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Complete Guide to Modding in Freelancer

Here you find the different tutorials on editing and MODing Freelancer

Post Thu May 22, 2003 12:16 pm

Complete Guide to Modding in Freelancer

I have been working on a guide book that will give a detailed tutorial on modding Freelancer. The book will include chapters such as: How to mod Ships, Guns, Weapons, Shields, Engines, Cloaking, Systems, Jump Holes, Markets, and Factions. It's about 40 percent complete and is already over 400 pages. It will most likely be in PDF format and you can download it from here or another site which i will post it on when its finished.

If anyone has any ideas or sections that they would like to see covered in the book, please post them here.

Perseus

Post Thu May 22, 2003 2:04 pm

Great idea !
If you need help with making pdf files, just mail me !
And don´t forget to send me a copy when you´re finished !

Post Thu May 22, 2003 11:46 pm

Will do!

Post Fri May 23, 2003 5:03 am

send me a copy too.. it will greatly help me in my modding.. oh ya... may be u could add a 'help' section

Post Fri May 23, 2003 5:55 am

Perseus,
I would be your friend for life if you included adding, editing dlls, infocards, name resources, and the like.

Always aim for center mass.

Post Fri May 23, 2003 7:21 am

you should name it "Tutorial :Modding Freelancer For Dummies" that'll take the attention of everyone i think even for me..

argh i'm never gonna get paid, Goodbye a million credits

Post Fri May 23, 2003 9:02 am

That's a great idea. I'll call it "Modding for Dummies." And to your post Abu, I dont have plans for including advanced modding tips in this version of the tutorial. This version is just for very basic modding. But I do have plans for a second tutorial for advanced modding and advanced modders.

Post Fri May 23, 2003 2:17 pm

and add a section : how to find a infocards.exe file that doesn´t exist LOL

Edited by - raydo on 23-05-2003 15:17:13

Post Fri May 23, 2003 3:27 pm

per chance thers gunna be a tutorial on how to make new ships, or make ships which r non pilotable (eg CSV) pilotable?

If What I Can't See Can't Hurt Me...
I'll Run Into Batle Backwards

Post Fri May 23, 2003 9:26 pm

Probably a good idea to split it up. You might save youself from having a psychotic episode trying to compline such a tome of info in one volume. I will keep pluggin away at it, but I'm sure there will something I haven't tried that will be in your guide basic and advanced. Cheers.

Post Sat May 24, 2003 4:05 am

I will write a tutorial thats headlines how to make those non-pilotable or deactivated ships pilotable. Ships likes the Anubis, the prison transport, the cargo transport, the train, the nomad ship, and the nomad battlecruiser. But I will probably not include it in the first version because of the fact that I am already swapped with covering just the basics of modding.

Please post more comments about what you would like to see in an advanced modding tutorial.

Post Sun May 25, 2003 9:38 pm

COULD YOU ADD A SECTION ON HOW TO MAKE MAT FILES
IF U ARE USING MILKSHAPE CAUSE I DONT KNOW HOW???

**** the rest im the best

KAB

Post Sun May 25, 2003 10:29 pm

Maybe someone should figure out how to use Maya 4.5 models with FL...

that would be good

Post Tue Aug 05, 2003 7:16 pm

Can I use this in my gamefaqs guide!?!?

Post Tue Aug 05, 2003 8:35 pm

If it speeds up the work Perseus I'll give you the two Tororials I've been working on. Here they are; they may not be much help but its the best I can do.

EDITING SHIELDS By stealgod





Editing your shields is realy easy. Lets give you a basic understanding of the files needed to do this befor we get into it though.

market_misc.ini - This file lists the bases and lists what some of the things they sell. Things which they sell in this file are:
Guns
Turrets
Missiles
Torpedoes
Mines
Ammo
Thrusters
Shields

st_equip.ini - This file contains all the technical data on thrusters, shields and etc.


So lets say you wanted to make it so that Manhatan sold all 10 classes of the Ligh Fighter shields.

Open the market_misc.ini
Scroll down to:

[BaseGood
base = Li01_01_base <---- Which is Manhatan

under these lines:

MarketGood = shield01_mark01_lf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark02_lf, 0, -1, 10, 10, 0, 1

put these lines:

MarketGood = shield01_mark03_lf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark04_lf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark05_lf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark06_lf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark07_lf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark08_lf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark09_lf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark10_lf, 0, -1, 10, 10, 0, 1

I you compare the columns one at a time you can see what stays the same and what changes. So its obvious what part controls which class. It's the mark## part.

The other part, LF meens Light Fighter and its all true for hf and fr which are obviously Heavy Fighter and Frieghter

Ok now lets say you wanted to edit the strength of your Sentry L.F. Shield (CLASS 1) which is now sold at Manhatan as well as all the other Light Fighter Shields.

open up your st_equip.ini

go to these lines

[ShieldGenerator
nickname = shield01_mark01_lf

here you can change the Hit Points under hit_pts =
its strength under max_capacity =
you can even change how long befor it comes back online once its been nocked offline, at offline_rebuild_time =



EDITING YOUR COMMODITIES BY stealgod




Befor we get into editing the commodity it will help to have some basic understanding of the files needed to do so. Below I wrote up a little system that should help. The file layout is quite different, but I'll go over that as well.

(Note: I'LL BREAKE THE 2 FILES NEEDED FOR EDITING DOWN INTO 2 SECTIONS section 1 market_commodities.INI SECTION 2 goods.INI and a 3RD for the HOW TO instructions.)




(section 1)


(file) (what file is)
MARKET_COMMODITIES.INI = BASES SELL AND BUY PRICES. AND WHEATHER OR NOT IT SELLS A CERTAIN COMMODITIE.


EXAMPLE 1 (DON'T HAVE)
0, -1, 0, 0, 1, 2.250000

EXAMPLE 2 (DOES HAVE)
0, -1, 150, 500, 0, 1.300000 (THESE ARE THE NUMBERS AS THEY APPEAR AFTER THE COMMODITY NAME.)

(BELOW IS A COLUMN GRAPH. the best I could make THAT WILL HELP YOU UNDERSTAND WHICH COLUMN I'M TALKING ABOUT.)

..0,... -1, .. 150, .. 500,.... 0, .. 1.300000
.. ... .. .. .... ..
..1 ... 2 .. 3 .. 4 ... 5 .. 6



COLUMN # WHAT IT DOES.(or what you can do with it.)

1) ALWAYS STAY THE SAME

2) ALWAYS STAYS THE SAME

3) IF 0 THEN BASE DOES NOT SELL IT.
IF 150 THEN BASE SELL'S IT

4) IF 0 THEN BASE DOES NOT SELL IT.
IF 500 THEN BASE DOES SELL IT.

5) IF 1 THEN BASE DOES NOT SELL IT.
IF 0 THEN BASE DOES SELL IT.

6) THIS IS THE BASES buy/sell percentage.



BELOW IS THE ACTUAL LAYOUT OF THE FILE (per base)
# = NUMBER OR NUMBERS THAT CAN BE CHANGED.
ANYTHING IN THESE ----> ( ) SHOULD BE A NAME YOU NEED.


[BaseGood
base = (Nickname of base)
MarketGood = commodity_(name of commodity), 0, -1, #, #, #, #.#####
MarketGood = commodity_(name of commodity), 0, -1, #, #, #, #.#####
MarketGood = commodity_(name of commodity), 0, -1, #, #, #, #.#####
MarketGood = commodity_(name of commodity), 0, -1, #, #, #, #.#####


ALL THE COMMODITIES ARE LISTED THROUGH THE THING AND EASY TO FIND. ALMOST ALL OF THEM ARE EXACTLY AS THEY ARE IN THE GAME.

HOWEVER THE BASE NAMES CAN GET CONFUSEING. BELOW IS A LIST OF THEM.



Li01_01_Base = Planet Manhattan
Li01_02_Base = Planet Pittsburgh
Li01_03_Base = Battleship Missouri
Li01_04_Base = Benford Station
Li01_05_Base = Ithaca Research Station
Li01_06_Base = Trenton Outpost
Li01_07_Base = Norfolk Shipyard
Li01_08_Base = Newark Station
Li01_09_Base = West Point Military Academy
Li01_10_Base = Detroit Munitions
Li01_11_Base = Fort Bush
Li01_12_Base = Buffalo Base
Li01_13_Base = Rochester Base
Li01_14_Base = Baltimore Shipyard
Li01_15_Base = Battleship Osiris
Li02_01_Base = Planet Los Angeles
Li02_02_Base = California Minor
Li02_03_Base = Battleship Yukon
Li02_04_Base = Willard Research Station
Li02_05_Base = San Diego Border Station
Li02_06_Base = Alcatraz Depot
Li03_01_Base = Planet Denver
Li03_02_Base = Battleship Rio Grande
Li03_03_Base = Ouray Base
Li03_04_Base = Pueblo Station
Li04_01_Base = Planet Houston
Li04_02_Base = LPI Huntsville
Li04_03_Base = Battleship Mississippi
Li04_04_Base = Beaumont Base
Li04_05_Base = LPI Sugarland
Li04_06_Base = Battleship Osiris
Li05_01_Base = Prison Station Mitchell
Br01_01_Base = Planet New London
Br01_02_Base = Southampton Shipyard
Br01_03_Base = Battleship Suffolk
Br01_04_Base = Waterloo Station
Br01_05_Base = Canterbury Station
Br01_06_Base = Thames Outpost
Br01_07_Base = Kensington Shipping Platform
Br01_08_Base = Trafalgar Base
Br02_01_Base = BPA Newgate
Br02_02_Base = Birmingham Station
Br02_03_Base = Sheffield Station
Br02_04_Base = Liverpool Border Station
Br02_05_Base = Kingston Border Station
Br03_01_Base = Planet Cambridge
Br03_02_Base = Cambridge Research Station
Br03_03_Base = Battleship Norfolk
Br03_04_Base = Cardiff Mining Facility
Br04_01_Base = Planet Leeds
Br04_02_Base = Stokes Mining Station
Br04_03_Base = Battleship York
Br04_04_Base = Glasgow Outpost
Br04_05_Base = LD-14
Br04_06_Base = Durham Border Station
Br05_01_Base = Battleship Hood
Br05_02_Base = Mining Station Glorious
Br05_03_Base = Graves Station
Br05_04_Base = Battleship Essex
Br05_05_Base = Arranmore Base
Br06_01_Base = Luxury Liner Shetland
Br06_02_Base = Aberdeen Border Station
Br06_03_Base = Islay Base
Br06_04_Base = Perth Station
Ku01_01_Base = Planet New Tokyo
Ku01_02_Base = Narita Outpost
Ku01_03_Base = Yokohama Shipyard
Ku01_04_Base = Roppongi Station
Ku01_05_Base = Shinagawa Station
Ku01_06_Base = Shinjuku Station
Ku01_07_Base = Kabukicho Depot
Ku02_01_Base = Fuchu Prison
Ku02_02_Base = Battleship Myoko
Ku02_03_Base = Deshima Station
Ku02_04_Base = Planet Junyo
Ku02_05_Base = Ohashi Border Station
Ku03_01_Base = Planet Kyushu
Ku03_02_Base = Tsushima Depot
Ku03_03_Base = Battleship Nagumo
Ku03_04_Base = Nansei Research Complex
Ku03_05_Base = Kagoshima Depot
Ku04_01_Base = Planet Honshu
Ku04_02_Base = Osaka Storage Facility
Ku04_03_Base = Yukawa Shipyard
Ku04_04_Base = Kansai Research Station
Ku04_05_Base = Aomori Station
Ku04_06_Base = Akita Border Station
Ku05_01_Base = Battleship Matsumoto
Ku05_02_Base = Ainu Depot
Ku05_03_Base = Chugoku Gate Construction Site
Ku05_04_Base = Sapporo Station
Ku06_01_Base = Kyoto Base
Ku07_01_Base = Ryuku Base
Ku07_02_Base = Tekagi's Base
Rh01_01_Base = Planet New Berlin
Rh01_02_Base = Oder Shipyard
Rh01_03_Base = The Ring
Rh01_04_Base = Bonn Station
Rh01_05_Base = Dortmund Station
Rh01_06_Base = Essen Station
Rh01_07_Base = Brandenburg Border Station
Rh01_08_Base = Kreuzberg Depot
Rh02_01_Base = Planet Hamburg
Rh02_02_Base = Battleship Westfalen
Rh02_03_Base = Vierlande Prison
Rh02_04_Base = Alster Shipyard
Rh02_05_Base = Altona Station
Rh02_06_Base = Lübeck Border Station
Rh02_07_Base = Battleship Osiris
Rh03_01_Base = Planet Stuttgart
Rh03_02_Base = Planet Baden Baden
Rh03_03_Base = Freiburg Station
Rh03_04_Base = Ulm Border Station
Rh03_05_Base = Konstanz Border Station
Rh03_06_Base = Darmstadt Depot
Rh04_01_Base = Planet Holstein
Rh04_02_Base = Mainz Storage Facility
Rh04_03_Base = Mannheim Station
Rh04_04_Base = Fulda Border Station
Rh04_05_Base = Bruchsal Base
Rh05_01_Base = Leipzig Station
Rh05_02_Base = Bautzen Station
Rh05_03_Base = Pirna Border Station
Rh05_04_Base = Vogtland Base
Iw01_01_Base = Pacifica Base
Iw01_02_Base = Freeport 2
Iw02_01_Base = Barrow Base
Iw02_02_Base = Dawson Base
Iw02_03_Base = Battleship Osiris
Iw03_01_Base = Freeport 4
Iw03_02_Base = Mactan Base
Iw04_01_Base = Planet Curacao
Iw04_02_Base = Montezuma Base
Iw05_01_Base = Ames Research Station
Iw05_02_Base = Nome Base
Iw06_01_Base = Leiden Base
Iw06_02_Base = Padua Base
Bw01_01_Base = Planet Sprague
Bw01_02_Base = Freeport 1
Bw01_03_Base = Rugen Station
Bw01_04_Base = Douglas Station
Bw01_05_Base = Baxter Research Station
Bw02_01_Base = Cadiz Base
Bw02_02_Base = Ronneburg Base
Bw03_01_Base = Freistadt Base
Bw03_02_Base = Briesen Mining Facility
Bw03_03_Base = Elbich Mining Facility
Bw04_01_Base = Solarius Station
Bw04_02_Base = Freital Base
Bw05_01_Base = Gas Miner Naha
Bw05_02_Base = Helgoland Station
Bw05_03_Base = Yanagi Depot
Bw06_01_Base = Planet Kurile
Bw06_02_Base = Atka Research Station
Bw07_01_Base = Luxury Liner Hawaii
Bw07_02_Base = Gas Miner Ogashawa
Bw08_01_Base = Cali Base
Bw08_02_Base = Tau-31 Gate Construction Site
Bw08_03_Base = Java Station
Bw09_01_Base = Nago Station
Bw09_02_Base = Shinkaku Station
Bw09_03_Base = Freeport 6
Bw10_01_Base = Planet Harris
Bw10_02_Base = Holman Outpost
Ew01_01_Base = Freeport 10
Ew01_02_Base = Falkland Base
Ew02_01_Base = Ruiz Base
Ew03_01_Base = Leon Base
Ew03_02_Base = Freeport 5
Ew04_01_Base = Freeport 9
Hi01_01_Base = Planet Malta
Hi02_01_Base = Planet Crete
Hi02_02_Base = Tripoli Shipyard
Ew06_01_Base = Planet Primus
Ew06_02_Base = Planet Gammu

St01_01_Base = Planet Toledo
St01_02_Base = Battleship Osiris
St02_01_Base = Battleship Osiris
St03b_01_Base = Battleship Osiris

Intro1_Base = Planet Manhattan
Intro2_Base = Planet Manhattan
Intro3_Base = Planet Manhattan



(section 2)


THE LAYOU OF THIS FILE IS BELOW


[Good
nickname = (Nickname of commodity)
equipment = (Nickname of Commodity)
msg_id_prefix = gcs_gen_(Nickname of commidity)
category = commodity
price = ###
combinable = true
good_sell_price = #.######
bad_buy_price = #.######
bad_sell_price = #.######
good_buy_price = #.######
shop_archetype =
item_icon =
jump_dist =


(SECTION 3)

HOW TO:

CHANGE PRICE: in the goods.ini file go to the line PRICE = #### and change the numbers to your likeing.

CHANGE WHATE A BASE SELLS: TO SELL in the market_commodities.ini change the 3rd number to 150, the 4th to 500, and the 5th to 0. NOT TO SELL change the 3rd number to 0 also the 4th and the 5th to 1.

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