Harder LN faction
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@Gibbon:
NPC ships are defined in npcships.ini in your MISSION folder. They also need an entry in faction_prop.ini. Once you have defined them with UNIQUE names then you need to do a loadout for them in SHIPS/loadouts.ini
If i have to make entries into faction_prop.ini it seems i cant avoid to make new faction…… If i make this new one, i have to fill its preferences to all factions (nice long list… :(.).
Thanks the guideline Gibbon, i’ll try that.
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@Gibbon:
NPC ships are defined in npcships.ini in your MISSION folder. They also need an entry in faction_prop.ini. Once you have defined them with UNIQUE names then you need to do a loadout for them in SHIPS/loadouts.ini
I tried what you’d mentioned, but i cant make new entries for existed factions because ive got CTD, but if i modify the loadouts only there is no problem.
From npcships.ini:
[NPCShipArch]
nickname = li_n_li_elite_d11-19
loadout = li_n_li_elite_loadout03
level = d11
ship_archetype = li_elite2
pilot = pilot_military_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d11, d12, d13, d14, d15, d16, d17, d18, d19Ive just modified this loadout but i cant cut it at d11 and make new entires from d12:
[NPCShipArch]
nickname = li_n_li_elite_d11
loadout = li_n_li_elite_loadout03
level = d11
ship_archetype = li_elite
pilot = pilot_military_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d11and the new would be:
[NPCShipArch]
nickname = li_n_li_elite_d12-19
loadout = li_n_li_elite_loadout04
level = d12
ship_archetype = li_elite2
pilot = pilot_military_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d12, d13, d14, d15, d16, d17, d18, d19At faction_props.ini:
the original:[FactionProps]
affiliation = li_n_grp
legality = lawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_li_n
jump_preference = jumpgate
npc_ship = li_n_li_elite_d1-3
npc_ship = li_n_li_elite_d4
npc_ship = li_n_li_elite_d5
npc_ship = li_n_li_elite_d6
npc_ship = li_n_li_elite_d7
npc_ship = li_n_li_elite_d8
npc_ship = li_n_li_elite_d9
npc_ship = li_n_li_elite_d10
npc_ship = li_n_li_elite_d11-19If i add the new one:
[FactionProps]
affiliation = li_n_grp
legality = lawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_li_n
jump_preference = jumpgate
npc_ship = li_n_li_elite_d1-3
npc_ship = li_n_li_elite_d4
npc_ship = li_n_li_elite_d5
npc_ship = li_n_li_elite_d6
npc_ship = li_n_li_elite_d7
npc_ship = li_n_li_elite_d8
npc_ship = li_n_li_elite_d9
npc_ship = li_n_li_elite_d10
npc_ship = li_n_li_elite_d11
npc_ship = li_n_li_elite_d12-19The loadouts.ini then:
the original:[Loadout]
nickname = li_n_li_elite_loadout03
archetype = li_elite
equip = ge_le_engine_01
equip = npc_shield01_mark04, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = armor_scale_5
equip = li_gun01_mark05, HpWeapon01
equip = li_gun01_mark05, HpWeapon02
equip = li_gun01_mark05, HpWeapon03
equip = li_gun01_mark05, HpWeapon04
equip = li_gun01_mark05, HpWeapon05
equip = li_turret01_mark01, HpTurret01
equip = cruise_disruptor01_mark01, HpTorpedo01
cargo = cruise_disruptor01_mark01_ammo, 5
equip = mine01_mark01, HpMine01
cargo = mine01_mark01_ammo, 20
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallBlue, HpRunningLight01
equip = SlowSmallBlue, HpRunningLight02
equip = SlowSmallBlue, HpRunningLight03
equip = SlowSmallBlue, HpRunningLight04
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02and the new:
[Loadout]
nickname = li_n_li_elite_loadout04
archetype = li_elite2
equip = ge_le_engine_01
equip = npc_shield01_mark09, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_04, HpThruster01
equip = armor_scale_5
equip = special_nomad_gun03, HpWeapon01
equip = special_nomad_gun03, HpWeapon02
equip = li_gun01_mark05, HpWeapon03
equip = li_gun01_mark05, HpWeapon04
equip = li_gun01_mark05, HpWeapon05
equip = fc_c_turret02_mark02, HpTurret01
equip = cruise_disruptor01_mark01, HpTorpedo01
cargo = cruise_disruptor01_mark01_ammo, 5
equip = mine01_mark01, HpMine01
cargo = mine01_mark01_ammo, 20
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallBlue, HpRunningLight01
equip = SlowSmallBlue, HpRunningLight02
equip = SlowSmallBlue, HpRunningLight03
equip = SlowSmallBlue, HpRunningLight04
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02I may missed something.
If i modify the third loadout to that unique you see in red then no problem, only if i make that entries. -
@Davis:
I tried what you’d mentioned, but i cant make new entries for existed factions because ive got CTD, but if i modify the loadouts only there is no problem.
If you’re just modifting existing loadouts then they are not new entries, just means something else will not work. Those guidelines are the proper way to add npc ships and if they are not working then you’ve missed something. When i say unique names, i mean it. You should have a unique name for use in faction prop, npcships which is actually shared and a unique name for the the loadout entry.
I’ll give you an example, in faction prop you can add something like this
npc_ship = mynewship_d19
In npcships you should add something like this
[NPCShipArch]
nickname = mynewship_d19 <–------MUST BE SAME as entry in faction prop
loadout = mynewship_loadout <--------------MUST BE SAME as used in loadouts.ini
level = d19 <-------------------------Level diplayed when it spawns
ship_archetype = mynewship <----------- Name of ship model used
pilot = pilot_pirate_ace <-------------Type of pilot used
state_graph = FIGHTER <------------- Fighter if its a fighter
npc_class = lawful, class_fighter, d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11, d12, d13, d14, d15, d16, d17, d18, d19Lawful fighter or unlawful, also the levels of the encounters that it will appear in. A quick note about levels, if you do the above, then the new ship will appear in even a low level encounter if the faction it belongs to is used. If you want to restrict it to lvl 19 use then only use the d19 setting assuming you have set the encounters set to lvl 19 lol.
Lastly loudouts.ini
[Loadout]
nickname = mynewship_loadout <–-------MUST MATCH name used in npcships entry
archetype = ge_fighter6
equip = ge_gf6_engine_01
equip = shield03_mark08_hf, HpShield01Those are all custom entries and you add any new ship even to an existing faction by following the above. Screw this up and you get ctd’s. Welcome to modding FL lol
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@Gibbon:
@Davis:
I tried what you’d mentioned, but i cant make new entries for existed factions because ive got CTD, but if i modify the loadouts only there is no problem.
If you’re just modifting existing loadouts then they are not new entries, just means something else will not work. Those guidelines are the proper way to add npc ships and if they are not working then you’ve missed something. When i say unique names, i mean it. You should have a unique name for use in faction prop, npcships which is actually shared and a unique name for the the loadout entry.
I’ll give you an example, in faction prop you can add something like this
npc_ship = mynewship_d19
In npcships you should add something like this
[NPCShipArch]
nickname = mynewship_d19 <–------MUST BE SAME as entry in faction prop
loadout = mynewship_loadout <--------------MUST BE SAME as used in loadouts.ini
level = d19 <-------------------------Level diplayed when it spawns
ship_archetype = mynewship <----------- Name of ship model used
pilot = pilot_pirate_ace <-------------Type of pilot used
state_graph = FIGHTER <------------- Fighter if its a fighter
npc_class = lawful, class_fighter, d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11, d12, d13, d14, d15, d16, d17, d18, d19Lawful fighter or unlawful, also the levels of the encounters that it will appear in. A quick note about levels, if you do the above, then the new ship will appear in even a low level encounter if the faction it belongs to is used. If you want to restrict it to lvl 19 use then only use the d19 setting assuming you have set the encounters set to lvl 19 lol.
Lastly loudouts.ini
[Loadout]
nickname = mynewship_loadout <–-------MUST MATCH name used in npcships entry
archetype = ge_fighter6
equip = ge_gf6_engine_01
equip = shield03_mark08_hf, HpShield01Those are all custom entries and you add any new ship even to an existing faction by following the above. Screw this up and you get ctd’s. Welcome to modding FL lol
Ok, but in your example, you just add one more npc ship and i cant see what factions belongs it to.
As you wrote:
npc_ship = mynewship_d19
So there is no faction just a new entry, but the liberty navy faction has entries from d1 to d19 as my example.In your loadouts.ini
[Loadout]
nickname = mynewship_loadout <–-------MUST MATCH name used in npcships entry
–-> the original has already have d19 at loadouts03
archetype = ge_fighter6
equip = ge_gf6_engine_01
equip = shield03_mark08_hf, HpShield01 -
Regards the faction prop entry, it’s only a name, doesn’t have to have a faction entry, u just add it to the factions list of ships that they use.
As with the loadout entry, nothing stopping you using an original one as long as it matches what is in npcships.ini
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@Gibbon:
Regards the faction prop entry, it’s only a name, doesn’t have to have a faction entry, u just add it to the factions list of ships that they use.
As with the loadout entry, nothing stopping you using an original one as long as it matches what is in npcships.ini
Ah ,ok i see. So it doesnt matter there is d11-d19 level already if i make this new entrie with d1-d19 that wont cause problem. Or do i have to make the new one from d20 to dxx as continuance of d19? (basicly i tried bigger than d19, the libery navy faction’s cruiser has d22 but it doesnt appear if i set it)
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Firstly the d1-d19 entry in faction props is optional, people add that normally to remind themselves what level the ship is designed for which you then setup in npcships.ini. If you call it d1-d19 in in faction props and only stick d5-d19 in npcships.ini then its probable the new ship won’t spawn in any encounter below lvl 5 (d5).
Secondly, you can go higher than d19 (lvl 19) but you need to modify some other files for that so stick with d19 as your highest for now
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@Gibbon:
Firstly the d1-d19 entry in faction props is optional, people add that normally to remind themselves what level the ship is designed for which you then setup in npcships.ini. If you call it d1-d19 in in faction props and only stick d5-d19 in npcships.ini then its probable the new ship won’t spawn in any encounter below lvl 5 (d5).
Secondly, you can go higher than d19 (lvl 19) but you need to modify some other files for that so stick with d19 as your highest for now
Liberty Navy groups at d1-d19: same ship(defender) and different weapons and stuff,
their highest loadout: loadout03 for d11-d19 (of course for fighters, not for capships)
What i did:
I broke this row at d11 (in faction_props.ini): d11->loadout03 and i made new entrie: loadout04 for d12-d19 and i modified the 2 other files (npcships, and loadouts.inis) in regards to this new level.
I dont want to appear my ship under d11 so i havent modified the lower level.So then the originals was:
npc_ship = li_n_li_elite_d1-3
npc_ship = li_n_li_elite_d4
npc_ship = li_n_li_elite_d5
npc_ship = li_n_li_elite_d6
npc_ship = li_n_li_elite_d7
npc_ship = li_n_li_elite_d8
npc_ship = li_n_li_elite_d9
npc_ship = li_n_li_elite_d10
npc_ship = li_n_li_elite_d11-19And my new:
npc_ship = li_n_li_elite_d1-3 (loadout01)
npc_ship = li_n_li_elite_d4 (loadout02)
npc_ship = li_n_li_elite_d5 .
npc_ship = li_n_li_elite_d6 .
npc_ship = li_n_li_elite_d7 .
npc_ship = li_n_li_elite_d8 .
npc_ship = li_n_li_elite_d9 .
npc_ship = li_n_li_elite_d10 .
npc_ship = li_n_li_elite_d11 (loadout03)
npc_ship = li_n_li_elite_d12-19 (loadout04)In npc ships.ini my new:
[NPCShipArch]
nickname = li_n_li_elite_d12-19
loadout = li_n_li_elite_loadout04
level = d12
ship_archetype = li_elite2
pilot = pilot_military_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d12, d13, d14, d15, d16, d17, d18, d19Then my loadouts.ini:
[Loadout]
nickname = li_n_li_elite_loadout04
archetype = li_elite2
equip = ge_le_engine_01
equip = npc_shield01_mark09, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_04, HpThruster01
……So these are my new entries, please check it, i may made a mistake somewhere.
Thanks in advance
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It looks ok to me, only thing in factionprops is the loadout 01 etc in brackets. Is that just for the forum or have you actually added those lines in brackets? If so, then add them to npcships.ini or if it’s only a comment then stick a semi colon in front so it reads like this,
npc_ship = li_n_li_elite_d1-3 ;(loadout01)
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@Gibbon:
It looks ok to me, only thing in factionprops is the loadout 01 etc in brackets. Is that just for the forum or have you actually added those lines in brackets? If so, then add them to npcships.ini or if it’s only a comment then stick a semi colon in front so it reads like this,
npc_ship = li_n_li_elite_d1-3 ;(loadout01)
The loadouts brackets are symbolics for the forum only, they arent in the .ini files.
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@Gibbon:
Ok, well in that case if my eyes are not lying, the code looks ok. Give it a shot and see how you get on
I’ve found the problem. Invalid shield-class caused this mess. In the npc’s loadout the shield row: npc_shield01_…… and if i definate the class no matter if its referring to the shipclass like: shield01_mark01_hf without “npc” extension at the front, i’ve got ctd. I think the program looks up that shield class that fits to the ship class for npcs in the game.
Thanks Gibbon for your patient and time to checked my files.
I continue my mod, of course ive got new problems with this zone population thing posted in conventional modding also. You’re welcomed there too.