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adding and removing ships

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 Tue Dec 14, 2004 8:30 am

adding and removing ships

Just a quick question. How do I remove ships from a MOD. Do I just delete them from the Data directory in the Mod Manager? Is there a good ship manager program? Thanks!

Phil Anderson

Post Tue Dec 14, 2004 9:02 am

ull find all mods and non mods ships in here : \DATA\Ships\shiparch.ini

Post Tue Dec 14, 2004 10:10 am

True to a degree, it's also possible the new ships are in a script format which you can delete. Also look in the ships folder of a mod and delete any folders with the same name as the ship. If it's hardcoded then you might have problems as some custom ships also have custom hulls, engines etc. Not as easy as it sounds lol

Post Tue Dec 14, 2004 12:16 pm

philkiley:
As Gibbon stated, they can be all over the place.
Depends on which ship you wish to delete, and why.
If, say, you don't want a particular ship sold...
Edit it out of the Market_Ships.ini file.
If you don't like a particular group flying a particular ship, edit the npcships.ini file.
(If the mod in question runs the missions, there's a total of 15 npcship.ini files to edit.)

Typical npcships.ini entry:
[NPCShipArch
nickname = fc_lr_pi_fighter_d1--------------Leave this alone
loadout = fc_lr_pi_fighter_loadout01--------Must be a loadout for the ship you chose
level = d1---------------------------------------Leave this alone
ship_archetype = pi_fighter------------------Change to the ship you prefer
pilot = pilot_pirate_ace-----------------------Leave this alone
state_graph = FIGHTER-----------------------Leave this alone unless you change to a freighter
npc_class = unlawful, class_fighter, d1------Leave this alone


If, instead of deleting, you want to completely replace a ship with one from FL, or somewhere else, see Gibbon's replay.

Watch your 6!

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