSP code that allows us to skip the story line, Admiral James T. Kirk who showed us Trent does not always have to wear that brown jacket, and Sauron2 who taught me that little trick about showing commodities. You are far smarter than I.
If you find a jump gate or dockable station/planet that is not showing up by default please let me know and I will correct it in the next version. If there is some other basic tweak you think this mod absolutely has to have to be perfect, let me know.
Get the mod from the download page here on Lancers Reactor.
Edited by - devguy on 27-09-2003 03:02:15
Now includes full commidity trade information!
Who this is for:
Someone who has played through the game, made tons of money, bought the biggest ship, and wants to throw that all away and start Freelancer over. Some of the most fun is the first few hours when you are scrambling to stay alive and get a foothold.
What does it do:
When you start a new game, this mod will:
1. Remove all story line missions and gate limitations. It is like starting a MP game in SP. You have no restrictions on where to go or what to do.
2. Shows all systems, bases, secret wrecks, jump gates and jump holes on the navigation map from the beginning before they are ever visited. One of the more frustrating things when you start a new game is the need to fly by every item before it shows up again. This mod eliminates that.
3. Now gives you the most requested feature that was not in v.1 - shows price paid for commodities at all bases in your trading screen from the time you buy
your first unit of goods.
4. Gives you a slightly better starting ship, the Patriot. There are two level 2 guns, one level 3 gun, one each best in its class for graviton, positron, and molecular shields. You also get a level 2 shield in the starting loadout. This is a very basic config, so you are still going to have to play sharp to get started...but not quite as sharp.
5. Dresses Trent in a stylish black flight suit.
6. Cuts down the time to start your cruise engines to one second instead of the default five. This will be true for any ship in the game.
7. Increases your cruise speed to 500 from the default 300.
8. Doubles the speed and reach of your tractor beam. Now you can grab ALL that space loot out there.
9. Makes mining the Copperton asteroid field in Colorado easier. You will get far more copper from each asteroid now, and do not forget the base that pays more for copper than any other in the universe has always been right there in Colorado. This should give you a viable alternative revenue source if you would like to start out without making enemies of all the pirates.
Why:
The philosophy behind this mod is that the second (or third) time you play this game you want to get around a little faster, and spend a little less time on the rudimentary opening up of things. Fundamentally nothing major in the game has changed, and nothing has been added.
Much respect to Xerx who created the OpenSP code that allows us to skip the story line, Admiral James T. Kirk who showed us Trent does not always have to wear that brown jacket, and Sauron2 who taught me that little trick about showing commodities. You are far smarter than I.
If you find a jump gate or dockable station/planet that is not showing up by default please let me know and I will correct it in the next version. If there is some other basic tweak you think this mod absolutely has to have to be perfect, let me know.
Get the mod from the download page here on Lancers Reactor.
Edited by - devguy on 27-09-2003 03:02:15