Total Conversion(Systems) - What to delete?
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The title says it all really, IM helping a few people to make a new mod (new story and all) but for the systems, what would I need to delete to enable freelancer to load.
In my mods folder i copied all the old UNIVERSE file, deleted anything that wasnt mine and then used that in the Mod folder (original still in fl folder), but how do i set it so the ones in the FL folder are “removed” while the mod is activated? if at all…
Another thing, i have removed every other system apart from my own from all the Universe.ini files(in the mod files), and FL crashed to desktop, why is that? (i have OpenSp on, which starts me in my new system).
Basically, what do i need to delete and if i have to, overwrite(and how).
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I tried few possibilities when making a TC mod and from my experiance - the best way is to not remove old systems just add those new and change starting position for player. When you test your mod in Open SP you CAN NOT delete systems from universe.ini because Open SP reads it for FP7 (intro system) and NY - so you must left those untouched I hope it help you a little.
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The mod im working in is in a totally different sector….new york doesnt exist…Would simply renaming New York work? (but leaving Li01 as its prefix *in UNIVERSE.ini)
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that’s it, you need to make openSP and delete every value asking for the vanilla systems. also you have to move the main menu’s to other systems (you would recognise them in the menu anyways) as they ask for Li01 to exist. once the game does not need them at all you can make whatever you wish with their existance. btw, it is possible to make the new york and FP7 system invisible on the nav map or move them out of the map’s range, so they stay but the player doesn’t know they do.