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The general place to discuss MOD''ing Freelancer!

Post Fri Oct 31, 2003 10:29 pm

You can edit peoples costumes by opening up the missions ini's and changing costumes.

Post Fri Oct 31, 2003 11:46 pm

hey there, im having problems with my new system, posted in another topic but i've had no replies that help Basically when i jump to the new system, when the screen flashes white, mid-jump, my FL crashes to desktop. I've checked the jumpgate goto entries and they are fine. i've also checked the universe.ini for the new system entyr and that is fine, and i set up my system.ini following a tute to the word.... i am completely stumped, i've been stuck for nearly a week now. PLEASE someone help I've also tried putting the gate in California instead of NY cos of that weird bug thing.

Post Sun Nov 02, 2003 1:03 pm

Hey

I have been trying out all of these editing things on this page (and the one before it) and i have been experimenting with costumes and money But for some reason my sheilds are now invincable in SP (pity it dont work in MP!!!) how can you turn this off and what have i done?

-Trail-

[email protected]

Post Sun Nov 02, 2003 1:03 pm

Does the signature or message take HTML?
And how do you get a picture on?

-Trail-

[email protected]

Edited by - -Trail- on 02-11-2003 13:08:41

Post Sun Nov 02, 2003 7:25 pm

Thx... some much needed answers to some questions have been answered.

Some people look for intelligent life on other planets. Im trying to find it down here!

Post Sun Nov 02, 2003 7:58 pm

How do you make .xml files?

-Trail-

[email protected]

Post Mon Nov 03, 2003 4:04 am

just rename your .txt script into .xml file

ex.

script.txt
rename it
script.xml and wala you got your xml file

Are you feeling lonely or just plain horny then Click Here!!! and you'll have lots of fun...

Post Mon Nov 03, 2003 12:37 pm

Hello people - sorry, my comp contracted a nasty Virus that just caused me to crash over and over again and again etc etc (without even getting anywhere past a drive scan before crashing again!). Its taken over a week to get back online. However - i won't be answering every type of question again and again. So please - for weapons mounts, starting money, location selling etc etc - please use the index on the front post here.

I will still try to find time to answer some questions, but after a week off - i am kinda enjoying trying to shred faster than Kirk Hammett right now (i can't really - but am trying). So please - use the index available - and be patient! I also have a mod to finish off too! LOL
Chips

Post Tue Nov 04, 2003 10:13 am

ok now how do you make xml files work with freelancer??

-Trail-

[email protected]

Post Tue Nov 04, 2003 11:01 am

Chips, I am still having trouble with ‘server side’ loot drops. I have rewritten the rmlootinfo.ini and tried making other items ‘lootable = true’ in the st_equip.ini but am still not getting loot drops.

Where could I be going wrong?


Thanks in advance.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
If there is anything more important than my ego around here, I want it caught and shot immediately ~ (Zaphod Beeblebrox - Hitchhikers Guide to the Galaxy)

Post Tue Nov 04, 2003 11:01 am

xml scripting only works with FL as long as you use something to initiate it, like freelancer mod manager.

You can find instructions on how to make a xml script in the 'making my mod compatible with FLMM' contained within FLMM program. The instructions are laid out there. Unfort, i had a virus which has totally wiped my HDD, which means i lost everything, mod, FL, tools etc, and to be honest, i can't really be bothered to dl it again. Heck, the only thing i have left is the mod i made, which was stored on my website (very lucky, its taken me ages to make that thing!).

Chips

Post Tue Nov 04, 2003 2:04 pm

Hey eagle - its in the lootinfo - sorry. Meant to ammend that post a long time ago, but now i don't even have the tools for a demo yet.

Basically - its in the missions folder, there should be a file with loot in it, but i cannot remember what it is. If you open this, then you find a strange load of info in there which basically tells what is dropped where. I was decrypting what the hell it all meant when i got a virus which buggered the comp up good and proper. So far, i am NOT sure what makes who drop what!!!

By this i mean that if you look at the coding for bounty hunter guns and lib rogue guns they are the same, so that cannot be the thing that makes each faction drop only its guns (don't get rogues dropping bounty guns). I am thinking along the lines of the nicknames, like erm.... fc_lr_gun01_mark02 compared to gd_bh_gun01_mark01 means that only lib rogues drop that gun or not (really stabbing in dark, don't have FL installed at the mo!!).

I will get back to you when i can be bothered to reinstall FL and then mod again. It could be this evening,it could be next week..............basically i have spent enough time modding that its getting boring without many things left to do unless someone makes a break through. I still need to make little adjustments to the TEMP mod, which now has a no cd crack included. Last thing i was working on which i have now lost was new missions - ie, start story and select a box to play storyline or not. Its very hard due to the trigger system etc, but heck - its hard work. Last thing i actually did but is now lost, was make it so that at any time you can decline juni's missions (up to the last choice you have) and fly as 'openSP'. That took bloody days to do as well, but only the first two were tested (worked).

Oh well! Will let ya know how i go if i give it a go again!

Chips

p.s- if people can start to answer each others questions it would be nice. Remember to check the index THOROUGHLY - as MOST questions and queries that poeple have are there already.

This includes making new mounts using the UTF editor, selling loctions, making new commodities, weapons, equipement, making new bases and stuff, setting things to sell on them, etc etc. IF you have made a system, i have a thread about system crashes in the tutorials forum - have a peek.

Post Tue Nov 04, 2003 2:06 pm

Sod it - have broadband now though - will give example as soon as poss!

*edit* - okay here goes:

The commodities seem to make no real sense - but here is what i was thinking kinda!!
At the top of thefile, the mloot stuff doesn't make any sense, but at the bottom of the file is this: Now i think that these are what is looking for here, but i am not positive at all. Now then, i think that this might be connected to the commodities per faction.ini file, but i don't know and haven't experimented yet either.



[PhantomLoot
nickname = commodity_consumer_goods
toughness_range = 17, 17
percent_chance = 10.820000
num_to_drop = 39, 50

[PhantomLoot
nickname = commodity_consumer_goods
toughness_range = 18, 18
percent_chance = 10.820000
num_to_drop = 39, 50

[PhantomLoot
nickname = commodity_consumer_goods
toughness_range = 19, 19
percent_chance = 10.820000
num_to_drop = 39, 50

Oh - please note that there are difficulty levels here as well - hehe:


[PhantomLoot
nickname = commodity_niobium
toughness_range = 10, 10
percent_chance = 6.190000
num_to_drop = 5, 7

[PhantomLoot
nickname = commodity_niobium
toughness_range = 11, 11
percent_chance = 5.980000
num_to_drop = 7, 10

[PhantomLoot
nickname = commodity_niobium
toughness_range = 12, 12
percent_chance = 6.160000
num_to_drop = 9, 13

[PhantomLoot
nickname = commodity_niobium
toughness_range = 13, 13
percent_chance = 6.050000
num_to_drop = 12, 18

[PhantomLoot
nickname = commodity_niobium
toughness_range = 14, 14
percent_chance = 6.320000
num_to_drop = 15, 22


Am i sure it is this then? Well - yes, cause if you look at the shield regens, you see that more are dropped by the higher level NPC's that you attack - so basically this MUST be the right file, its just working stuff out.

[PhantomLoot
nickname = ge_s_battery_01
toughness_range = 2, 2
percent_chance = 43
num_to_drop = 1, 1

[PhantomLoot
nickname = ge_s_battery_01
toughness_range = 3, 3
percent_chance = 38
num_to_drop = 1, 1

[PhantomLoot
nickname = ge_s_battery_01
toughness_range = 4, 4
percent_chance = 44
num_to_drop = 1, 1

[PhantomLoot
nickname = ge_s_battery_01
toughness_range = 5, 5
percent_chance = 34
num_to_drop = 1, 1

[PhantomLoot
nickname = ge_s_battery_01
toughness_range = 6, 6
percent_chance = 27
num_to_drop = 1, 2

[PhantomLoot
nickname = ge_s_battery_01
toughness_range = 7, 7
percent_chance = 31
num_to_drop = 1, 2

[PhantomLoot
nickname = ge_s_battery_01
toughness_range = 8, 8
percent_chance = 28
num_to_drop = 2, 2

[PhantomLoot
nickname = ge_s_battery_01
toughness_range = 9, 9
percent_chance = 32
num_to_drop = 2, 2

[PhantomLoot
nickname = ge_s_battery_01
toughness_range = 10, 10
percent_chance = 37
num_to_drop = 2, 2

[PhantomLoot
nickname = ge_s_battery_01
toughness_range = 11, 11
percent_chance = 36
num_to_drop = 2, 3

[PhantomLoot
nickname = ge_s_battery_01
toughness_range = 12, 12
percent_chance = 34
num_to_drop = 2, 4

[PhantomLoot
nickname = ge_s_battery_01
toughness_range = 13, 13
percent_chance = 40
num_to_drop = 2, 4

[PhantomLoot
nickname = ge_s_battery_01
toughness_range = 14, 14
percent_chance = 36
num_to_drop = 3, 5

[PhantomLoot
nickname = ge_s_battery_01
toughness_range = 15, 15
percent_chance = 42
num_to_drop = 3, 5

[PhantomLoot
nickname = ge_s_battery_01
toughness_range = 16, 16
percent_chance = 38
num_to_drop = 4, 6

[PhantomLoot
nickname = ge_s_battery_01
toughness_range = 17, 17
percent_chance = 37
num_to_drop = 5, 7

[PhantomLoot
nickname = ge_s_battery_01
toughness_range = 18, 18
percent_chance = 38
num_to_drop = 6, 8

[PhantomLoot
nickname = ge_s_battery_01
toughness_range = 19, 100
percent_chance = 38
num_to_drop = 6, 10

For guns oh, and also some equipment if you want it - no idea here, Stuff like the 8 might still be level but i doubt it, dunno.
The 0, 2, 1 might be something like the weapons as per the market.ini fille for weapons, maybe the 2 is the max of that weapon to drop, but if you scroll down you find the 8000, 8000 being repeated by other entries etc, same with any of those numbers! I thought that this might be too do with if the ship is carrying the weapons in its loadout as to whether it drops them or not, ie either equiped or not equiped to give guns etc etc.

To make matters worse, there are also some nice little things like the darned shiedls, that aren't usually dropped at all if i remember right! Phhttt.

[mLootProps
nickname = fc_j_gun01_mark01
drop_properties = 8, 8000, 8000, 0, 2, 1

[mLootProps
nickname = fc_j_gun01_mark02
drop_properties = 8, 25396, 25396, 0, 2, 1

[mLootProps
nickname = fc_j_gun01_mark03
drop_properties = 8, 105206, 105206, 0, 2, 1

[mLootProps
nickname = fc_j_turret01_mark01
drop_properties = 8, 8000, 8000, 0, 2, 1


Anyways - thats about as far as i could be bothered ot get with that file there!! LOL

Good luck - let me know as i will still be around this thread alot - just won't be spending as much time as i used to helping out people i don't know!
Chips

Edited by - chips on 04-11-2003 14:24:26

Post Fri Nov 07, 2003 11:39 am

hello chip or any one that might no
1 is how do u tell what npc ships are in load out trieing to put proper nanos for there size of ship
2 in pilot population how do you tell whats for what encounter want to change the way certen ships shoot in accrace n dodge abilitie n repair time
3 is there a way to increase hull for npc ( mainley for nomads/frieghters)
4 chip you said put shield killer guns on them to make them more real like player how do u do that u didnt explain it that good tried but faild
5 can only get 8 nomads to appear at oncne any higher it crashes you said you can get raped by 24 that you did chip would like to no how you did that
6 how do i add nomads in all systems except newyork n make them att the trade lanes???
thank u n have a nice day
(ps is this all server side to or will i have to get players to edit there stuff i no most is server side but certain once might not be dont no)



Edited by - term0shad on 07-11-2003 11:41:06

Post Fri Nov 07, 2003 12:28 pm

Right now i don't have FL installed due to tons of probs with the damned broadband - so i have formatted twice this week.

Anyways - from memory - here goes.

NPC ships loadouts.

Go to the loadouts.ini file in the ships directory:
[Loadout
nickname = fc_x_ge_fighter_loadout01
archetype = ge_fighter
equip = ge_gf1_engine_01
equip = npc_shield02_mark02, HpShield01
equip = ge_fighter_power01

You know these - well the archetype line that is in bold is the type of ship that the npc ships fly!
Add the lines at the bottom like this to give nano bots and bats:

cargo = ge_s_battery_01, 3
cargo = ge_s_repair_01, 3

Sorted okay, next bit:

For which pilot is whom and what - you need to know what ships are in the encounters zone (difficulty level of them). It is a long process, i just go off the idea that it starts easy in the liberty system, and gradually gets harder as you go round (clockwise - so bretonia, Kusari, Rheinland, omegas, sigmas, gamma, alpha).

Sorted.

Now for how hard they are is the pilot they have, and the loadout (its complicated to explain) They are all in truth linked to another file called npc_ships in the missions folder. It means if you really really want to get it up correctly, that you have to check out the loadouts in that file for pilot difficulty IN Npc_ships.ini you find that the ships are linked to the loadouts, and also to the faction_prop.ini

Complicated now? Well - leave faction_prop.ini as we don't really need it yet, but in the npcships.ini you get this:

[NPCShipArch
nickname = li_p_li_fighter_d3 ;nickname - corresponds to faction_prop.ini
loadout = li_p_li_fighter_loadout01 ;the loadout of the ship in the loadouts.ini
level = d3 ; Difficulty of the guy - level 3 is lowish!
ship_archetype = li_fighter ;the type of ship he is flying
pilot = pilot_police_hard ;how good the pilot is - refers to pilots_population.ini
state_graph = FIGHTER ;type of ship
npc_class = lawful, class_fighter, d3 ;corresponds to faction_prop.ini

So - was you can see - difficulty, ship he flies and the loadout he flys with are in this part, the loadout is in the loadouts.ini - which also contains the ship it is he is flying too.

Erm, next:
To increase the hull for the npcships only i take it?
Yes - there are two ways - one is simple, one is impossibly difficult. The simple way is best aint it?

To increase the strength of the hull - add a line to the loadouts.ini for the ships that you want tougher.

equip = armor_scale_4

Now - these armor scales are like a strength of hull multiplier if you like,
Check in the select_equip.ini file for them, here is some examples:

[Armor
nickname = armor_scale_-4
hit_pts_scale = 0.533650

[Armor
nickname = armor_scale_-3
hit_pts_scale = 0.624371

[Armor
nickname = armor_scale_-2
hit_pts_scale = 0.730514

[Armor
nickname = armor_scale_-1
hit_pts_scale = 0.854701

[Armor
nickname = armor_scale_0
hit_pts_scale = 1

Those either make them weaker by multiplying the strength of hull by the hit points scale - so if 1200 is multiplied by 0.5 (armor scale -4), you then get a hull of 600 instead WITHOUT changing the ship.

It goes the other way of course as well,:-

[Armor
nickname = armor_scale_5
hit_pts_scale = 2.192448

[Armor
nickname = armor_scale_6
hit_pts_scale = 2.565164

[Armor
nickname = armor_scale_7
hit_pts_scale = 3.001242

[Armor
nickname = armor_scale_8
hit_pts_scale = 3.511453

So a hull of 1200 hit points, with armor scale 8 would really have a hull of 1200* 3.5 = 4200 in strength. So - add that line of equip = armor_scale_(number desired here). be careful though - ships like a titan with armor scale 8 and regen shields, with nano bots and bats become impossible to kill when taking more than three on.........especially when they have del cids armed!

Next:
To arm with shield killing guns - well here are some examples of mine:

Example: Here is my liberty police - they have some custom stuff also:

[Loadout
nickname = li_p_li_fighter_loadout01
archetype = li_fighter
equip = ge_lf_engine_01
equip = npc_shield01_mark02, HpShield01
equip = li_fighter_power01 ;they have real power instead of infinite
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = Military_thruster_01, HpThruster01 ;custom military thruster
equip = li_gun01_mark02, HpWeapon01
equip = li_gun01_mark03, HpWeapon02
equip = li_gun01_mark03, HpWeapon03
equip = co_gun02_mark01, HpWeapon04 ;equiped stunpulse gun
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallBlue, HpRunningLight01
equip = SlowSmallBlue, HpRunningLight02
equip = SlowSmallBlue, HpRunningLight03
equip = SlowSmallBlue, HpRunningLight04
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 3 ;Regen capability
cargo = ge_s_repair_01, 3 ;Regen Capability


Notice that - there is a gun that exists (others of mine have custom guns too)
Here is a different one - for a comparison for difficulty:

[Loadout
nickname = fc_c_co_elite2_loadout01
archetype = co_elite2
equip = ge_pe_engine_01
equip = npc_shield03_mark10, HpShield01
equip = co_elite2_power01 ;Ohh arrr real power here
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = pirate_thruster_01, HpThruster01 ;yah - custom thrusters
equip = armor_scale_2 ;oopss -tough guy eh? Armor
equip = fc_c_gun01_mark05, HpWeapon01
equip = fc_c_gun01_mark05, HpWeapon02
equip = fc_c_gun01_mark05, HpWeapon03
equip = te_gun19, HpWeapon04 ;Custom salamanka class 10 guns
equip = te_gun19, HpWeapon05 ;Custom salamanka class 10 gun
equip = fc_c_gun02_mark02, HpWeapon06 ;Del Cids to whoop out shields
equip = fc_c_turret01_mark02, HpTurret01
equip = torpedo01_mark01, HpTorpedo01 ;Grin - torps
cargo = torpedo01_mark01_ammo, 10
equip = mine01_mark04, HpMine01
cargo = mine01_mark04_ammo, 5
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallPurple, HpRunningLight01
equip = SlowSmallPurple, HpRunningLight02
equip = SlowSmallPurple, HpRunningLight03
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02
cargo = ge_s_battery_01, 10 ;Repair capability
cargo = ge_s_repair_01, 10 ;repair capability

So you have it there - some sheild killing weapons equiped on the ships. Also - the thrusters are custom as my pirates have faster thrusters that burn out quicker, whereas the military have slower, but LONGER burning thrusters to play with. Its all part of my mod that should be released shortley. I cannot show it all off before release though - you should see what others are carrying

Next:
NOmads - gang raping eh?

Okay - here is the unknown yeah?

toughness = 125
density = 48
repop_time = 25
max_battle_size = 24
pop_type = Background
relief_time = 35
faction_weight = fc_n_grp, 10

Notice the inflated sizes for density (amount of ships in zone), toughness (the level of the ships in zone), max battlesize (number in battle)

You need these sort of figures for war. Now to get nomads in every system? You need to be modding every system unfort! In all zones around. You can add them to ambient populations - which is the lazy (but very poor way) of doing it. If you do this, you have to hang about in the middle of no-where to find them. its easier to add them to zones. First - add the encounter parameter at the top of your system like this:

[EncounterParameters
nickname = area_nomads
filename = missions\encounters\area_nomads.ini


Next - go to the zones you want round planets or whatever, and add them to there with the following lines:

encounter = area_nomads, 19, 0.0200
faction = fc_n_grp, 1.000000

The 0.05 is so that they won't a) live in the zone
b) overpopulate and crash the zones

here is a zone i have just plonked them into, ie NY

[zone
nickname = Zone_Li01_001_Planet_Li01_01
pos = -33020, 0, -27925
rotate = 0, 104, 0
shape = SPHERE
size = 7000
comment = Manhattan
sort = 1
toughness = 100
density = 12
repop_time = 10
max_battle_size = 12
pop_type = li_p_grp, base_cluster_law
relief_time = 10
faction_weight = li_p_grp, 12
faction_weight = li_p_grp_prisoners, 4
faction_weight = co_be_grp, 10
faction_weight = co_hsp_grp, 10
faction_weight = co_kt_grp, 10
faction_weight = co_me_grp, 10
faction_weight = co_nws_grp, 10
faction_weight = co_ni_grp, 10
faction_weight = co_os_grp, 4
faction_weight = co_rs_grp, 10
faction_weight = co_shi_grp, 10
faction_weight = co_ss_grp, 10
faction_weight = co_vr_grp, 8
faction_weight = gd_bh_grp, 3
density_restriction = 4, unlawfuls
encounter = area_defend, 1, 0.070000
faction = li_p_grp, 1.000000
encounter = area_bh_defend, 1, 0.030000
faction = gd_bh_grp, 1.000000
encounter = area_armored_prisoner, 1, 0.020000
faction = li_p_grp, 1.000000
encounter = area_trade_freighter, 1, 0.090000
faction = co_hsp_grp, 0.260000
faction = co_me_grp, 0.260000
faction = co_ss_grp, 0.260000
faction = co_vr_grp, 0.210000
encounter = area_trade_transport, 1, 0.120000
faction = co_be_grp, 0.100000
faction = co_hsp_grp, 0.100000
faction = co_kt_grp, 0.100000
faction = co_me_grp, 0.100000
faction = co_nws_grp, 0.100000
faction = co_ni_grp, 0.100000
faction = co_rs_grp, 0.100000
faction = co_shi_grp, 0.100000
faction = co_ss_grp, 0.100000
faction = co_vr_grp, 0.080000
encounter = area_trade_armored, 1, 0.020000
faction = co_os_grp, 1.000000
encounter = area_lifter, 1, 0.030000
faction = co_me_grp, 0.500000
faction = co_ss_grp, 0.500000
encounter = area_repair, 1, 0.030000
faction = co_me_grp, 0.500000
faction = co_ss_grp, 0.500000
encounter = area_nomads, 19, 0.0200
faction = fc_n_grp, 1.000000


For them to attack tradelanes - they will anyways - they are hated by everyone, and they hate everyone - so unless your tradelanes have a nomad rep (its liberty police by default) then they will shoot them.
Otherwise you need to add them to one that does attack tradelanes - like rogues or hackers zones!

You have to do that everywhere you want them to appear. Good luck - and have fun!
Chips

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