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Compilation of ALL IDS names, Mod Info, Tutorials, INI expli

Here you find the different tutorials on editing and MODing Freelancer

Post Thu Mar 27, 2003 3:01 am

Compilation of ALL IDS names, Mod Info, Tutorials, INI expli

Please leave this topic a sticky...
Thanks! from bakedpotato

Ok these are the threads relating to what. These people took alot of time to do this and I for one greatly appreciate their work. If you could please make this a sticky for a permanent reference. I've posted an explination of what the ini files do below.

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Planet ID's:

Click here

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Ship ID's
Weapon ID's
Engine ID's
Shield ID's
Commodities ID's


Click here

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Faction ID's

Click here

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Constants in Constants.INI

Click here

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Another good tutorial on Moding Ships

Click here

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Tutorial for creating a system

Click here

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Tools Needed for Moding

Freelancer UTF Edit w/MFC ( For hardpoints )
Freelancer INI uncompressor AND / OR Bini QDU 1.1
ResHack ( For DLL and ID card modification )
A hex editor ( Hex Workshop is good )
3DMilkshape ( For ship creation )
Milkshape View ( For viewing Milkshape 3D's )
FL Mod Manager ( Highly Recommended!! )
Ship Editing Studio ( Highly Recommended!! )

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What INI files do what

These are some important things I have noticed about the ini files.

/DATA

Constants.ini - Static info about the game.
Under Constants - MAX_PLAYER_AMMO = ####
Under EngineEquipConsts - CRUSING_SPEED = ####
Under AsteroidConsts - MAX_LOOT_PER_ASTEROID = ####


/DATA/EQUIPMENT

Commodities per faction.ini - A general of list what factions sell what goods.

Equip Engine.ini - Effects the engine of each ship. Use ship ID to find it.
Max Power / Linear Drag = Max speed, so 50000 / 100 = 500 normal speed
Reverse Faction - .5 gives half of max speed backwards...etc...
Cruise Charge Time - How long it takes till you to charge cruise.
Cruise Power Usage - How much power cruise uses.

Goods.ini - *Major File* - Holds stats for goods and the information for ship packages. You can change or create a new ship here, combined with shiparch.ini

Market Commidities.ini - What bases sell what goods

Market Misc.ini - What bases sell what equipment - The FIRST number after the name is level requirement. Replace with 0 to buy at any level.

Market Ships.ini - What bases sell what ships - *ONLY 3 per base!!*

Change 0, 0, 1, 1, 1 to 1, 1, 0, 1, 1 to enable buying.

Misc Equip.ini - Effects Power Recharge, Scanner, and Countermeasure Info

St Equip.ini - Effects Thrusters and Shields (NPC & Player)

ST Good.ini - Primarily to effect how much equipment costs

Weapon Equip.ini - Stats for all the weapons.

*NOTE* Radius on explosion is a nice little feature. Put it to 10000 and you have a nuke in space that hits anything as the bast radius expands (Useful for taking out a base with fighters) Players from Free Space 2 will know what I am talking about, Helios Nuke Mod Just make sure you don't blow yourself up with this :p

Liftime also effects the look and effect of the explosion. Increase it to 2-3 seconds for each and you have a semi-slow cool looking massive explosion.

Weapon Goods.ini - Primarily effects the cost of the weapons.

Weaponmoddb.ini - Effects dmg on various shield and such. Put 1.0 to have normal dmg effect everything.

/DATA/SHIPS

Shiparch.ini - Contains the main data for all the ships *Modify with caution!!* One mistake and it will crash the game.

Hope this helps, I spent the last 36 hours pouring over these files and creating several mods which I will post for others to use. I will try and make them for Mod Manager but I am not good with XML.



Edited by - bakedpotato on 8/12/2005 6:02:34 AM

Post Thu Mar 27, 2003 4:28 am

Awesome work! *stickied*

Post Thu Mar 27, 2003 11:20 pm

Update: March 27th

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Be careful when modifying the ships impulse speed. I had mine set to 250 and I couldn't even dock at any bases because the computer could not computer the angle correctly so I kept going in a circle.

Docking bay hardpoints on some ships really screw up the ship. For example the bays on the anubis. The guns will hand suspended in midair above the ship. I had a collision with something crashing into these and it automatically destroyed my ship. Unknown if it is a bug. Here is a list of hard points to pay careful attention too.

HpBayDoor 01
HpBayDoor 02
HpPilot
HpCockpit
HpCloak
HpHeadlight
HpRunninglight01-02 ( "Most" ship can use these as guns )
HpRunninglight03-06 ( Only recommend you use these for 360 turrets, otherwise guns will only point sideways, 06 will point backwards. )

These apply to the orignal ships without HP modification.

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I'm working on modifications for several ships which balance firepower without making the ship looked all screwed up. So far my modification have been useable in MP. I'm using the following models as these have excellent Hp to use.

Dragon
Anubis
Hammerhead
Defender
Saber
Eagle
Titan

Rhino
Drone
Domedary

Liberty Battleship
Bretona Battleship
Kusari Battleship
Rheinland Battleship

I won't put these up for download until I have tested them thoroughly so that way if you know it's posted on here it's been tested and works.

I've also made several weapon adjustments. I am current in the process of making a newship.

More to come later

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Update March 28th 2003

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Tutorial for changing effects / explosions on various stuff

Click here

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Tutorial for modifing the factions to be good to all but 1

Click here

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Tutorial for breaking the 990 cruise barrier

Click here

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Tutorial on Creating a Liberty Battleship with mooring (dock fixing)

Click here

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Tutorial on Creating new Hardpoints on a ship

Click here

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Tutorial on Nomad Battleship / Gunboat / fighter encounter

Click here

Edited by - Reynen on 31-03-2003 06:22:28

Post Fri Mar 28, 2003 12:56 am

Reynen's Cleint / Server Starship & Equipment Pack 1

Deleted since I already made a post about it. Want to keep this stricly for information to help moding.

If you made a post related to this in this thread please delete it so we can streamline the thread.

Edited by - Reynen on 29-03-2003 20:22:20

Post Fri Mar 28, 2003 10:19 am

Am I the only one making a mod that doesn't make you a god? Anyway I just wanted to mention that if you alter the Lifetime of a missle you also affect it's speed. Don't know about the lifetime of the explosion there are two values for that one.

Also, unlike ships, the info cards for missles (and most likely the other guns) aren't static. I decided to alter the speed and turn rate of the missles to make them more useful and I noticed that the equiptment dealers show the updated stats. Oh...does anyone know of a way to limit the number of torps(and only torps) you can carry?

ShadowStar SunSlayer

Post Fri Mar 28, 2003 1:39 pm

his mod seems more like a decent balance in power, everything has been upped for some truly hair raising battles ... way to go

Zen,
Even the greatest of whales is helpless in middle of desert.
DuwX.com

Post Fri Mar 28, 2003 6:51 pm

Not to burst your bubble, but Freelancer is not that moddable of a game. I wouldn't consider any game that isn't designed to be modded (and allows you to add/modify code) as truly moddable. What people are doing, to the credit of their effort, don't get me wrong, is simply hacking the data files.

I'm still looking forwards to new hacked ships and systems, but I don't confuse the moddability of Freelancer with games that are really moddable, like the Quake and Unreal Tournament games.

- Pfhoenix
running the Anarchy Central server

Post Sat Mar 29, 2003 7:05 am

I stand (err sit) corrected, I was kinda tired when I looked through it and mostly just saw the enhanced stats. I think you left something out in your example tho, I expect i would be a lot easier to take out that battleship with a combination of missles (good damage/no energy drain) and guns. Having the missle launchers mean you have fewer guns, which in turn means it takes longer for the powerplant to drain.

Are you sure you have to edit the ship to change the number of torps you can carry? That really doesn't make sense to me, isn't the number of missles/torps you can carry a constant? I've been through shiparch.ini quite a few times and I haven't seen anything about it in there. What I'm aiming to do, since the torps are almost completely useless, is to make it into a decent dedicated missle launcher, but I want to reduce the number of torps you can carry to 10 or 15 for balance. I might settle for increasing the re-fire delay for now.

-ShadowStar SunSlayer

Post Sat Mar 29, 2003 7:20 pm

Sorry I thought you meant change the number of torpedos on your ship.

For ammo you must edit constants.ini and change max ammo. It's described in the very first post.

Then goto weapon_good.ini and change the number of missiles you get when you get the mount for the ship and the price.

Ex (put max missile at 100. Change weapons_goods sunslayer value after the name to 100. You now get 100 missiles when you buy the sunslayer mount for your ship.

Also with less guns you do less dmg, but can fire just a little longer. It generally averages out the same, but missiles do add in to dmg there.

Hope that clears things up

Post Sat Mar 29, 2003 10:39 pm

I just wanna know where can i find Bini QDU 1.1 or another ini uncompressor, as mentionned. thanks

Post Sat Mar 29, 2003 10:58 pm

Try the download section on this site...

Post Mon Mar 31, 2003 2:14 am

Hey Reynen!

First off, awesome work on this list, it's been SOOOO useful! Everyone is tired of someone opening a new topic like "ho w do i open the .ini filez?"

HOWEVER

There's a new tutorial on this board (the one i made about scanners & tractor beams). If you could add it to your list, so many lives could be spared...

And again, thank you.


i prplx

Post Mon Mar 31, 2003 4:26 am

Hmm thought I did Consider it added, I will place it with the rest.

Edited by - Reynen on 31-03-2003 06:24:29

Post Mon Mar 31, 2003 5:23 am

Update March 30th 2003

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Tutorial: Add scanners and tractor beams to the inventory menu in 5 minutes

Click here

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Tutorial: How to creat a large crago train

Click here

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Tutorial: Creating New News Items/Adding News Items To Any Base

Click here

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Tutorial: How to create beam weapons

Click here

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Tutorial: Unlocking SP Gates

Click here

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Tutorial: Unlocking MP Gates

Click here

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Tutorial: Display all maps from start.

Click here

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Tutorial: Speed and Handling

Click here

Edited by - Reynen on 06-04-2003 22:06:21

CW

Post Sun Apr 06, 2003 7:09 am

Reynen, why don't you edit your very first post and put all the links into it?

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