Problems with new factions
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@F!R:
1. it’s worse: as soon as your old char will have an encounter
with the new faction atleast the client will CTD
(not sure atm if the server goes down)2. i think there is a tool by Lancer Solurus, which might be able to do that
3. not necessary “EXE\mpnewcharacter.fl”,
possibly the rep settings of every faction to the new faction in “initialworld.ini”4. i d wipe the players
1. No crashes, the new factions is just neutral to all existing players
2. Ty ill see if I can find it at EOA
3. Nope didn’t work tryed that a few times with different settings before I’ve posted here
4. No solution, I will not do a player wipe
Regards
mind -
You will have to add the new faction to the mpnewcharacter file, also set the right directions in initialworld.ini
Other than that you don’t have to do anything on the player side other than adding the factions to your own mod.If you realy don’t know why your client is crashing i suggest you contact an admin or modder from Hamburg server, they use it for a time allready.
Even standard vanilla users see the new factions as red. Only when you have the mod loaded you can see the names with it. Maybe because they use 0 id’s … other than that i don’t know it either. -
No Worfeh thats sadly not the whole job.
On HHC they must have a tool that adds a new faction to all playerfiles so that the faction appears hostile.
Without a extra tool a new faction will appear neutral to all existing chars, but its ok now schmackbolzen will write me a tool to update all playerfiles.By the way i dont habe problem with crashes, there was no crash so far and i’ve tested it a few times, my problem is that the factions appear neutral.
Regards
Mind -
Our tool to do that is public:
http://www.freelancerserver.de/v2/topic,8775_Download_FLCharAdmin.html
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That brings u (and Niwo) another thanks.
I will try that tool tomorow and see if i’m able to use it.But i have one question:
Are there any restrictions or limitations? Cause I need to add 32 factions to all player files. -
Have you tried FL Clan Editor, it is designed exactly for this situation? No player wipe when u add new factions to your mod…
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That brings u (and Niwo) another thanks.
I will try that tool tomorow and see if i’m able to use it.But i have one question:
Are there any restrictions or limitations? Cause I need to add 32 factions to all player files.Not really, we dont like restrictions
We have like 50 000 char files and it still runs flawlessly -
OK i have a new problem.
I’ve created a total of 37 new factions, most of them are clan factions.
Within the new factions I have a total of 108 factions in new universe, but when i code them all in the necessary ini’s (mpnewchar, initialworld, empathy and factionprop) my server crashes when i lunch in a system within new faction patrols.Some things i’ve tested:
-With 99 factions everything works fine, no matter which ones i delete
-I’ve watched all ini’s and found no coding error that could crash the game
-Within all 108 factions it crashes in all system where i habe clan NPC patrols
-All other factions dont crash the server its only in system within one of my 40 clan factions
-When i delete the clan NPC zones anything works fineFirst i thought the may be a limit of factions for FL, but that would mean that all factions do crash the server and not just the 40 clan factions.
Below u can see a list of all factions, the red one are the factions in the current mod, the rest is new.
The nu_CL??_grp and sc_CL??_grp are the clan factions.Greetings
Mindrep = -0.91, li_n_grp
rep = -0.91, li_lsf_grp
rep = -0.91, li_p_grp
rep = -0.91, br_n_grp
rep = -0.91, br_p_grp
rep = -0.91, ku_n_grp
rep = -0.91, ku_p_grp
rep = -0.91, rh_n_grp
rep = -0.91, rh_p_grp
rep = -0.91, co_alg_grp
rep = -0.91, co_be_grp
rep = -0.91, br_m_grp
rep = -0.91, co_nws_grp
rep = -0.91, co_hsp_grp
rep = -0.91, co_ic_grp
rep = -0.91, co_khc_grp
rep = -0.91, co_kt_grp
rep = -0.91, rh_m_grp
rep = -0.91, co_me_grp
rep = -0.91, co_ni_grp
rep = -0.91, co_os_grp
rep = -0.91, co_rs_grp
rep = -0.91, co_shi_grp
rep = -0.91, co_ss_grp
rep = -0.91, co_ti_grp
rep = -0.91, co_vr_grp
rep = -0.91, fc_bd_grp
rep = -0.91, fc_b_grp
rep = -0.91, fc_c_grp
rep = -0.91, fc_fa_grp
rep = -0.91, fc_g_grp
rep = -0.91, fc_gc_grp
rep = -0.91, fc_h_grp
rep = -0.91, fc_j_grp
rep = -0.91, fc_lh_grp
rep = -0.91, fc_lr_grp
rep = -0.91, fc_lwb_grp
rep = -0.91, fc_m_grp
rep = -0.91, fc_ou_grp
rep = -0.91, fc_rh_grp
rep = -0.91, fc_or_grp
rep = -0.91, fc_u_grp
rep = -0.91, fc_x_grp
rep = -0.91, gd_gm_grp
rep = -0.91, fc_uk_grp
rep = -0.91, fc_n_grp
rep = -0.91, fc_ln_grp
rep = -0.91, fc_kn_grp
rep = -0.91, fc_rn_grp
rep = -0.91, fc_ouk_grp
rep = -0.91, fc_q_grp
rep = -0.91, fc_f_grp
rep = -0.91, gd_im_grp
rep = -0.91, gd_z_grp
rep = -0.91, gd_bh_grp
rep = -0.91, nu_ori_grp
rep = -0.91, nu_replic_grp
rep = -0.91, nu_asgard_grp
rep = -0.91, nu_goauld_grp
rep = -0.91, nu_tolana_grp
rep = -0.91, nu_wrace_grp
rep = -0.91, nu_tauri_grp
rep = -0.91, nu_jedi_grp
rep = -0.91, nu_rebel_grp
rep = -0.91, nu_sith_grp
rep = -0.91, nu_imp_grp
rep = -0.91, nu_CL01_grp
rep = -0.91, nu_CL02_grp
rep = -0.91, nu_CL03_grp
rep = -0.91, nu_CL04_grp
rep = -0.91, nu_CL05_grp
rep = -0.91, nu_CL06_grp
rep = -0.91, nu_CL07_grp
rep = -0.91, nu_CL08_grp
rep = -0.91, nu_CL09_grp
rep = -0.91, nu_CL10_grp
rep = -0.91, nu_CL11_grp
rep = -0.91, nu_CL12_grp
rep = -0.91, nu_CL13_grp
rep = -0.91, nu_CL14_grp
rep = -0.91, nu_CL15_grp
rep = -0.91, nu_CL16_grp
rep = -0.91, nu_CL17_grp
rep = -0.91, nu_CL18_grp
rep = -0.91, nu_CL19_grp
rep = -0.91, nu_CL20_grp
rep = -0.91, sc_CL01_grp
rep = -0.91, sc_CL02_grp
rep = -0.91, sc_CL03_grp
rep = -0.91, sc_CL04_grp
rep = -0.91, sc_CL05_grp
rep = -0.91, sc_CL06_grp
rep = -0.91, sc_CL07_grp
rep = -0.91, sc_CL08_grp
rep = -0.91, sc_CL09_grp
rep = -0.91, sc_CL10_grp
rep = -0.91, sc_CL11_grp
rep = -0.91, sc_CL12_grp
rep = -0.91, sc_CL13_grp
rep = -0.91, sc_CL14_grp
rep = -0.91, sc_CL15_grp
rep = -0.91, sc_CL16_grp
rep = -0.91, sc_CL17_grp
rep = -0.91, sc_CL18_grp
rep = -0.91, sc_CL19_grp
rep = 0.91, sc_CL20_grp
rep = -0.91, nu_dk_grp
rep = 0.91, nu_evil_grp -
This was going to be one of my tutorials, but I will give you the short and sweet. As Bejaymac and others have noted, in order for factions to work properly (missions etc) they must (quoting him here):
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BejaymacTo change the faction names you need to alter 6 locations in 2 DLL’s (not including the info cards).
nickname = li_n_grp
ids_name = 196846 –—>>NameResources.dll -->>‘Liberty Navy’
ids_info = 66200
ids_short_name = 196895 ->>NameResources.dll -->>‘Navy’196846 + 131834 = 328680 —>>OfferBribeResources.dll -->>‘Liberty Navy’
328680 + 100 = 328780 —>>OfferBribeResources.dll -->>‘the Liberty Navy’
328780 + 100 = 328880 —>>OfferBribeResources.dll -->>‘Liberty Navy’
328880 + 100 = 328980 —>>OfferBribeResources.dll -->>‘the Liberty Navy’This also happens to be the method you need to get any custom factions to appear in the bribes and job descriptions.
So, to take this the next logical step, you CAN’T have more than 100 factions that will work (because they won’t fit in the +100 rule). Also, these new faction long ids names MUST start in the same block as the existing ones (short ids names and infos can go into other dlls). I found through experimentation that if you use a higher block of numbers in nameresources it will not work.
DwnUndr
edit…now having said that…I have not experimented with this yet…If you have factions who’s sole purpose is to tag players (like to say Freelancer for example), I would ‘think’ it would be okay to place their names elsewhere since they won’t be involved in missions or bribes.
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My plan was to have 2 factions per clan, one for the NPC’s and the player and a second one for the stations to protect them from other players to dock at clan stations.
The red ones should be the main clan factions and the blue ones should be the clan station faction.The clan station faction are supposed to be hostile to all factions except the main faction of the clan.
So i’ve planed to use the same ids names and infos for 2 factions, so that nu_CL01_grp and sc_CL01_grp do appear with the same names ingame.rep = -0.91, nu_CL01_grp
rep = -0.91, nu_CL02_grp
rep = -0.91, nu_CL03_grp
rep = -0.91, nu_CL04_grp
rep = -0.91, nu_CL05_grp
rep = -0.91, nu_CL06_grp
rep = -0.91, nu_CL07_grp
rep = -0.91, nu_CL08_grp
rep = -0.91, nu_CL09_grp
rep = -0.91, nu_CL10_grp
rep = -0.91, nu_CL11_grp
rep = -0.91, nu_CL12_grp
rep = -0.91, nu_CL13_grp
rep = -0.91, nu_CL14_grp
rep = -0.91, nu_CL15_grp
rep = -0.91, nu_CL16_grp
rep = -0.91, nu_CL17_grp
rep = -0.91, nu_CL18_grp
rep = -0.91, nu_CL19_grp
rep = -0.91, nu_CL20_grp
rep = -0.91, sc_CL01_grp
rep = -0.91, sc_CL02_grp
rep = -0.91, sc_CL03_grp
rep = -0.91, sc_CL04_grp
rep = -0.91, sc_CL05_grp
rep = -0.91, sc_CL06_grp
rep = -0.91, sc_CL07_grp
rep = -0.91, sc_CL08_grp
rep = -0.91, sc_CL09_grp
rep = -0.91, sc_CL10_grp
rep = -0.91, sc_CL11_grp
rep = -0.91, sc_CL12_grp
rep = -0.91, sc_CL13_grp
rep = -0.91, sc_CL14_grp
rep = -0.91, sc_CL15_grp
rep = -0.91, sc_CL16_grp
rep = -0.91, sc_CL17_grp
rep = -0.91, sc_CL18_grp
rep = -0.91, sc_CL19_grp
rep = 0.91, sc_CL20_grpSry DwnUndr but i do not completly understand your post, or specialy i do not understand why the factions are limited to 100.
I’ve saved all my clan ids names and infos in a custom.dll.
I dont want to edit the vailla dll’s cause this would mean that german players get a mix of english and german or i had to provide all vanilla dlls with the mod.Regards
MindEdit: None of these factions should offer bribes or missions.
Edit2: Do u think its possible that missing Ids names and infos in some of the factions do crash the game? I’ve tested it with less factions and without ids names/infos they’re just displayed as ids? so i did not think that missing names and infos could cause the crashes.
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Sry for the double post, but i’ve checked some other mods and found out that a few mods out there have more factions than NU should have in 1.7.
Its seems like there’s a hash error in FL/NU, maybe its caused by the double numbers in the nu and sc factions, or by something else.
I would be rly thankful to the moders with more than 100 factions in their mods if they could post their experiences with faction bugs, or maybe post if they had similar bugs.
Maybe someone experience can help me with figuring out what the problem is, cause i’m actually lost like never before :-X dang i feel like a complete noob -
Having more than a 100 factions is basically no problem
- as long as you have no bribes or missions.
The problem starts with the addition of the addition of the necessary 4 more names of the new factions for bribes + missions.
Now I d run in a strange bug with our latest version:
Instead of the group name ofthe NPC to kill, we see the IDS entry 789444
what are the stats for Starlancer Tempest - Bomber (ids_info3 = 789444)
So I d assume, it is the group name + the magic number 131834 + 100/200/300/400
but the IDS numbers of those faction was far away.
Searching for 789444 - 131834 = 657610 also - 100/200/300/400 gave me the faction ‘High Guard’ at IDS 657410.So that magic number worked at least partly without need of names to be in NameResources.dll / OfferBribeResources.dll.
With that info I now tried to get the missing names in for our 100+ factions and found empty IDS in NameResources.dll starting with IDS number 200222 and +131834 + 0/100/200/300 in OfferBribeResources.dll where I added those.
Also added the faction IDS in KnowledgeMap.ini.Now this gives me the faction name showing in the neuro-net and in the main mission objective according to the bug above.
but not in the mission offer (‘the Taiidan’ is missing somehow)
So now after filling data into the empty IDS below 200222 and adding some more names at IDS +131834 + 400/500/600 and -100/-200/-300 I m running out of ideas.
Any hints?
How about a plugin, capturing those names and filling in the ‘original’ IDS name? -
freelancer.exe, 01CDA4, 64->FF = display additional factions in missions ```I think. The offer tests if there are more than 100 factions and refuses to display if so; the above eliminates that test, just doing the +131834 like the objective does. I was going to do a plugin (handle the zones as well), but then saw the original post was old, so you got this hack instead. And it looks like the +0 values aren't required - there's no %F0v0.
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adoxa wrote:
freelancer.exe, 01CDA4, 64->FF = display additional factions in missions ```I think. The offer tests if there are more than 100 factions and refuses to display if so; the above eliminates that test, just doing the +131834 like the objective does. I was going to do a plugin (handle the zones as well), but then saw the original post was old, so you got this hack instead. And it looks like the +0 values aren't required - there's no %F0v0.
Thanks, I’ll try that aswell, have to say I stopped adding factions because of this problem. It maybe an old thread but its an old problem that was never properly solved
Edit:: confirmed as working. Adoxa, you’re a star
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