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The-Starport

im soooooo confused

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 Wed Dec 15, 2004 1:49 pm

From personal experience, i normally use FLE to add planets, suns and bases and a few basic encounters, everything else gets hand edited in the .ini files. It's the safest way as FLE makes a mess of the mbase.ini to say the least. Commodities and all that stuff hand edited again.
Remember ppl that all the files are encoded by FLE and need to be decrypted for editing, that in itself can throw up loads of console errors. As i said earlier, if you know the problems FLE causes you can work round them and then it's ok, i don't even think about it now, just do it lol

Edited by - Gibbon on 12/15/2004 1:50:45 PM

Post Wed Dec 15, 2004 5:56 pm

Illusion:
I am, in fact, a big supporter of FLE.
As you said, it saves a ton of time.
However, it can, and does cause problems if you're unaware of them.
And that's all I've been trying to point out.
That, and the fact that in larger mods, such as mine, the problems appear to compound themselves.


Watch your 6!

Post Wed Dec 15, 2004 6:35 pm

Don't get me wrong here but i too like FLE, get used to its quirks and its a happening tool!

Post Thu Dec 16, 2004 9:25 am

I too love FLE, and the bugs aren't THAT big, but what's weird is that while some players couldn't ever run FLE, some others could run it with big bugs and others NO bug at all!

Post Thu Dec 16, 2004 6:41 pm


what's weird is that while some players couldn't ever run FLE, some others could run it with big bugs and others NO bug at all!

I think that has to do with what's being done with it.
The average player, making an average mod, should have absolutely no problems with FLE.
Players, like me, who do things like the "Deathwish AI Mod," "Spinning Planets Mod," and who just like to push the envelope to it's very edge, are going to get all kinds of bugs.
(Which has been my main problem.)

Watch your 6!

Post Fri Dec 17, 2004 11:52 am

ok, heres a new question, how do you make one factions affiliation, with another change, heres my mod story.

100 years after freelancer events, the universe is expanding, around 50 new systems have been discovered, and most inhabitaed. all the sudden choas. a super nuclear device, is armed on planet new london, the eplosion is soo big that it wipes out all of bretonia. automaticaaly at the same time kusari moves into rhineland. liberty and rhineland join together. liberty has moved its forces into shikokuo and the battleship myoko is gone. the blood dragons have taken over hokkiado, did the moves of kusari skrew itself over? no there backed by the nomads. who intern take over tau and sigma, all seems lost.

Post Fri Dec 17, 2004 11:46 pm

Okay...
Lots ta do for that one!
Edit/change the values for each faction in the following files:
Data\initialworld.ini
Data\Characters\NewCharacter.ini
Data\Missions\empathy.ini
EXE\mpnewcharacter.fl
EXE\newplayer.fl

Values should be identical in each file.
You will need a "SaveGame Editor" to edit the *.FL files.

The following files SHOULD also be modified to reflect the faction's attitudes:
Data\Equipment\commodities_per_faction.ini
Data\Missions\faction_prop.ini
Data\Missions\LootProps.ini
Data\RandomMissions\RMLootInfo.ini
Data\RandomMissions\VignetteParams.ini

Watch your 6!

Post Sat Dec 18, 2004 10:20 am

are these files in ur mod directory or freelancer files?

Post Sun Dec 19, 2004 4:38 am

Depends on whether you want to be able to remove it or not.

Take a Pick!

Post Sun Dec 19, 2004 7:35 am

well its for a server that m6y freind is making, i look in the mod files and didnt see them, so should i make a copy of all the freelaqncer files, and change it there? man this modding stuff is confusing, theres no way to change reps on FLE?

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