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****NEWBIE QUESTIONS?? - look no further2!!****
The general place to discuss MOD''ing Freelancer!
@Striker-ultimate
Devineman Industries presents:
A new wave in technology!
A revelation for people without time!
An answer to all of your questions!
CLICK HERE to start the experience!
I'm not being rude but double posting a question which legimatley took me 4 seconds to find the answer (I timed it) is a little off mate.
Edited by - devineman on 4/12/2005 2:54:29 AM
Devineman Industries presents:
A new wave in technology!
A revelation for people without time!
An answer to all of your questions!
CLICK HERE to start the experience!
I'm not being rude but double posting a question which legimatley took me 4 seconds to find the answer (I timed it) is a little off mate.
Edited by - devineman on 4/12/2005 2:54:29 AM
Hey people, I'm modding for quite some time, but there's one thing I can't find. How to bring levels of ships and weapons down. I've read alot of pages, read some tutorials, but I couldn't find it. I've seen this question posted 2-3 times by others, but it wasn't replied! I'm very sorry if this question is answered yet (must have read over it then). I hope there's a way to mod levels... Thanks in advantage!
@Bejaymac - Here is the list of the base_run_by, its a partial list but good enough for what you need. The LSF is unlisted but if I recall, its W02bF34
@Procer - You've kind of lost me a bit. To change the levels of what a ship can mount gun wise, open up your shiparch and find the ship that you want. I'll use the Patriot to demonstrate.
[Ship; Patroit LF
ids_name = 237034
ids_info = 66570
ids_info1 = 66571
ids_info2 = 66608
ids_info3 = 66572
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
fuse = drop_cargo_fuse, 0, 1
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
hit_pts = 1300
DA_archetype = ships\liberty\li_fighter\li_fighter.cmp
material_library = ships\liberty\li_playerships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_fighter.ini
pilot_mesh = generic_pilot
explosion_arch = explosion_li_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
steering_torque = 24000.000000, 24000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
num_exhaust_nozzles = 1
HP_tractor_source = HpTractor_Source
shield_link = l_fighter_shield01, HpMount, HpShield01
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_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_2, HpTorpedo01
This shows that there are 4 weapon hardpoints (HpWeapon01, HpWeapon02 etc)
and that they mount upto class 3, shown by the line -
hp_type = hp_gun_special_3
the last number is the level, so if you wanted to bump it up to level 4, you would add another line in it:
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
You can do this so only two of the weapons are class 4 mounts, like this:
hp_type = hp_gun_special_4, 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
Continue onto Level 10. As far as we know, it is not possible to add above level 10.
Now weapons. To change the class of a weapon, open up weaponequip.ini in your equipment fiolder and look at a weapon. Every weapon has two parts to it, the Gun block and the Munition block (also known as the Ammo). Heres on of my custom ones:
[Munition
nickname = Pulveriser_mark09_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 3500
energy_damage = 0
weapon_type = W_Bal01
one_shot_sound = fire_photon3
munition_hit_effect = br_photon_03_impact
const_effect = Xp_Photon_09_proj
lifetime = 1
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun
nickname = Pulveriser_mark09
ids_name = 458940
ids_info = 524436
DA_archetype = equipment\models\weapons\co_shock_therapy.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 5000
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_9
damage_per_fire = 0
power_usage = 1200
refire_delay = 0.75
muzzle_velocity = 500
use_animation = Sc_fire
toughness = 1.300000
flash_particle_name = br_photon_03_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = pulveriser_mark09_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100
If you look at the bolded line, you can see that you can change the number at the end. This is currently a class 9 weapon, you can change it from 1-10.
Hope that helps
@Chips - Well I was helped out when I was a newbie, so I like to try and get other people going. Not only that, the more modders who know how to mod the game in the INI files, the more fantastic discoveries will be made
Edited by - devineman on 4/21/2005 9:28:06 AM
@Procer - You've kind of lost me a bit. To change the levels of what a ship can mount gun wise, open up your shiparch and find the ship that you want. I'll use the Patriot to demonstrate.
[Ship; Patroit LF
ids_name = 237034
ids_info = 66570
ids_info1 = 66571
ids_info2 = 66608
ids_info3 = 66572
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
fuse = drop_cargo_fuse, 0, 1
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
hit_pts = 1300
DA_archetype = ships\liberty\li_fighter\li_fighter.cmp
material_library = ships\liberty\li_playerships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\l_fighter.ini
pilot_mesh = generic_pilot
explosion_arch = explosion_li_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
steering_torque = 24000.000000, 24000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
num_exhaust_nozzles = 1
HP_tractor_source = HpTractor_Source
shield_link = l_fighter_shield01, HpMount, HpShield01
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_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_2, HpTorpedo01
This shows that there are 4 weapon hardpoints (HpWeapon01, HpWeapon02 etc)
and that they mount upto class 3, shown by the line -
hp_type = hp_gun_special_3
the last number is the level, so if you wanted to bump it up to level 4, you would add another line in it:
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
You can do this so only two of the weapons are class 4 mounts, like this:
hp_type = hp_gun_special_4, 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
Continue onto Level 10. As far as we know, it is not possible to add above level 10.
Now weapons. To change the class of a weapon, open up weaponequip.ini in your equipment fiolder and look at a weapon. Every weapon has two parts to it, the Gun block and the Munition block (also known as the Ammo). Heres on of my custom ones:
[Munition
nickname = Pulveriser_mark09_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 3500
energy_damage = 0
weapon_type = W_Bal01
one_shot_sound = fire_photon3
munition_hit_effect = br_photon_03_impact
const_effect = Xp_Photon_09_proj
lifetime = 1
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun
nickname = Pulveriser_mark09
ids_name = 458940
ids_info = 524436
DA_archetype = equipment\models\weapons\co_shock_therapy.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 5000
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_9
damage_per_fire = 0
power_usage = 1200
refire_delay = 0.75
muzzle_velocity = 500
use_animation = Sc_fire
toughness = 1.300000
flash_particle_name = br_photon_03_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = pulveriser_mark09_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100
If you look at the bolded line, you can see that you can change the number at the end. This is currently a class 9 weapon, you can change it from 1-10.
Hope that helps
@Chips - Well I was helped out when I was a newbie, so I like to try and get other people going. Not only that, the more modders who know how to mod the game in the INI files, the more fantastic discoveries will be made
Edited by - devineman on 4/21/2005 9:28:06 AM
I've a problem with infocards,I can't get the items for sale to appear,in Freelancer when you view a planets infocard (ie. Manhatten's),you see the planets mass & diameter,you then see what items are for sale,lastly you get the written info at the bottom.When I use Fled_ids to look at manhatten info number all I see is the stuff about mass & diameter etc. if I move up 1 number I get the written info for manhatten but I can't find the entry for the items for sale.
1) How do I get my planet infocards to show the same sort of things that the origional ones do.
2) How does Freelancer know where to look when it only has 1 reference number.
BTW most of my infocards are a case of copy & paste,then edit the text.I haven't a clue what the xml stuff means or does.
1) How do I get my planet infocards to show the same sort of things that the origional ones do.
2) How does Freelancer know where to look when it only has 1 reference number.
BTW most of my infocards are a case of copy & paste,then edit the text.I haven't a clue what the xml stuff means or does.
I already went over that, but since its such a big thread:
Data\Interface\Infocardmap.ini
Map = 65723, 65724
Map = 65725, 65768
Map = 65727, 65728
Map = 65729, 65730
Map = 65731, 65732
Map = 65733, 65734
Map = 65735, 65736
Map = 65737, 65738
Map = 65739, 65740
Map = 65741, 65742
That should be familiar. Add your own to the bottom - like
Map = number1, number2
Number 1 is your base stats, number 2 is the description.
For base info to appear (selling stuff) - ensure your base ids name is the same in the universe.ini file as in the system file for your base. Also ensure that its above the system entries in the universe.ini file.
Data\Interface\Infocardmap.ini
Map = 65723, 65724
Map = 65725, 65768
Map = 65727, 65728
Map = 65729, 65730
Map = 65731, 65732
Map = 65733, 65734
Map = 65735, 65736
Map = 65737, 65738
Map = 65739, 65740
Map = 65741, 65742
That should be familiar. Add your own to the bottom - like
Map = number1, number2
Number 1 is your base stats, number 2 is the description.
For base info to appear (selling stuff) - ensure your base ids name is the same in the universe.ini file as in the system file for your base. Also ensure that its above the system entries in the universe.ini file.
Worth, Player Toughness, & Leveling
The forum *search* option is inactive and my exhaustive search of Lancers Reactor and its Forums turned up only a few vague mentions of what I'm seeking. (and when I say exhaustive; I mean over 3 days, or 40+ hours total, not 45 minutes. I'm NOT too lazy to read 42 pages.) That said, my apologies if this topic has been covered. I really really DID try to pin this on my own.
When I played the normal SP game, my only real complaint was the time between Story Missions... or lack there-of. I found there was nowhere NEAR enough time to go out and find some sweet trade runs, explore the systems, etc before Juni was in my ear again. In one case, Juni told me to go make some money and she'd call me. I launched to space and she called. I burned through 160,000 credits in the final missions and still jumped from L17 to L28 at the end of the game. Not 18, 28.
I wanted to HAVE TO search and poke, and fight off Mollys, find big payoffs and explore the systems before the next story mission... it just felt like there was no challenge.
-SO-
Xerx mentions (OpenSP mod) about tweaking ptough.ini. This is also touched on in a forum post by Chips but never really discussed in full, or again.
My questions are:
-1- Will simply adjusting the values in PTough work for normal SP play (without doing additional editing elsewhere)?
-2- If that's all it takes, has anyone already done this ? I *can* do it myself, but haven't for 3 reasons:
--a-- If I don't have enough credits at the end of a story mission, will something go wrong ? (e.g.: Say that L12 requires 190,000 but my worth is only 175,000.... will I go to L12 ? Will I crash the game ? will I go to L12, but then be unable to go to L13 ?...)
--b-- I'm not sure I'd know just how much to increase each one, and it's foolish to go to the trouble of trying to work it out if someone else already has.
--c-- I'm not sure that's all it takes.
-3- If that's NOT all it takes, has anyone already done this ? Reason I ask is the same as above and plus: I'd like to play the game through one more time before I get too good a look at the man behind the curtain. So, if I can avoid having to learn too much about what goes on backstage before I play through again, I'd be very happy.
Thx in advance for any help here.
-Eloquius
{EDIT}
I REALLY SHOULD HAVE POSTED THIS -HERE- IN THE FIRST PLACE, BUT DIDN'T. CAN'T REMOVE THE FIRST POST I MADE, SO NOW IT'S A DUAL POST. SORRY !!
{/EDIT}
Edited by - Eloquius on 5/26/2005 10:10:36 PM
The forum *search* option is inactive and my exhaustive search of Lancers Reactor and its Forums turned up only a few vague mentions of what I'm seeking. (and when I say exhaustive; I mean over 3 days, or 40+ hours total, not 45 minutes. I'm NOT too lazy to read 42 pages.) That said, my apologies if this topic has been covered. I really really DID try to pin this on my own.
When I played the normal SP game, my only real complaint was the time between Story Missions... or lack there-of. I found there was nowhere NEAR enough time to go out and find some sweet trade runs, explore the systems, etc before Juni was in my ear again. In one case, Juni told me to go make some money and she'd call me. I launched to space and she called. I burned through 160,000 credits in the final missions and still jumped from L17 to L28 at the end of the game. Not 18, 28.
I wanted to HAVE TO search and poke, and fight off Mollys, find big payoffs and explore the systems before the next story mission... it just felt like there was no challenge.
-SO-
Xerx mentions (OpenSP mod) about tweaking ptough.ini. This is also touched on in a forum post by Chips but never really discussed in full, or again.
My questions are:
-1- Will simply adjusting the values in PTough work for normal SP play (without doing additional editing elsewhere)?
-2- If that's all it takes, has anyone already done this ? I *can* do it myself, but haven't for 3 reasons:
--a-- If I don't have enough credits at the end of a story mission, will something go wrong ? (e.g.: Say that L12 requires 190,000 but my worth is only 175,000.... will I go to L12 ? Will I crash the game ? will I go to L12, but then be unable to go to L13 ?...)
--b-- I'm not sure I'd know just how much to increase each one, and it's foolish to go to the trouble of trying to work it out if someone else already has.
--c-- I'm not sure that's all it takes.
-3- If that's NOT all it takes, has anyone already done this ? Reason I ask is the same as above and plus: I'd like to play the game through one more time before I get too good a look at the man behind the curtain. So, if I can avoid having to learn too much about what goes on backstage before I play through again, I'd be very happy.
Thx in advance for any help here.
-Eloquius
{EDIT}
I REALLY SHOULD HAVE POSTED THIS -HERE- IN THE FIRST PLACE, BUT DIDN'T. CAN'T REMOVE THE FIRST POST I MADE, SO NOW IT'S A DUAL POST. SORRY !!
{/EDIT}
Edited by - Eloquius on 5/26/2005 10:10:36 PM
How can you create custom .3db files, for icons such as those you see in the commodity/ship dealer when buying? I've followed through the Ship Icon Tutorial by Osprey, and although it's very detailed and easy to follow, in the end it gives you a .tga (targa) file - and apparently, you need a .3db (the came just crashes with a .tga).
So - is it easily done, and how?
Thanks,
L.D.
So - is it easily done, and how?
Thanks,
L.D.
Lethal Dosage
You have to import the tga file into your 3db file using utf editor. Just copy one from your freelancer game. Rename it to what you want. Then you need crc calculator to get the VMeshID number and the materialID number.
Ospreys tutorial is a good tutorial to have. But you have to follow it closely.
hope that helps
_____________________________
Experience is the worst teacher!
It gives the test before the lesson.
You have to import the tga file into your 3db file using utf editor. Just copy one from your freelancer game. Rename it to what you want. Then you need crc calculator to get the VMeshID number and the materialID number.
Ospreys tutorial is a good tutorial to have. But you have to follow it closely.
hope that helps
_____________________________
Experience is the worst teacher!
It gives the test before the lesson.
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