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****NEWBIE QUESTIONS?? - look no further2!!****
The general place to discuss MOD''ing Freelancer!
I'm posting here in case people don't read the first topic anymore :-p
Hi, I've got a little question... I'm wondering if we can have three shields on our ship...
I already created 2 supplementary shield hardpoints, gave them the level ranking, etc.
Now, I already had one mounted (modifying a ship I fly in a saved game) and I can add one shield more, the third shield won't add though, the game says there's no hardpoint left...
Strange...
I unmount one of the shields, I can't re-mount it, ok, I see, it shows 3 hardpoints in the inventory, but only one can be mounted it seems, how can we pass that? I'd really like to have in fact, the three different shield types at the same time, so, the three shields would form one shield with the combined capacity (sum of capacities of the three shields), but it would have the three different properties...
Example, take the three cl10 shields for a heavy fighter (say 12000, 10000, 8000 capacity -> graviton, positron, molecular respectively)... Someone shoots with a couple of Tizonas once, the positron shield itself would drop off for several seconds, knocked off by the guns... Thus, your shield energy bar should drop off by 1/3 (10000/30000)... The following shots would loose efficiency (60% for graviton, 80% molecular something like that)...
Is it possible to do that? Cos I can't see a solution to my dilemma...
Thank you very much for reading me out...
I see living people... Not for long unfortunately... hehehehehehehehe
Hi, I've got a little question... I'm wondering if we can have three shields on our ship...
I already created 2 supplementary shield hardpoints, gave them the level ranking, etc.
Now, I already had one mounted (modifying a ship I fly in a saved game) and I can add one shield more, the third shield won't add though, the game says there's no hardpoint left...
Strange...
I unmount one of the shields, I can't re-mount it, ok, I see, it shows 3 hardpoints in the inventory, but only one can be mounted it seems, how can we pass that? I'd really like to have in fact, the three different shield types at the same time, so, the three shields would form one shield with the combined capacity (sum of capacities of the three shields), but it would have the three different properties...
Example, take the three cl10 shields for a heavy fighter (say 12000, 10000, 8000 capacity -> graviton, positron, molecular respectively)... Someone shoots with a couple of Tizonas once, the positron shield itself would drop off for several seconds, knocked off by the guns... Thus, your shield energy bar should drop off by 1/3 (10000/30000)... The following shots would loose efficiency (60% for graviton, 80% molecular something like that)...
Is it possible to do that? Cos I can't see a solution to my dilemma...
Thank you very much for reading me out...
I see living people... Not for long unfortunately... hehehehehehehehe
Have a look in here and see what you notice that might be stopping you.....
[Good
nickname = shield02_mark06_fr
equipment = shield02_mark06_fr
category = equipment
price = 90310
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db
combinable = false
ids_name = 263844
ids_info = 264844
shop_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
What line makes you think that you cannot mount more than one item (shield) ??
Aye - thats correct:
combinable = false
Make it true.
*edit* -the file for this is the st_good.ini
Edited by - Chips on 21-12-2003 10:53:16
[Good
nickname = shield02_mark06_fr
equipment = shield02_mark06_fr
category = equipment
price = 90310
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db
combinable = false
ids_name = 263844
ids_info = 264844
shop_archetype = equipment\models\st\li_refractor_shield.3db
material_library = equipment\models\li_equip.mat
What line makes you think that you cannot mount more than one item (shield) ??
Aye - thats correct:
combinable = false
Make it true.
*edit* -the file for this is the st_good.ini
Edited by - Chips on 21-12-2003 10:53:16
Thank you very much, Chips, forgot that (haven't looked in that ini file neither ROFL...
EDIT: Well, I did that, and problem isn't solved Do I need to change this on all shields? I still got trouble, two shields max, I don't even think they are combined :S Still looking...
SECOND EDIT: I solved the problem, in fact, I created new shield hp properties, I tripled them, so the game only read the first ten lines for the shields, I solved the problem and now all hp are usable (WOOOOOOOOOOOOOOOOOOHOOOOOOOO!!!)
My mistake, thanks anyway for the mod Evolution (I took one of the ships in it ), and for the time you spend for noobs like me...
BTW, never found the other ships of the mod, I looked into the ini files of the mod, says some ships are in Ku_04_base_04, but I haven't found them... Or they have been replaced by others...
Gonna keep looking...
Oh, btw, I don't know what I did, but I see no ships anymore flying around... lol... I don't need to watch my back thus, but I'm not gonna bother you, I'll learn more from my mistakes
CYA round
I see living people... Not for long unfortunately... hehehehehehehehe
Edited by - Xploited Titan/Lucy-fer on 21-12-2003 11:25:11
Edited by - Xploited Titan/Lucy-fer on 21-12-2003 11:57:46
EDIT: Well, I did that, and problem isn't solved Do I need to change this on all shields? I still got trouble, two shields max, I don't even think they are combined :S Still looking...
SECOND EDIT: I solved the problem, in fact, I created new shield hp properties, I tripled them, so the game only read the first ten lines for the shields, I solved the problem and now all hp are usable (WOOOOOOOOOOOOOOOOOOHOOOOOOOO!!!)
My mistake, thanks anyway for the mod Evolution (I took one of the ships in it ), and for the time you spend for noobs like me...
BTW, never found the other ships of the mod, I looked into the ini files of the mod, says some ships are in Ku_04_base_04, but I haven't found them... Or they have been replaced by others...
Gonna keep looking...
Oh, btw, I don't know what I did, but I see no ships anymore flying around... lol... I don't need to watch my back thus, but I'm not gonna bother you, I'll learn more from my mistakes
CYA round
I see living people... Not for long unfortunately... hehehehehehehehe
Edited by - Xploited Titan/Lucy-fer on 21-12-2003 11:25:11
Edited by - Xploited Titan/Lucy-fer on 21-12-2003 11:57:46
erm - you mean in the shiparch.ini file you had something like this?:
hp_type = hp_fighter_shield_special_6, HpShield01
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_fighter_shield_special_6, HpShield02
hp_type = hp_fighter_shield_special_5, HpShield02
hp_type = hp_fighter_shield_special_4, HpShield02
hp_type = hp_fighter_shield_special_3, HpShield02
hp_type = hp_fighter_shield_special_2, HpShield02
hp_type = hp_fighter_shield_special_1, HpShield02
Instead of doing it like this?
hp_type = hp_fighter_shield_special_6, HpShield01, HpShield02
hp_type = hp_fighter_shield_special_5, HpShield01, HpShield02
hp_type = hp_fighter_shield_special_4, HpShield01, HpShield02
hp_type = hp_fighter_shield_special_3, HpShield01, HpShield02
hp_type = hp_fighter_shield_special_2, HpShield01, HpShield02
hp_type = hp_fighter_shield_special_1, HpShield01, HpShield02
And yes, you would need to change every combinable = false line to true for the shields you want to mount - sorry, shoulda said that!
hp_type = hp_fighter_shield_special_6, HpShield01
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_fighter_shield_special_6, HpShield02
hp_type = hp_fighter_shield_special_5, HpShield02
hp_type = hp_fighter_shield_special_4, HpShield02
hp_type = hp_fighter_shield_special_3, HpShield02
hp_type = hp_fighter_shield_special_2, HpShield02
hp_type = hp_fighter_shield_special_1, HpShield02
Instead of doing it like this?
hp_type = hp_fighter_shield_special_6, HpShield01, HpShield02
hp_type = hp_fighter_shield_special_5, HpShield01, HpShield02
hp_type = hp_fighter_shield_special_4, HpShield01, HpShield02
hp_type = hp_fighter_shield_special_3, HpShield01, HpShield02
hp_type = hp_fighter_shield_special_2, HpShield01, HpShield02
hp_type = hp_fighter_shield_special_1, HpShield01, HpShield02
And yes, you would need to change every combinable = false line to true for the shields you want to mount - sorry, shoulda said that!
Not to confuse anyone - but this is specfically for someone!
Okay - new ships. You have the models and matts all sorted yeah?
Need a new shiparch.ini reference,
[Ship
ids_name = 524306 ;custom ids name
ids_info = 66772 ;Custom info
ids_info1 = 66773 ;custom info
ids_info2 = 66608 ;universal one (its a template of info)
ids_info3 = 66774 ;custom info
ship_class = 0
nickname = ghost_ship ;Nickame of your ship!!
LODranges = 0, 99999
msg_id_prefix = gcs_refer_shiparch_Brelf
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\firebase\ghost\ghost.cmp;CMP file location of ship
material_library = ships\firebase\ghost\ghost.mat ;Matt file location
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\firebase\ghost.ini ;Custom cockpit, can use existing
pilot_mesh = generic_pilot
nanobot_limit = 10
shield_battery_limit = 10
mass = 80.000000
linear_drag = 1.000000
hold_size = 10
fuse = intermed_damage_smallship02, 0.000000, 525
fuse = intermed_damage_smallship03, 0.000000, 263
max_bank_angle = 90
camera_offset = 7, 30
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 30
camera_vertical_turn_up_angle = 30
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 1000
explosion_arch = explosion_br_fighter
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
nudge_force = 30000.000000
strafe_force = 50000
strafe_power_usage = 2
steering_torque = 25000.000000, 25000.000000, 50000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
bay_door_anim = Sc_open dock1
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
hp_type = hp_thruster, HpThruster01, HpThruster02
num_exhaust_nozzles = 2
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_torpedo_special_2, HpTorpedo01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCm01
shield_link = b_fighter_shield01, HpMount, HpShield01
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
Now this was a custom ship in my mod by Firebase. Now, the lines i have highlighted will need changing. Next though - you need to make it into a goods package in the goods.ini file.
[Good
nickname = ghost_hull ;custom nickname
category = shiphull
ship = ghost_ship ;name in shiparch.ini file
price = 1000
ids_name = 12018 ;just use this - it exists and does nothing!
item_icon = Equipment\models\commodities\nn_icons\transport.3db
[Good
nickname = ghost_package ;this nickname is the ref in market_ships.ini
category = ship
hull = ghost_hull ;ref to the hull above part!!
addon = ghost_engine, internal, 1
addon = ghost_power, internal, 1
addon = ge_s_scanner_02, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark02_lf, HpShield01, 1
addon = ge_s_thruster_01, HpThruster01, 1
addon = ge_s_thruster_01, HpThruster02, 1
addon = FastSmallBlue, HpRunningLight01, 1
addon = FastSmallBlue, HpRunningLight02, 1
addon = FastSmallBlue, HpRunningLight03, 1
addon = FastSmallBlue, HpRunningLight04, 1
addon = FastSmallBlue, HpRunningLight05, 1
addon = FastSmallBlue, HpRunningLight06, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = contrail01, HpContrail03, 1
addon = contrail01, HpContrail04, 1
Please note there is alot of custom stuff in my mods - like the engine, power etc etc etc. Each thing will need to make sure you have the hardpoints for them. You ONLY need an engine,powerplant and scanner for a ship to launch!! So ONLY make your package have that to start with!lol
So your package would be;
[Good
nickname = ghost_hull ;custom nickname
category = shiphull
ship = ghost_ship ;name in shiparch.ini file
price = 1000
ids_name = 12018 ;just use this - it exists and does nothing!
item_icon = Equipment\models\commodities\nn_icons\transport.3db
[Good
nickname = ghost_package ;this nickname is the ref in market_ships.ini
category = ship
hull = ghost_hull ;ref to the hull above part!!
addon = ghost_engine, internal, 1
addon = ghost_power, internal, 1
addon = ge_s_scanner_02, internal, 1
But make it your own names and change the engines (steal from another entry in goods.ini for that and power!!)
Now put it to sell somewhere in the market_ships.ini file!!
marketgood = ghost_package, 0, -1, 1, 1, 0, 1, 1
Okay - new ships. You have the models and matts all sorted yeah?
Need a new shiparch.ini reference,
[Ship
ids_name = 524306 ;custom ids name
ids_info = 66772 ;Custom info
ids_info1 = 66773 ;custom info
ids_info2 = 66608 ;universal one (its a template of info)
ids_info3 = 66774 ;custom info
ship_class = 0
nickname = ghost_ship ;Nickame of your ship!!
LODranges = 0, 99999
msg_id_prefix = gcs_refer_shiparch_Brelf
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\firebase\ghost\ghost.cmp;CMP file location of ship
material_library = ships\firebase\ghost\ghost.mat ;Matt file location
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\firebase\ghost.ini ;Custom cockpit, can use existing
pilot_mesh = generic_pilot
nanobot_limit = 10
shield_battery_limit = 10
mass = 80.000000
linear_drag = 1.000000
hold_size = 10
fuse = intermed_damage_smallship02, 0.000000, 525
fuse = intermed_damage_smallship03, 0.000000, 263
max_bank_angle = 90
camera_offset = 7, 30
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 30
camera_vertical_turn_up_angle = 30
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 1000
explosion_arch = explosion_br_fighter
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
nudge_force = 30000.000000
strafe_force = 50000
strafe_power_usage = 2
steering_torque = 25000.000000, 25000.000000, 50000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
bay_door_anim = Sc_open dock1
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
hp_type = hp_thruster, HpThruster01, HpThruster02
num_exhaust_nozzles = 2
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_torpedo_special_2, HpTorpedo01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCm01
shield_link = b_fighter_shield01, HpMount, HpShield01
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
Now this was a custom ship in my mod by Firebase. Now, the lines i have highlighted will need changing. Next though - you need to make it into a goods package in the goods.ini file.
[Good
nickname = ghost_hull ;custom nickname
category = shiphull
ship = ghost_ship ;name in shiparch.ini file
price = 1000
ids_name = 12018 ;just use this - it exists and does nothing!
item_icon = Equipment\models\commodities\nn_icons\transport.3db
[Good
nickname = ghost_package ;this nickname is the ref in market_ships.ini
category = ship
hull = ghost_hull ;ref to the hull above part!!
addon = ghost_engine, internal, 1
addon = ghost_power, internal, 1
addon = ge_s_scanner_02, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark02_lf, HpShield01, 1
addon = ge_s_thruster_01, HpThruster01, 1
addon = ge_s_thruster_01, HpThruster02, 1
addon = FastSmallBlue, HpRunningLight01, 1
addon = FastSmallBlue, HpRunningLight02, 1
addon = FastSmallBlue, HpRunningLight03, 1
addon = FastSmallBlue, HpRunningLight04, 1
addon = FastSmallBlue, HpRunningLight05, 1
addon = FastSmallBlue, HpRunningLight06, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = contrail01, HpContrail03, 1
addon = contrail01, HpContrail04, 1
Please note there is alot of custom stuff in my mods - like the engine, power etc etc etc. Each thing will need to make sure you have the hardpoints for them. You ONLY need an engine,powerplant and scanner for a ship to launch!! So ONLY make your package have that to start with!lol
So your package would be;
[Good
nickname = ghost_hull ;custom nickname
category = shiphull
ship = ghost_ship ;name in shiparch.ini file
price = 1000
ids_name = 12018 ;just use this - it exists and does nothing!
item_icon = Equipment\models\commodities\nn_icons\transport.3db
[Good
nickname = ghost_package ;this nickname is the ref in market_ships.ini
category = ship
hull = ghost_hull ;ref to the hull above part!!
addon = ghost_engine, internal, 1
addon = ghost_power, internal, 1
addon = ge_s_scanner_02, internal, 1
But make it your own names and change the engines (steal from another entry in goods.ini for that and power!!)
Now put it to sell somewhere in the market_ships.ini file!!
marketgood = ghost_package, 0, -1, 1, 1, 0, 1, 1
Okay - for the ids names to be done. Got the one i sent you?
Okay - if building straight into the Game of freelancer - then put that file in the games EXE folder. Now using BiniQ - open up freelancer.ini file. We have to let the game know about the new file first!
So - search for this part:
[Resources
DLL = InfoCards.dll ; Contains all infocard text resources
DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text
DLL = NameResources.dll ; Contains names of things, primarily.
DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources)
DLL = OfferBribeResources.dll ; Contains random mission offers and bribes
DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text
Okay - to let the game know about the file - you need to add it to the end of his part
[Resources
DLL = InfoCards.dll ; Contains all infocard text resources
DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text
DLL = NameResources.dll ; Contains names of things, primarily.
DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources)
DLL = OfferBribeResources.dll ; Contains random mission offers and bribes
DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text
DLL = nameresources_new.dll ; this is yours!
Now save that file off (don't forget to save as an ini file and not a text file! lol)
Okay - now its ready, you can use FLEDS!!
IF YOUR BUILDING INTO FLMM MOD FOLDER!!
Go into your own mods folder. Make an exe folder, Now copy FROM the games EXE folder:
Freelancer.ini
Infocards.dll
Okay - now paste your dll file into this folder as well. now do the same as above!!
Okay - after that!
Now, open FLED - navigate to either your GAME folder, or your MODS folder. Click on open when either resting on the freelancer folder or mymod folder.
Okay - now you can use FLEDS.
The first number of your new dll file should be
458752
Punch that number in to the ids name field box.? Now press get ids name
Nothing should appear, but at the bottom you will note it says DLL number 7 - nameresources_new.dll - table 1 - ResID 1
okay - that is your first empty and new dll number. This will be your ships name - so type in the name into the main box!! Now press 'save ids_name' button. Its just saved that to your NEW dll file. You need Freelancer.ini in this directory so that it knows to use the new dll file!
Now - for the info, personally, i just use the old files, they are info numbers- so if you enter them into the name filed, you will see nothing, Enter them into the info field, and you will see the info. To be able to do this, you needed the infocards.dll file!
Ship
ids_name = 458752 ;Your own brand new name yup!!!
ids_info = 66772 ;Custom info
ids_info1 = 66773 ;custom info
ids_info2 = 66608 ;universal one (its a template of info)
ids_info3 = 66774 ;custom info
Anyways. Punch in the first number you have there - which is 66772. Now press get ids info. Change the fields that are in there to read info you want to see (ie, number of guns/turrets, number of bots and bats, cargo hold, etc etc etc.)
Now enter your number into the field! What is my number, why, its 1 after the last one, so input 458753 into the field for the ids_info
Now press save ids_info. Your first new infocard is done.
Do the same for the others okay. Remember though that ids_info2 is a standard.
Anyways - when finshed - should look like this:
[Ship
ids_name = 458752 ;Your own brand new name yup!!!
ids_info = 458753 ;Custom info
ids_info1 = 458754 ;custom info
ids_info2 = 66608 ;universal one (its a template of info)
ids_info3 = 458755;custom info
Bish, bash and bosh! Your done. Save your shiparch.ini file off and the either load the game, or activate the mod. Simple and easy. Follow the same idea each time, jsut remember the last numbers used (i write them down)
Okay - if building straight into the Game of freelancer - then put that file in the games EXE folder. Now using BiniQ - open up freelancer.ini file. We have to let the game know about the new file first!
So - search for this part:
[Resources
DLL = InfoCards.dll ; Contains all infocard text resources
DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text
DLL = NameResources.dll ; Contains names of things, primarily.
DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources)
DLL = OfferBribeResources.dll ; Contains random mission offers and bribes
DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text
Okay - to let the game know about the file - you need to add it to the end of his part
[Resources
DLL = InfoCards.dll ; Contains all infocard text resources
DLL = MiscText.dll ; Contains other bulk text resource: rumor, offer, and mission text
DLL = NameResources.dll ; Contains names of things, primarily.
DLL = EquipResources.dll ;Contains names of equipment (in string table) and infocards for equipment (in HTML resources)
DLL = OfferBribeResources.dll ; Contains random mission offers and bribes
DLL = MiscTextInfo2.dll ;Contains MP UI elements as well as other misc. text
DLL = nameresources_new.dll ; this is yours!
Now save that file off (don't forget to save as an ini file and not a text file! lol)
Okay - now its ready, you can use FLEDS!!
IF YOUR BUILDING INTO FLMM MOD FOLDER!!
Go into your own mods folder. Make an exe folder, Now copy FROM the games EXE folder:
Freelancer.ini
Infocards.dll
Okay - now paste your dll file into this folder as well. now do the same as above!!
Okay - after that!
Now, open FLED - navigate to either your GAME folder, or your MODS folder. Click on open when either resting on the freelancer folder or mymod folder.
Okay - now you can use FLEDS.
The first number of your new dll file should be
458752
Punch that number in to the ids name field box.? Now press get ids name
Nothing should appear, but at the bottom you will note it says DLL number 7 - nameresources_new.dll - table 1 - ResID 1
okay - that is your first empty and new dll number. This will be your ships name - so type in the name into the main box!! Now press 'save ids_name' button. Its just saved that to your NEW dll file. You need Freelancer.ini in this directory so that it knows to use the new dll file!
Now - for the info, personally, i just use the old files, they are info numbers- so if you enter them into the name filed, you will see nothing, Enter them into the info field, and you will see the info. To be able to do this, you needed the infocards.dll file!
Ship
ids_name = 458752 ;Your own brand new name yup!!!
ids_info = 66772 ;Custom info
ids_info1 = 66773 ;custom info
ids_info2 = 66608 ;universal one (its a template of info)
ids_info3 = 66774 ;custom info
Anyways. Punch in the first number you have there - which is 66772. Now press get ids info. Change the fields that are in there to read info you want to see (ie, number of guns/turrets, number of bots and bats, cargo hold, etc etc etc.)
Now enter your number into the field! What is my number, why, its 1 after the last one, so input 458753 into the field for the ids_info
Now press save ids_info. Your first new infocard is done.
Do the same for the others okay. Remember though that ids_info2 is a standard.
Anyways - when finshed - should look like this:
[Ship
ids_name = 458752 ;Your own brand new name yup!!!
ids_info = 458753 ;Custom info
ids_info1 = 458754 ;custom info
ids_info2 = 66608 ;universal one (its a template of info)
ids_info3 = 458755;custom info
Bish, bash and bosh! Your done. Save your shiparch.ini file off and the either load the game, or activate the mod. Simple and easy. Follow the same idea each time, jsut remember the last numbers used (i write them down)
Using winzip - click on add to zip file - then you can actually name the file for it, and the location its made in (default to the directory your in).
So - for mine take freelancer evolutions
Name of folder is:
Freelancer - Evolutions
I do the add to zip =
Freelancer - Evolutions.zip
Now - tap the cursor to the end, and add flmod to it.
Freelancer - Evolutions.zip.flmod
Done and dusted.
So - for mine take freelancer evolutions
Name of folder is:
Freelancer - Evolutions
I do the add to zip =
Freelancer - Evolutions.zip
Now - tap the cursor to the end, and add flmod to it.
Freelancer - Evolutions.zip.flmod
Done and dusted.
Well, Accushot, if you could help me there ^^ http://www.lancersreactor.com/t/forum/t ... le=&M=True
I see living people... Not for long unfortunately... hehehehehehehehe
Btw, your first two words are the ones I use in one of my nicks, so please, don't use it... Thanks and merry christmas to you... ^^
Edited by - Xploited Titan/Lucy-fer on 23-12-2003 12:15:47
I see living people... Not for long unfortunately... hehehehehehehehe
Btw, your first two words are the ones I use in one of my nicks, so please, don't use it... Thanks and merry christmas to you... ^^
Edited by - Xploited Titan/Lucy-fer on 23-12-2003 12:15:47
firebase : random missions
I Think then first number is the rank you have to be to be offered said mission. Look in DATA/MISSIONS/rankdiff.ini which contains this text:
[RankDiffDB
rank_diff = Base_0_Rank, 0.082100 ;<--- Example mission between
rank_diff = FreeTime_01_02, 0.112387 ;<--- these two somewhere
rank_diff = FreeTime_02_03, 0.205129
rank_diff = FreeTime_03_04, 0.351002
rank_diff = FreeTime_04_05, 0.480486
rank_diff = FreeTime_05_06, 0.657737
rank_diff = FreeTime_07_08, 0.900376
rank_diff = FreeTime_08_09, 1.232525
rank_diff = Mission_End, 38.983860
The second number is probably the AI level (on the ai graph) but thats only a guess Thats all ive got.
I Think then first number is the rank you have to be to be offered said mission. Look in DATA/MISSIONS/rankdiff.ini which contains this text:
[RankDiffDB
rank_diff = Base_0_Rank, 0.082100 ;<--- Example mission between
rank_diff = FreeTime_01_02, 0.112387 ;<--- these two somewhere
rank_diff = FreeTime_02_03, 0.205129
rank_diff = FreeTime_03_04, 0.351002
rank_diff = FreeTime_04_05, 0.480486
rank_diff = FreeTime_05_06, 0.657737
rank_diff = FreeTime_07_08, 0.900376
rank_diff = FreeTime_08_09, 1.232525
rank_diff = Mission_End, 38.983860
The second number is probably the AI level (on the ai graph) but thats only a guess Thats all ive got.
XPloited:
First you need to find the wreck info in the system file, it should look something like this:
[Object
nickname = rh_battleship_wreck
ids_name = 261709
pos = -4870, -1000, 39426
rotate = 6, 38, -61
Archetype = rh_battleship_wreck
visit = 16
ids_info = 66458
loadout = SECRET_bh_bh_fighter_li01 ;<-- This describes what will spawn
Then look in loadouts.ini and find the name of the loadout, this loadout looks like:
[Loadout
nickname = SECRET_bh_bh_fighter_li01
archetype = bh_fighter
equip = gd_bh_gun01_mark01, HpWeapon01
equip = gd_bh_gun01_mark01, HpWeapon02
equip = gd_bh_gun01_mark01, HpWeapon03
equip = gd_bh_gun01_mark01, HpWeapon04
equip = gd_bh_turret01_mark01, HpTurret01
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
Either just delete the equipment or 'downgrade' them to something less desirable, have a good Xmas too.
Edited by - Accushot on 23-12-2003 20:22:49
First you need to find the wreck info in the system file, it should look something like this:
[Object
nickname = rh_battleship_wreck
ids_name = 261709
pos = -4870, -1000, 39426
rotate = 6, 38, -61
Archetype = rh_battleship_wreck
visit = 16
ids_info = 66458
loadout = SECRET_bh_bh_fighter_li01 ;<-- This describes what will spawn
Then look in loadouts.ini and find the name of the loadout, this loadout looks like:
[Loadout
nickname = SECRET_bh_bh_fighter_li01
archetype = bh_fighter
equip = gd_bh_gun01_mark01, HpWeapon01
equip = gd_bh_gun01_mark01, HpWeapon02
equip = gd_bh_gun01_mark01, HpWeapon03
equip = gd_bh_gun01_mark01, HpWeapon04
equip = gd_bh_turret01_mark01, HpTurret01
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
Either just delete the equipment or 'downgrade' them to something less desirable, have a good Xmas too.
Edited by - Accushot on 23-12-2003 20:22:49
Thanks, I wish to everyone on TLR a merry christmas and much fun/happiness...
BTW, Acushot (sorry for misspelling), what can be taken as boobytrap for the wreck? Can you tell the cargo contains active mines? Or is it possible to loose some explosive cloud?
Cos only downgrading is a bit :puke:
Thanks for the time you spend here on the forum, hope I'll finish my paperwork and start (and finish) the real modding...
CYA round
I see living people... Not for long unfortunately... hehehehehehehehe
BTW, Acushot (sorry for misspelling), what can be taken as boobytrap for the wreck? Can you tell the cargo contains active mines? Or is it possible to loose some explosive cloud?
Cos only downgrading is a bit :puke:
Thanks for the time you spend here on the forum, hope I'll finish my paperwork and start (and finish) the real modding...
CYA round
I see living people... Not for long unfortunately... hehehehehehehehe
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