Modding 4.85
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I have redownloaded 4.85, and I want to pimp it up a bit. like new ships, weapons, stations and systems… But I want to choose them myself, rather than just download 4.86… It’s a long story, but I just want to know (because I have 4.86 on another computer and crossfire 1.9 on another) would adding ships/stations/systems/weapons from these mods completely wreck the game? Is there a tutorial as to how to do it? or can someone tell me…
Also is there a way to get the AI to occasionally transport illegal goods? like 1 in 10?
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I believe Disco has it’s own installation system and updater so that might cause an issue, otherwise adding new ships, weapons, stations and systems should be straightforward.
I’d suggest making a copy of the 4.85 folder and locating it in a new directory and use that for your changes.
I’d use FL Mod Studio for adding stations and systems as you essentially copy and paste from one system to the other, it also works on the activated mod (important with a mod that doesn’t use FLMM!)https://code.google.com/p/freelancermodstudio/downloads/list
Although this will place the station where you want there’s a lot of stuff associated with stations that will have to added manually (like rooms, mbases etc).
Ships and weapons I’d suggest doing manually by copying the required ini entries and DLL’s, sounds like your in for a fair bit of work! -
For modding current weapons I just edit the ini’s with notepad, it’s just a matter of changing the damage, rate of fire and energy per round to what you want. Use FlDev to identify the weapon you want to change and modify the parameters you want changed, I’ll add some examples tomorrow (I’ve no FL data on this PC)
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Here’s some code from 4.86 it’s in the DATA/EQUIPMENT/weapon_equip folder, the highlighted text are the bits you need to change.
Damage; shield damage is 50% of the hull damage (I know it says 0 but it’s a global game setting you add or subtract to change it)
Lifetime; muzzle velocity x lifetime = range
Power usage; energy used per fire
Refire delay; how long in seconds before the next round
Muzzle velocity; projectile speed (see lifetime for range)There’s other stuff but most of it is for changing how the weapon visual effects.
[Munition]
nickname = battlerazor_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 140000
energy_damage = 0
one_shot_sound = fire_razor
munition_hit_effect = li_torpedo01_impact
const_effect = razor_proj
lifetime = 0.940000
force_gun_ori = false
mass = 1
volume = 0.000100[Gun]
nickname = battlerazor
ids_name = 500214
ids_info = 500215
DA_archetype = equipment\models\turret\bsrazor.cmp
material_library = equipment\models\razor.mat
HP_child = HPConnect
hit_pts = 100000
explosion_resistance = 0.330000
debris_type = debris_turret_large
parent_impulse = 20
child_impulse = 80
volume = 5.000000
mass = 10
hp_gun_type = hp_turret_special_10
damage_per_fire = 0
power_usage = 1000000
refire_delay = 10.00000
muzzle_velocity = 1600.000000
toughness = 20
flash_particle_name = ku_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = battlerazor_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 60
lootable = false
LODranges = 0, 5000