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The general place to discuss MOD''ing Freelancer!

Post Tue Oct 21, 2003 10:11 pm

Cool! Thanks...

Edited by - Ricardius on 21-10-2003 23:36:04

Post Wed Oct 22, 2003 1:58 am

hi chips!!
l`ve seen patrols go from one system to the next in game without using
the gates(l have to use the gate).
do you know were l can find this information,
it would help for a mod l have

thanks !!

Post Thu Oct 23, 2003 3:48 am

How do I get the cargo holds on my ship to be bigger? Also how do I change the class of weapon I can use. And how many? Oh and one more thing, how about amount of nanobots/shield batts a ship can hold. (Yes I did read the origanal newbie thred and did what it said (in tinyfish FL .ini editor) and it did not work why?)

I don't care to belong to a club that accepts people like me as members.

Post Thu Oct 23, 2003 1:44 pm

Post the code of the Ini file you edited and I'll see what I can do

Post Thu Oct 23, 2003 3:10 pm

(I did back up the origanal so i'm in no danger) It was the shiparch.ini, and I was editing the first line (nickname = li_fighter) and I was trying to edit the "nanobot_limit" the "shield_battery_limit" the "num_exhaust_nosles" and "hold_size". And I thought it went fine but when I opened the game nothing was different. Why is this? I did everything "Accushot" said to do in his/her post!


Thanks (Dang why does it do that with the smilies!!! Oh well I guess I'll have to say it like this: "Accuoshot". Sorry (It doesnt matter what I do nothing changes in the game!!! AHH. Sorry I'm frusterated. I've seen It work fine for other people and I did the exact same thing and nothing happens. Why Is this happening?)


I don't care to belong to a club that accepts people like me as members.

Edited by - karatekid88 on 23-10-2003 23:44:29

Post Thu Oct 23, 2003 9:42 pm

Oh and another thing if anyone knows what people mean when they say they have cloak in freelancer please tell me because I like the idea.

(but please answer the other question first if you can because I'm in a little bit of a hurry) Thanks

I don't care to belong to a club that accepts people like me as members.

Post Thu Oct 23, 2003 10:44 pm

[Ship
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 = 2000
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 = 40
shield_battery_limit = 40
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 is the patriot with 40 max nano and shields and 2000 cargo you have to change info cards to make that show up when you buy the ship
you need to add a bracket after ship

Post Thu Oct 23, 2003 10:45 pm

Only Mp cloaks are avalible and make other users very mad at u

Post Thu Oct 23, 2003 11:09 pm

Thanks. Now how do I:
add custom info cards, add gun mounts, and change gun/sheild max class


I don't care to belong to a club that accepts people like me as members.

Post Sat Oct 25, 2003 6:20 pm

Hello thar....thankyou Spam

Thanks for helping out mate! ;D

okay - First things first - erm, where to begin?
Info cards - okay this depends on what you are doing them for. (Nearly) Everything in the game has ids info numbers and ids names. This means that they:
a) Have names when clicked up/seen on map.
b) They can give information about what you are seeing.

Now the info is done in many ways - like ships infocards are a different set out to the weapons, and commodities are different again!

All this is down to commands used in xml script i think!
This is bloody hard to work out and remember correctly - so,..............we cheat

Well - not exactly - but we do shortcuts which SEVERELY cut down on time here (i have tried typing them out before, it took hours!!)

First - the files used.
These are called the dll files for freelancer, in the EXE folder.
We use lots of these - Resources, Name Resouces, Infocards, Equipment resources etc etc
Each of these files holds about 65500 individual entries in them. The first one is the resources.dll
This holds the numbers 0 (or 1) to 65500 approx. Now many of these appear to be empty, but like number 124 is the 'loading' message - so when someone made the mod of 'lagging' instead of saying 'loading' - it was THIS number he changed. Well - what that number said instead!. Likewise around the 800 mark are the boxes for the muliplayer screen etc etc - so instead of internet - you could have it saying netnasties etc.

There are lots and lots of these.
The next dll takes numbers 65501 to 132001 or so - you get the idea here? It then goes to approx 197000 then 259000 then 322000 okay?

Now - depending on what you are doing, most of these dll files have 'empty' spots in them.

Now - for weapons - they are in the equipment resources.dll - for ships names they are in name resources.dll (as are planets, stations, jumpgates etc) and for infocards on those - they are in the infocards.dll

For equipmentresources.dll though - weapons, the info number is 1000 MORE than the name - ie, it uses the same dll for its info, UNLIKE the others. Not sure why - it just does okay!! LOL

Now then. What to do. First - i have listed some of the empty numbers above in another post - which dll file etc.
You will need a tool called FLED-IDS, when you get this open it, navigate to your freelancer folder (or the mod folder if making in FLMM) and start working. If making in FLMM by the way, you need to copy the freelancer.ini file and also the dll's that you use over to an exe folder inside your mod.

Now then, punch in the number of another weapon, ship etc etc etcc of likewise object of the SAME type you are making (ie - for weapons, make a note of a similar gun/missile ids numbers and then use that). Now - when it comes up with the speil for it - change the parts you recognise to what you want. This is done by recognition - it would take forever to tell you it all - but for example, ships when you see something like 30/30 in the infocard, that is the nanobot/bat limit, and 6/1 is the guns/turrets etc. Next - enter the free numbers and get to saving it!
So, ie, you are making a gun - its ids name is (example)

Example:
nickname = br_gun01_mark01
ids_name = 263386
ids_info = 264386


Now - you punch in 263386 and press 'Get ids name '. It says something like Bretonian laser or whatever. You delete that and put in your name - like Spud cannon . Now delete the ids name number (263386 ) and enter your new number - for example - the one i said - its 320001 yep? Now after that, hit the Save ids name button - or whatever it is next to the get ids name button! Now that is your new name there - when you put that number in for your new gun like this:
Example:
nickname = my_own_spud_cannon
ids_name = 320001
ids_info = 264386

You will come out on purchase and see it saying Spud cannon in the market window!

Next - it still says the old info, so you put in 264386 into the ids info square in FLED-IDS tool, and hit the Get ids info button. It will bring up alot of crap that you won't recognise. However, in there you will see pieces!

Here is a quick low down...........
<PARA/> this makes it leave a line
<TEXT> signifies the start of text to be shown
</TEXT> end of text shown

Typically you will see it like this though:

<PARA/><TEXT>AP10 "Spaminator" arse kicking laser </TEXT><PARA/><TEXT>This laser was developed by the bretonains to deal out whoop ass on anyone.......</TEXT>

I think you get the idea! Anything in between the TEXT and the /TEXT labels can be changed! So get changing. The stats are acutally taken by the game FROM the file in there - so you don't need to add shot speed, hull damage etc etc - this is auto calculated by the game itself - hence the strange ids info numbers here i think........

okay - now you have filled it out to your hearts content with your spud cannon info -you then delete the ids info number you had in it (264386 ) and enter YOUR number instead (Remember that this is 1000 more than the name number ) which will be 321001 okay? Then put it in for your gun oaky?!

Now you should have this instead:
Example:
nickname = my_own_spud_cannon
ids_name = 320001
ids_info = 321001

Keep on going for another 1000 or so numbers i think - cannot remember honestly! LOL

For ships - they have several different things:

They have FOUR ids info numbers - but ONE of them is always 66608 i think it is - this is a layout card, so make sure yours are identical to this one at all times.
Next - for the other infos, remember that it is the inforcards.dll - and follow the above. The names use the nameresources.dll instead though - so use the empty numbers for that. It all follows the SAME structure of script though - with the stuff you change in between the <TEXT> and the </TEXT> parts.

Hope that helps you out a little - and doesn't confuse you alot!
Chips

p.s - any others i will try to answer later on as i have only just got back, and have to spend time with me flatmate!

*edit* - arg - i hate getting brackets the wrong damned way round! LOL

Edited by - chips on 25-10-2003 19:23:25

Post Sat Oct 25, 2003 6:35 pm

Okay,

@Shiyane Sorry if i got nickname spelt wrong!

Erm - about patrols going from one system to another? They also use jumpgates as well - hang around them. However - if there is something along the lines of 'I get Blue alpha 2 patrol in two systems ' then it is down to the fact that each faction has a certain amount of random recordings it can use - which means they will repeat every now and then.

Also - bear in mind that they are created by spawn commands in a zone. A patrol is merely another ZONE with all the same info as other encounter zones, so they only 'apear' when you are near - they don't fly on alone. it is to do with the recorded voices though!

@ Spam

You need to change the initial world.ini file - or initial whatever ini file. Here is the bounty hunter one - i have highlighted a line for you:

[Group
nickname = gd_bh_grp
ids_name = 196894
ids_info = 66175
ids_short_name = 196942
rep = 0, li_n_grp
rep = 0, li_lsf_grp
rep = 0, li_p_grp
rep = 0, br_n_grp
rep = 0, br_p_grp
rep = 0, ku_n_grp
rep = 0, ku_p_grp
rep = 0, rh_n_grp
rep = 0, rh_p_grp
rep = 0, co_alg_grp
rep = 0, co_be_grp
rep = 0, br_m_grp
rep = 0, co_nws_grp
rep = 0, co_hsp_grp
rep = 0, co_ic_grp
rep = 0, co_khc_grp
rep = 0, co_kt_grp
rep = 0, rh_m_grp
rep = 0, co_me_grp
rep = 0, co_ni_grp
rep = 0, co_os_grp
rep = 0, co_rs_grp
rep = 0, co_shi_grp
rep = 0, co_ss_grp
rep = 0, co_ti_grp
rep = 0, co_vr_grp
rep = -0.65, fc_bd_grp
rep = -0.65, fc_b_grp
rep = -0.65, fc_c_grp
rep = -0.3, fc_fa_grp
rep = -0.65, fc_g_grp
rep = -0.65, fc_gc_grp
rep = -0.3, fc_h_grp
rep = -0.3, fc_j_grp
rep = -0.65, fc_lh_grp
rep = -0.65, fc_lr_grp
rep = -0.65, fc_lwb_grp
rep = -0.65, fc_m_grp
rep = -0.65, fc_ou_grp
rep = -0.65, fc_rh_grp
rep = 0, fc_or_grp
rep = -0.65, fc_u_grp
rep = -0.65, fc_x_grp
rep = 0, gd_gm_grp
rep = 0, fc_uk_grp
rep = -0.65, fc_n_grp
rep = 0, fc_ln_grp
rep = 0, fc_kn_grp
rep = 0, fc_rn_grp
rep = 0, fc_ouk_grp
rep = 0, fc_q_grp
rep = 0, fc_f_grp
rep = 0, gd_im_grp
rep = 0, gd_z_grp
rep = 0.91, gd_bh_grp


This means Xenos are negative with the bounty hunters. Now why this line thouhg?
rep = 0.91, gd_bh_grp
well - simply put - that is the rep of bounty hunters to each other. If that was negative they would kill each other............cut throat faction anyone?

Make the same changes for the xenos thouhg!

Also - the Empathy.ini - this is how reps change in respect to actions -ie, doing missions for lib navy makes rogues hate you, but police love you etc
You can change that so that other groups like you /hate you as well for waring factions etc. Also - can make it so if you reject a mission (abort/fail) they will hate you as well - spice to the game!
Hope that helps

Chips

Post Sun Oct 26, 2003 12:00 am

Every time I edit initial world I can no longer use old save games why ?also I can no longer start new games even after I revert back to the old initial world.


Edited by - spam on 26-10-2003 01:19:31

Post Sun Oct 26, 2003 12:41 am

Spam - have to admit that i haven't personally tried it yet myself - i just knew what was in it after looking through every ini file i could for months, and realised what the heck it was about etc etc. Therefore - i haven't actually tried it out yet - but i will do when i get a spare moment or two!

Post Sun Oct 26, 2003 3:15 pm

I am an idiot and i dont have a clue what to do in anything but i really want to be able to make mods for basic things like a new planet/station or just some kind of introduction about anything to get me started. Someone Help!!!

From -Trail-

[email protected]

Post Sun Oct 26, 2003 5:37 pm

Hey its me again

Is there any way of making a "team" (i think you call it a faction?)
I.e. corsairs, Xenos, LSF?
and if there is can you give them a home base a system and jump gates some computer ships and make them have allies and enimies?

if you can i dont have a clue how to do any of this because i am an idiot i just wondered if you can?

thanks
From -Trail-

[email protected]

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