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*** Newbie Questions? Look no further! ***

The general place to discuss MOD''ing Freelancer!

Post Wed Apr 12, 2006 10:03 pm

Thanks a lot StarTrader for noticing my Qs!
I'll try what you've suggested and inform you the progress ASAP.
Btw...i need one more favor, do you know which threads that discuss about weapon animation editing?
Thank you again for your help! C U...

Better be late than never.............but better be quick...or die...!!

Post Mon Apr 17, 2006 9:35 am

Ok this is my problem....i used bini to change the cargo size in mod manager but i d like to know if theres something special to do to get it to change in multyplayer.

Post Tue Apr 18, 2006 1:35 am

To realace,

As far as i know...nope, there is nothing special thing that you must do. Coz if you modified a ship's cargo hold in your mod's shiparch.ini, than it will change all that type of ship's cargo, as long as you activated the mod.
But if you want it perfectly, you must edit ship's info, coz it will be funny if a ship's info said it can only hold 70 while the real thing is it can hold 100.
Well, good luck!

Better be late than never.............but better be quick...or die...!!

Post Thu Apr 20, 2006 1:19 am

Ok, lets try this out:
1st: close n de-activate everything (fl,server,flmm),and i suggest to install/copy sdk or unoficial-fl-patch to ur fl directory,
2nd: check out ur fl directory in case there are some .flmmbak files, if u found one just delete it (note: if u've already de-activated ur mod)
3rd: create ur mod in flmm directory and name the folder to whatever u like,
4th: edit ur mod's shiparch.ini and save it.
5th: run flmm then activate ur mod,
6th: at last, run fl-server and fl game.
Well,if u've already done that and still have those problems, let us know, then we'll see what we can do to help u out. Good luck!


Better be late than never.............but better be quick...or die...!!

Post Thu Apr 20, 2006 1:58 pm

Still nothing, ok , let me explain . I'm using wts-world-v-2-1 mod and i want to simply increase the cargo and nanos. When i change stuff in bini and save ,then try to reactivate it ,it wont activate, and when i change cargo size while world is activated it still doesn't change. I dont know yet how to create a whole mod and was wondering if i cange cargos and nanos in an existing mod....

Post Thu Apr 20, 2006 3:50 pm

Some advice for you, never work in your Freelancer directory, if you screw up in here you'll have to reinstall the game again. Either make a second FL directory or work in FLMM's mod folder (my personal choice).

First thing is to get rid of Bini as it's of no use to you, second get a copy of the SDK 1.3 and install it into your Freelancer directory. The SDK is a set of decoded FL ini files that LD and the gang over at EOA put together for everybody (gamer and moder alike), so we don't have to Bini every ini file any more, plus they also fixed a lot of DA's typo's and mistakes while they were at it.

Boy did you pick a bummer to work on, this mod is mostly xml script files and as a noob this'll give you an even bigger headache than you've already got.

Start FLMM and make sure everything is de-activated, press "Ctrl+R" to restore backups and then "Ctrl+M" to open the mod folder. This is where FLMM keeps all of the mods that are in the list, and this is where you need to do any alterations, head to the WTS-world folder and open it, you will see two folders "data & exe" and a pile of files that have .XML as thier extension. WTS uses xml script files for all of it's non vanilla coding and it's in these that most of what you need to alter can be found, however all of the vanilla ships can be found in the mods shiparch.ini.

We'll come back to the XML files in a minute, head into the DATA folder and then the SHIPS one, now open the shiparch.ini with notepad and you'll see this -

[Ship
ids_name = 237034
ids_info = 66570 <<<<<<------- INFO
ids_info1 = 66571
ids_info2 = 66608
ids_info3 = 66572 <<<<<<------- CARDS
ship_class = 0
nickname = li_fighter
LODranges = 0, 40, 60, 140, 300, 1000
msg_id_prefix = gcs_refer_shiparch_Liblf
mission_property = can_use_berths
type = FIGHTER
mass = 100.000000
hold_size = 25
linear_drag = 1.000000
fuse = li_fighter_gas01, 0.000000, -1
fuse = li_fighter_smoke01, 0.000000, -1
fuse = intermed_damage_smallship02, 0.000000, 400
fuse = intermed_damage_smallship03, 0.000000, 200
max_bank_angle = 35
camera_offset = 6, 22
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
nanobot_limit = 12
shield_battery_limit = 12

Now by just changing the "hold_size" the ships in game will be able to carry more, but thier infocards will still show the old setting, changing these will depend on how involved you want to get with FL moding. A lot of the moders don't bother thier arse when it comes to infocards simply because you have to edit the DLL's and that's slow, tedious and boring work as there's a lot of entries to change.

Head back to the XML files and open the first one in notepad, the expression WTF will probably be the first thing you think (or scream).

[Ship
ids_name = 0 ;GENERATESTRRES("Primus" )
ids_info = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><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/><PARA/><TEXT>Guns/Turrets: 5/8</TEXT><PARA/><TEXT>Armor: 45000</TEXT><PARA/><TEXT>Cargo Holds: 800 </TEXT><PARA/><TEXT>Max Batteries/NanoBots: 220/220</TEXT><PARA/><TEXT>Optimal Weapon Class: 8</TEXT><PARA/><TEXT>Max. Weapon Class: 10</TEXT><PARA/><TEXT>Additional Equipment: M, CM, CD/T</TEXT><PARA/><PARA/><POP/></RDL></xml>" )
ids_info1 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Primus</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT></TEXT><PARA/><TEXT>The Centauri Primus class Battle Cruisers is a mammoth war vessel, measuring 1,586 meters in length*. While not as new as the Vorchan class warships, as of 2263 the Primus was still the most powerful vessel in the Centauris Royal Navy, capable of delivering a massive weapons payload onto the battle field.</TEXT><PARA/><TEXT></TEXT><PARA/><TEXT>A Primus class ship is armed with eight, double barrel Ion cannon turrets monted along her upper and lower hull, four Battle Lasers mounted to the wings, missile launchers, and four light Pulse Cannons around the launch bay. Primus class Battle Cruisers can even be outfitted with mass drivers for planetary bombardment*. This massive tactical weapons system makes the Primus the most feared warship in the Centauri Navy.</TEXT><PARA/><POP/></RDL></xml>" )
ids_info2 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><TEXT>Stats</TEXT><PARA/><TRA data="0" mask="1" def="-1"/><TEXT/><PARA/><TEXT>Gun/Turret Mounts:</TEXT><PARA/><TEXT>Armor:</TEXT><PARA/><TEXT>Cargo Space:</TEXT><PARA/><TEXT>Max Batteries/NanoBots:</TEXT><PARA/><TEXT>Optimal Weapon Class:</TEXT><PARA/><TEXT>Max. Weapon Class:</TEXT><PARA/><TEXT>Additional Equipment: </TEXT><PARA/><POP/></RDL></xml>" )
ids_info3 = 0 ;GENERATEXMLRES("<xml><RDL><PUSH/><TEXT/><PARA/><TEXT/><PARA/><TEXT>5/8</TEXT><PARA/><TEXT>45000</TEXT><PARA/><TEXT>800 </TEXT><PARA/><TEXT>220/220</TEXT><PARA/><TEXT>8</TEXT><PARA/><TEXT>10</TEXT><PARA/><TEXT>M, CM, CD/T</TEXT><PARA/><POP/></RDL></xml>" )
ship_class = 3
nickname = ply_primus
type = FIGHTER
mission_property = can_use_large_moors
LODranges = 0, 999999, 999999, 999999, 999999
msg_id_prefix = gcs_refer_shiparch_Kusd
DA_archetype = Ships\Babylon\CePrimus\primus.cmp
material_library = Ships\Babylon\CePrimus\primus.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = Cockpits\RHEINLAND\rh_gunship.ini
max_bank_angle = 15
camera_offset = 20, 150
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
pilot_mesh = generic_pilot
nanobot_limit = 220
shield_battery_limit = 220
hit_pts = 45000
hold_size = 800
explosion_arch = explosion_ge_atransport
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

This is the shiparch.ini and the infocard entries for this ship, FLMM will take the infocard data and add it to a DLL and it will then add the rest of the entry into the shiparch.ini. Like the shiparch.ini you have 2 choices here either just change the "hold_size" or change the infocard entries as well, fortunately it's a lot easier to change them in xml script than in the DLL's. ids_info and ids_info3 are the ones that hold the stats, the highlighted sections being the parts you want to alter.

**EDIT** okay whose been screwing with the forum codes again since when does a happen with just a close bracket.

**shuffles of with a new headache**

Edited by - Bejaymac on 4/20/2006 5:09:23 PM

Post Fri Apr 21, 2006 10:48 pm

is it possible to change class 10 weps to class 1 weps if so how

Post Sat Apr 22, 2006 9:27 am

@ realace, there was something nagging at the back of my mind about WTS so I had a look at the d/load page for all of them. WTS is a Client-side mod, this means that it can only be used to play on a server that is running with the Server-side mod, using it to start a server is also a non starter as a lot of the altered server files are missing. It's also no use as a single player mod as it will give a very unbalanced, corrupted and crash infested game. This mod was done like this so that it could only be used on Crabtree's server.
If your looking to start your own server the upgrade to the newest version of WTS and email crabtree and see if he'll send you the server-side mod for it.
If your just wanting to use the mod online then you could have problems as I don't know if anybody still has it running on a server. Even if it still is running any alterations you've made will get you kicked from the server for cheating.
If open/single player is what you want then look for another mod, one thats SP/OP compatable.

@ moore121, that's a very common question so I won't answer it with anything other than CLICK ME

**shuffles of with a new headache**

Post Sat Apr 22, 2006 1:44 pm

Hello,

I wonder if it's possible to change the speed of the tradelanes?

I've looked a few posts which mentioned hacking the EXE and changing HEX code, but it seems all this achieves is removing the speed limit without actually changing the speed.

Post Mon Apr 24, 2006 7:42 pm

Really simple quesiton:

I'm just looking for a mod that adds in the things that were 'forgotten' in the original game, such as the class 9 and 10 grav shields, paralyzer missile launcher, etc.

I'm not looking for any big mods that add systems or ships or anything, I'd just like to get an Adv. Champion Shield. Can anyone point me in the direction of a mod that can do this?

Post Tue Apr 25, 2006 2:55 pm

@ magic_ghost, the tradelane speed can be altered but it requires a little Hex editing. You need an unwrapped (aka (illegal) No-CD hack) Freelancer.exe and the standard (or patched 1.1) Common.dll. You alter the EXE to show true speed and not the "---" you get in tradelanes and you alter both files to change the speed.
However I'll leave you to figure out how to do it as this info can be used as an MP cheat and the less people that know how to do it the better.

@ SoulFire, most mods give you that and more, but I don't think there's one that gives you just the forgotten equipment.

**shuffles of with a new headache**

Post Tue Apr 25, 2006 6:00 pm

@StarTrader, thnx...i've edited my gunboat pilot's job,and now they run if only they face a battleship. About the battleship in random mission and creating dockable atmosphere, i haven't done it yet.
Btw,in my mod that i'm working on,i've changed rheinland military into unlawful faction and make a war between kusari and rheinland in alaska (edited).Now,is it possible to generate a mission in kusari's base to kill rheinland's ships and vice versa?


Better be late than never.............but better be quick...or die...!!

Post Wed Apr 26, 2006 12:28 am

Someone asked about making faction names appear in stuff, did a search for "faction names appear" and in one of the results the link goes to the original topic (featuring barny with Reynen again, as always ).

click here



Edited by - parabolix on 8/14/2006 12:13:56 PM

Post Fri May 05, 2006 10:40 am

I now how to add new systems bases etc. but how do i add patrols in the systems i added (easy way please)

Post Wed May 31, 2006 8:58 am

@jelle

M8 go get yerself tha FLE (FL explorer) and read some tutorials...^^

@realace

m8 they appear after server restart and/or server crash

@ Chips

M8 hi please can you post all files that must be changed to insert a ship from other mod(permission asked and credits given)

Thanx in advance

Edited by - EXXIT-EDS-SpitFire on 5/31/2006 9:58:53 AM

Edited by - EXXIT-EDS-SpitFire on 5/31/2006 9:59:31 AM

Edited by - EXXIT-EDS-SpitFire on 5/31/2006 10:00:36 AM

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