Modding

Modding discussion, support and showcasing.

23 Topics 123 Posts
  • NPC Shield wont go under 10%

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    @Gold_Sear It’s weird mate, he gave me a download link for the mod, it won’t even launch for me, so there’s not much point trying to replicate what he has. There’s lots of mods to shields, loadouts, equipment, you won’t replicate it by plugins and hacks alone.

  • How do Countermeasures really work?

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  • Gold_Sear's To Do List

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    Major update: points 6 and 8 are resolved! See also here why this is important.

  • Idea for a new Cruise Disruptor

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    This is what happens when we’re watching a David Attenborough show and also obsessed with Freelancer.

  • NPC Loadout - Shields and Reactors

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    Thanks guys, you taught me a lot 🙂 I will make sure its properly balanced

  • Models Sharing Collection

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  • Missions against Ageira

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    Thank you Caenen, I will try this! 🙂

  • Story Mission level requirement

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    @Timmy51m Thanks Timmy, you are absolutely right. I am working in the game industry as a QA Engineer so it is literally my job to test everything 😄

    It took me already weeks to test things that Ive managed to get into my modded game and I am still not even in half. But slowly its moving forward.

    Just a quick question, is Freelancer restart always needed to see changes in ini files? I’ve been doing that for the last 2 months but maybe I am doing it wrong.

  • Capital ships shield collision detection

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    @Aingar Wow, thats something my brain is not ready for 😄 Me and Coding… hmm nope 😄 Seems like I lost this battle. Maybe the Shield-less capitals are better options than breaking physics of this universe to making shields working 😄

  • Dropping a phantomloot cargo from an NPC

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    @IrateRedKite Sounds good, I will be looking forward to it 🙂 creating currently my very first mod so I am learning every stuff out there. Quite tricky with the old Starport being gone and most of the URLs are not working 😄

    But thanks for your reply Irate!

  • Incorrect Shield Value on HUD

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    Wow, could I miss something like this? 😮
    Thank you both for your quick response!

  • German Mod Tutorials? 2024 Mod Tutorial?

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    Wenn du etwas neues erstellen willst (eine neue Mod) dann solltest du vermutlich das SDK verwenden (dafür ist es da). Wenn du die HD Edition verwendest (also eine bestehende Mod) dann solltest du erst einmal um Erlaubnis fragen ob du diese Mod überhaupt für deine Zwecke verwenden darfst. Ganz speziell wenn du deine eigene Mod veröffentlichen willst, wäre es ratsam die Erlaubnis zu haben, wenn du Werke von anderen Moddern verwendest (immerhin haben diese Zeit und Arbeit in diese Mods gesteckt).

  • Convex Hull V-HACD

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    Josbyte, could you make a tutorial on how you go about using this feature or at least how you use it?

  • Vanilla Mod question?

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    Hi @GalaCeir, welcome to the Starport!

    Something to try that might fit the bill here is the last release of Shattered Worlds: War-Torn. Most mods that are still active are fairly focused on multiplayer, new single-player content for Freelancer is pretty rare unfortunately!

  • 0 Votes
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    Very odd design decision, and sadly doesn’t allow us to freely customize the range on per-model basis, but at least now we know. Much appreciated!

  • Freelancer on ROG Ally

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    Yepp, it’s working now. I used the HD edition, left most settings as they were, just used DirectX 11 and that works. So the wrapper alone would help to have a more vanilla experience, but for now this looks amazing! Thanks!

  • Understanding NPC in-combat Behaviours

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  • Help on Intro wav

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    I noticed that in the intro of fp7setscene.utf there are some audio files that are not played, I am using Freellancer HD latest version, yet I checked the length of the audio files and they are the same as the original, what could it depend on?

    In particolar in the Freeport 7 scene, skips the “Incoming laser” and the final scream…
    I’ll check the audio again, but I think they are fine 😕

  • Vanilla Freelancer weapon stats patterns

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    UPDATED

    I’m going to have another project taking up some time for the next week or two. I’ve confirmed that six vanilla extended weapons work, and have basic infocards done. There are no bases selling at the moment.

    Added appropriate bases for weapons, with rep and level consistent with standard Freelancer. Since no level 10 weapons are sold in-game, I set those to 0.7 rep and level 34.
    The one thing I have misgivings about is that the level 10 Corsair weapons wind up being a bit uberish for unmodded enemies - damage is in code weapon range, but with 4 refire and high efficiency.

    Zipped script.xml version

    I’m a fan of Creative Commons type licenses, but rather than add a license that’s longer than the mod:
    Feel free to reuse, modify, fold, spindle, or mutilate the data to your heart’s content. It’s pretty basic. If anyone wants to do a vanilla feel overhaul, what’s most useful is the information it’s based on.

    Automating weapons generation was overkill for this. When I’m free again, per IrateRedKite’s suggestion, I may put together some code to automate creating complete vanilla-based weapons lines (and in Python, yes - I’ll leave my preferred PowerShell toys at home, even if they do work great for blowing through data streams :} ).

    A major caveat is that as-is, it may not be useful for many people since using the level-based hardpoints isn’t as much of a thing. Other issues:

    major overlap in weapons families means the effect is minor. there are max about 4 levels of effect for each family of weapon, which means, depending on weapon, 3-4 levels will share the same effect. (This could be mitigated by rearranging the weapon effects a bit, so every faction’s neutron weapon effects look alike, for example?). and the biggest impediment: the weapons should get reasonable in-game presence: names, infocards, possible rumors and wreck distribution, etc. That’s the real significant issue. Creating the weapons lines is pretty mechanical, but making them into interesting game elements is where the real effort is.

    EDIT EDIT: I’ve changed naming scheme to make names more rational for what may be a somewhat sparse matrix of new weapons: the names are simply family-name_ level_ nn where nn is 2-digit level number.

  • 1 Votes
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    @Gold_Sear Damn, I did browse through the knowledge base but I must have skipped this entirely. Apologies.
    Many thanks to you and BC46 who also pointed it out to me and included the original thread, with adoxa finding it https://the-starport.com/forums/post/40981