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Help Me!

Do you want to start editing Freelancer, but have no clue where to begin? This is the place for you to find things and talk about getting started on Freelancer Modding

Post Mon Oct 11, 2004 9:17 am

Help Me!

I really wan't to know how merge mods to create my own "best of the best mod" any help will really be apricated!
Thanks Diablo-cable-guy

Post Mon Oct 11, 2004 11:29 am

It involves a lot of cut and paste from the different ini files, but you have to remember to ask permission from each of the mods creators.

Post Mon Oct 11, 2004 11:32 am


remember to ask permission from each of the mods creators.


Only if you're going to release it. They don't care what you do just on your computer.

Post Mon Oct 11, 2004 1:01 pm

I'm just warning him, no need to jump on my head with a pickaxe

Post Mon Oct 11, 2004 3:30 pm

Better to be safe and get the permissions anyway. that way, if what you put together turns out great and you want to post it, you will already have done your homework.

Post Tue Oct 12, 2004 10:07 am

Thanks but what is an ini file and where are they in mod folders?(i am running Freelancer Mod Manager v 1.3)

Post Wed Oct 13, 2004 5:45 am

ini files are the data files, like shiparch.ini, Equipment.ini, ect. Open the Microsoft games folder Ms games/freelancer/data/to get to all the files. The nes in FLMM are the mods only. You make changes to those, but unless the are activated afterwards, nothing is changed in the game. If you want change a Mod, leave it deactivated, make your changes and then activate theMod and your changes will be added to the Game folder. Make sure before you start to download and install the SDK file first. It is a clean, fully decoded Data file. It is self exstracting to the Data folder.

Post Wed Oct 13, 2004 7:48 am

So do i need to create a new file and then cut+pate into it or just copy the entire ini file?

Post Wed Oct 13, 2004 10:14 am

1. Are planning on literally combining a couple of Mods? ie, Shipyard with reballance? Or are you takeing say rebalance and adding other ships, weps and soforth to it?

2. If adding parts to on mod to make a big mod, then you would cut and paste the parts you need This a sample only to add a ship - This is added to the Ship arch...

[Ship
ids_name = 0 ;GENERATESTRRES("Colonial Viper"
ids_info = 66700
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT> </TEXT><PARA/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Stats</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT> </TEXT><PARA/><TEXT>Gun/Turret Mounts: 2/0</TEXT><PARA/><TEXT>Armor: 4000</TEXT><PARA/><TEXT>Cargo Space: 40</TEXT><PARA/><TEXT>Max Batteries/NanoBots: 42/42</TEXT><PARA/><TEXT>Optimal Weapon Class: 8</TEXT><PARA/><TEXT>Max. Weapon Class: 10</TEXT><PARA/><TEXT?????A ???????o???o??A ????>Additional Equipment: M, CM</TEXT><PARA/><PARA/><POP/></RDL> "
ids_info1 = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Starhound Class "Viper" Interceptor</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT> </TEXT><PARA/><TEXT>The Starhound Class Viper is the primary Starfighter used by the Colonials. The Viper's three Ion engines, equiped with a high-speed turbo, make it ideal for it's role as an interceptor. Almost 9 meters long, equiped with 2 deadly laser-torpedo guns, it is the fastest fighter in space </TEXT><PARA/><POP/></RDL> "
ids_info3 = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TEXT> </TEXT><PARA/><TEXT> </TEXT><PARA/><TEXT>2/0</TEXT><PARA/><TEXT>4000</TEXT><PARA/><TEXT>40</TEXT><PARA/><TEXT>42/42</TEXT><PARA/><TEXT>8</TEXT><PARA/><TEXT>10</TEXT><PARA/><TEXT>M, CM </TEXT><PARA/><POP/></RDL> "
nickname = re_viper
LODranges = 0, 8000, 12000, 100000
ship_class = 0
type = FIGHTER
DA_archetype = ships\re\viper\viper.cmp
material_library = SHIPS\RE\viper\viper.mat
cockpit = cockpits\liberty\l_elite.ini
mass = 150.000000
hold_size = 40
nanobot_limit = 42
shield_battery_limit = 42
linear_drag = 1.000000
;new
fuse = intermed_damage_smallship01, 0.000000, 400
fuse = intermed_damage_smallship02, 0.000000, 200
fuse = intermed_damage_smallship03, 0.000000, 133
max_bank_angle = 40
camera_offset = 6, 19
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 10
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
;/new
explosion_arch = explosion_no_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 38000.000000, 38000.000000, 60000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2500.000000, 2500.000000, 1000.000000
nudge_force = 30000.000000
;new
strafe_force = 25000
strafe_power_usage = 40
;HP_bay_surface = HpBayDoor01
;HP_bay_external = HpBayDoor02
;/new
mission_property = can_use_berths
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 3
hit_pts = 4000
;new
shield_link = l_elite2_shield01, HpMount, HpShield01
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02
hp_type = hp_fighter_shield_special_10, HpShield01
hp_type = hp_fighter_shield_special_9, HpShield01
hp_type = hp_fighter_shield_special_8, HpShield01
hp_type = hp_fighter_shield_special_7, HpShield01
hp_type = hp_fighter_shield_special_6, HpShield01
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01

This is added to the Goods.ini...

[Good
nickname = re_vip_hull
category = shiphull
ship = re_viper
price = 125000
item_icon = Equipment\models\commodities\nn_icons\re_viper.3db

[Good
nickname = re_vip_package
category = ship
hull = re_vip_hull
addon = ge_gf1_engine_01, internal, 1
addon = re_viper_power01, internal, 1


This is added to the Market_ships.ini...

marketgood = re_vip_package, 1, -1, 1, 1, 1, 1, 1

This is added to the Misc_equip.ini...

[Power
nickname = re_viper_power01
ids_name = 0 ;GENERATESTRRES("Hybrid Reactor"
ids_info = 0 ;GENERATEXMLRES("<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Hybrid Reactor</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>The Hybrid Powersystem used in the Viper Starfighters consists of a Tylium energizer and 2 Fusion Reactors. The combined power-output of over 200 Terajoules enables the viper to operate independent for nearly two weeks if necessary</TEXT><PARA/><TEXT> </TEXT><PARA/><POP/></RDL>"
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 1000
charge_rate = 190
thrust_capacity = 1000
thrust_charge_rate = 105
lootable = false

As you can see, there are a lot of things that must be added, and if an effect is altered, that would have to be changed as well. A lot of work combining things. Good luck with it.



Edited by - Finalday on 10/13/2004 11:16:02 AM

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