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