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**Tutorial** - Editing Ship Data/Values/Stats
Here you find the different tutorials on editing and MODing Freelancer
I hope im not over posting this subject , I've read all 6 pages and only came up with a few bits of info .What im looking for is how to edit the cargo space. Iknow that my change wont affect the info card unless i edit it too . But my problem is with the tractor beam ,orig..cargo space 525 edited to 1525 infocard says 525 cargospace fine ,i can buy 1525 cargo thow and sell all of it too . but when im gathering cargo in space once i hit 525 cargo units the tractor beam gets frozen on what ever item im picking up
Please can a master modder help me fix this darnd problem in detail , i know others have been having the same problem
THNX Soooo much Zyda
Please can a master modder help me fix this darnd problem in detail , i know others have been having the same problem
THNX Soooo much Zyda
hi,
i follwed the thing for editing the ship but there was 1 problem. when i decompressed the shiparch file it made another1 that was not a configuration file it was a text file. so basicly i got 2 shiparch.ini, i removed the original and kept the new 1 (text file) and it didn't work. Im using Binilite. Could sum1 send me a decompressed configuration file for the Shiparch to:
[email protected]
or (this WILL make it easier)
Add me 2 MSN and send it.
Thx
i follwed the thing for editing the ship but there was 1 problem. when i decompressed the shiparch file it made another1 that was not a configuration file it was a text file. so basicly i got 2 shiparch.ini, i removed the original and kept the new 1 (text file) and it didn't work. Im using Binilite. Could sum1 send me a decompressed configuration file for the Shiparch to:
[email protected]
or (this WILL make it easier)
Add me 2 MSN and send it.
Thx
Hey, I have a severe problem...I used BINI just like you guys said; but for some reason, FL isnt reading my changes. Furthermore, when I delete the original .INI files (after I saved backups of course), the game will get to the Freelancer Screen and crash! Also, BINI does NOT create "File.ini.txt", only "File.ini", what the hell is going on???? Why will everyone elses mods work, and mine wont???
To give you a brief desript. of what I did, I altered Mission1.INI to give myself an Eagle VHF (just the way u said to do it earlier in the Forum). I also edited the ShipArch.INI to change my hold size from 70 to 1mill. I don't know why this isnt working.
HELP!!!!!
Edited by - Typhoon on 18-07-2003 20:14:37
To give you a brief desript. of what I did, I altered Mission1.INI to give myself an Eagle VHF (just the way u said to do it earlier in the Forum). I also edited the ShipArch.INI to change my hold size from 70 to 1mill. I don't know why this isnt working.
HELP!!!!!
Edited by - Typhoon on 18-07-2003 20:14:37
Just wanted peeps to see this...
Its a compilation Tutorial on Adding new ships and infocards...
http://lancersreactor.com/t/forum/topic ... orum_ID=29
Its a compilation Tutorial on Adding new ships and infocards...
http://lancersreactor.com/t/forum/topic ... orum_ID=29
hai guyz..
using guidelines at this threads.. i edited a few data to make stellito and sunslayer buyable at level 17( at Bruchsal Base)..now my next mission to save mankind bit more easier..
thanx guyz...
now my question..
1. how to make npc shield recharge, ...
2. how to make base and permanent battleship (like BS Yukon) destructible..i reaaaaaaaaaaly want to destroy that BH base..hik hik
without install mod like TNG, HU and FRM...
that all for now..
using guidelines at this threads.. i edited a few data to make stellito and sunslayer buyable at level 17( at Bruchsal Base)..now my next mission to save mankind bit more easier..
thanx guyz...
now my question..
1. how to make npc shield recharge, ...
2. how to make base and permanent battleship (like BS Yukon) destructible..i reaaaaaaaaaaly want to destroy that BH base..hik hik
without install mod like TNG, HU and FRM...
that all for now..
Hi guis ! I'm french i dont understand very good english.
I' m modding and i would change the price of my ships
I have edited goods.ini and i have change the price 10 000 >>> 50 000 000
But the price is 9 999 999 , and it can be 50 000 000 . I have tryed in game.
Can i have some help . I hope u have understand me
I' m modding and i would change the price of my ships
I have edited goods.ini and i have change the price 10 000 >>> 50 000 000
But the price is 9 999 999 , and it can be 50 000 000 . I have tryed in game.
Can i have some help . I hope u have understand me
Normally I wouldn't post in a seemingly dead topic, however I found this topic immeasureably helpful with modding a ship that I wanted to do. And since I'm sure someone, someday, will stubble on to this topic in search of similar answers to hardpoint modding, I just wanted to add to this guide with a small trick that I tried...
If you're wanting to add another hardpoint for a weapon such as a Cruise Disrupter/Torpedo, however your ship doesn't seem to support any extra hardpoints (or at least doesn't support putting them somewhere logical) try using the HPHeadLight hardpoint. I think most if not all ships have one and they are generally mounted in the front of the ship pointing forward. Its an ideal slot for a non-turret weapon, missile, or disrupter/torpedo.
For example, on my Dromedary (bw_freighter) I added the following line directly below its hardpoint information in the shiparch.ini:
hp_type = hp_torpedo_special_1, HpTorpedo01, HPHeadLight
hp_type = hp_torpedo_special_2, HpTorpedo01, HPHeadLight
As a result, I was given a new mountable slot for a distrupter/torpedo! And in my opinion, when loaded on the Dromedary it looks AWESOME sitting right below the nose!
A word of warning though: When you first look at the newly available hardpoint in the equiping screen, it will appear to be occupied already by an unknown unit. DO NOT TRY TO UNLOAD THE HARDPOINT!! Doing so will crash your game back to Windows. Instead just ignore the fact that it APPEARS already occupied, and just try loading a disrupter or torpedo. It should load and replace the headlight without any glitches.
I hope that helps someone else as it did me. I assume this means that you can also replace any of the other hardpoints with weapon systems if you so wish however I can't guarantee it. For reference, all of the hardpoints are listed in the desired ship's .CMP file (use UTF Edit to view)
If you're wanting to add another hardpoint for a weapon such as a Cruise Disrupter/Torpedo, however your ship doesn't seem to support any extra hardpoints (or at least doesn't support putting them somewhere logical) try using the HPHeadLight hardpoint. I think most if not all ships have one and they are generally mounted in the front of the ship pointing forward. Its an ideal slot for a non-turret weapon, missile, or disrupter/torpedo.
For example, on my Dromedary (bw_freighter) I added the following line directly below its hardpoint information in the shiparch.ini:
hp_type = hp_torpedo_special_1, HpTorpedo01, HPHeadLight
hp_type = hp_torpedo_special_2, HpTorpedo01, HPHeadLight
As a result, I was given a new mountable slot for a distrupter/torpedo! And in my opinion, when loaded on the Dromedary it looks AWESOME sitting right below the nose!
A word of warning though: When you first look at the newly available hardpoint in the equiping screen, it will appear to be occupied already by an unknown unit. DO NOT TRY TO UNLOAD THE HARDPOINT!! Doing so will crash your game back to Windows. Instead just ignore the fact that it APPEARS already occupied, and just try loading a disrupter or torpedo. It should load and replace the headlight without any glitches.
I hope that helps someone else as it did me. I assume this means that you can also replace any of the other hardpoints with weapon systems if you so wish however I can't guarantee it. For reference, all of the hardpoints are listed in the desired ship's .CMP file (use UTF Edit to view)
Whello! okey i fear this Q has been asked many times... i just cant find the answers, so therefore ill ask again...
My Q is when i fx want a bigger cargo hold on a ship in SP i do what?
i start downloading Bini, then i uncompresse the "shiparch.ini" then i edit and then delete the added ".txd" and then start up the game right?
Well for some reason or another the game seems to overwrite my change... WHY?!
If i edit the "weapon_equip.ini" it dosent!
Oh and just one more thing: I downloaded Porches Sith Infiltrator, all works fine exept when i kill kill the engine, then uses the afterburn it start accelerating to 998... and thats ONLY on new ships... how do i change that? (in the "goods.ini"
it does have 2 engines insted of just 1...)
()I-<
Compare your life to mine then, then start committing suicide.
My Q is when i fx want a bigger cargo hold on a ship in SP i do what?
i start downloading Bini, then i uncompresse the "shiparch.ini" then i edit and then delete the added ".txd" and then start up the game right?
Well for some reason or another the game seems to overwrite my change... WHY?!
If i edit the "weapon_equip.ini" it dosent!
Oh and just one more thing: I downloaded Porches Sith Infiltrator, all works fine exept when i kill kill the engine, then uses the afterburn it start accelerating to 998... and thats ONLY on new ships... how do i change that? (in the "goods.ini"
it does have 2 engines insted of just 1...)
()I-<
Compare your life to mine then, then start committing suicide.
okay, i have tryed to add 4 hardpoints of class 4 guns on the dagger, but i didn't got it, so i found this threant, and i post a reply here, maybe someone can help me...
the dagger ids number is: 237013
the dagger nickname is: bw_fighter
so if anyone can help me with adding 4 extra class 4 guns on the dagger i will apreciate it...
thanks!
the dagger ids number is: 237013
the dagger nickname is: bw_fighter
so if anyone can help me with adding 4 extra class 4 guns on the dagger i will apreciate it...
thanks!
Hi
First answer, then question.
Somebody asked how to make npc shields rechargable.
- install UnofficialFLSPPatch1.4.ZIP
- open DATA\Equipment\st_equip.ini
- find (example) npc_shield01_mark01
- change regeneration_rate = 1 to regeneration_rate = 13.3 (about the rate pc shields recharge
You want npc's to repair themselves ?
- open DATA\MISSIONS\faction_prop.ini
- find the faction you want to edit (affiliation = li_n_grp)
- choose level of ships to repair (npc_ship = li_n_li_elite_d5)
- open DATA\MISSIONS\npcships.ini
- find li_n_li_elite_d5 (nickname = li_n_li_elite_d5)
there is a line pilot = pilot_military_ace
- open DATA\MISSIONS\pilots_population.ini
- find pilot_military_ace (nickname = pilot_military_ace)
- u need this line
repair_id = repair_fighter_both
if u go through this file, there is a repair section that is tweakable
Now they need bots.
In npcships.ini in section li_n_li_elite_d5 there's a line
loadout = li_n_li_elite_loadout01
- open DATA\SHIPS\loadouts.ini
- find li_n_li_elite_loadout01 section
- add
cargo = ge_s_battery_01, 10
cargo = ge_s_repair_01, 10
Enjoy !
Now for the question:
I imported ships (APS ship pack, lovely), that are untouchable by energy weapons, can only be hurt by missiles. I would like to use them for npc ships, and hurt them, blast to pieces with blaster.
They just don't seem to notice me shooting at them (2xSilverFire, 2xSkyblastB, 2xKraken2), and game has ugly inclination to crashing when they're around.
I've seen answer for that somewhere here, will keep on looking, but no luck yet.
First answer, then question.
Somebody asked how to make npc shields rechargable.
- install UnofficialFLSPPatch1.4.ZIP
- open DATA\Equipment\st_equip.ini
- find (example) npc_shield01_mark01
- change regeneration_rate = 1 to regeneration_rate = 13.3 (about the rate pc shields recharge
You want npc's to repair themselves ?
- open DATA\MISSIONS\faction_prop.ini
- find the faction you want to edit (affiliation = li_n_grp)
- choose level of ships to repair (npc_ship = li_n_li_elite_d5)
- open DATA\MISSIONS\npcships.ini
- find li_n_li_elite_d5 (nickname = li_n_li_elite_d5)
there is a line pilot = pilot_military_ace
- open DATA\MISSIONS\pilots_population.ini
- find pilot_military_ace (nickname = pilot_military_ace)
- u need this line
repair_id = repair_fighter_both
if u go through this file, there is a repair section that is tweakable
Now they need bots.
In npcships.ini in section li_n_li_elite_d5 there's a line
loadout = li_n_li_elite_loadout01
- open DATA\SHIPS\loadouts.ini
- find li_n_li_elite_loadout01 section
- add
cargo = ge_s_battery_01, 10
cargo = ge_s_repair_01, 10
Enjoy !
Now for the question:
I imported ships (APS ship pack, lovely), that are untouchable by energy weapons, can only be hurt by missiles. I would like to use them for npc ships, and hurt them, blast to pieces with blaster.
They just don't seem to notice me shooting at them (2xSilverFire, 2xSkyblastB, 2xKraken2), and game has ugly inclination to crashing when they're around.
I've seen answer for that somewhere here, will keep on looking, but no luck yet.
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