OpenSP Variations: Xerx's OpenSP, Adoxa's SP from MP, MKnote's NewPlayer.fl, and others
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@ MKnote: thx for the info.
Your method - how does it affect (or rather: improve) added factions?
I remember that added factions were totally neutral in OpenSP, but they functioned fine in MP, so I had to start a LAN server and play my mod on that server to have the faction behave friendly / hostile as intended.
I guess your OpenSP doesn’t have this problem, because it creates a restart anyway (if only because the modder deletes this file).
Not sure though. Can you enlighten me?
@ Adoxa: how do added factions behave in SPfromMP?
mknote wrote:
Note that I’m also using FLMM v1.31, so I don’t know if the above script works for the newer versions.MK
I can remember that a mod with an option script had to be run AFTER the mod had been installed, so as a second and separate mod. If not done this way, FLMM ignored a lot of other stuff. But this might have been more due to my clumsiness and lack of skills than typical 1.4 behaviour. Or maybe it is typical FLMM behaviour, regardless of the version.
Anyway, my functioning NewPlayer rewrite script looks like the following. I have no line “savesafe = false” or “… true” in it, as for now this is a bit beyond me for me now, and you and Adoxa seem te hold opposing views. So I’ll look into that later.
NB the custom ship and equipment is defined in another file.
EDIT: and, as pointed out earlier, it’s my almost-god mode mod I use to take a look in modified and new star systems, hence the money and the ship. Starting off in a serious game like this would spoil most challenges.
<data file="Exe\NewPlayer.fl" method="append" newfile="true"><source> [Player] name = Trent rank = 1 Description = NewPlayer money = 1000000000 voice = trent_voice costume = trent com_costume = trent system = Iw04 base = Iw04_01_Base log = 1, 0 ship_archetype = co_elite2_sleipnir equip = sleipnir_engine equip = sleipnir_shield, HpShield01 equip = infinite_power equip = sleipnir_scanner equip = sleipnir_tractor equip = sleipnir_thruster, HpThruster01 equip = armor_scale_sleipnir equip = sleipnir_gun_01, HpWeapon01 equip = sleipnir_gun_01, HpWeapon02 equip = sleipnir_gun_01, HpWeapon03 equip = sleipnir_gun_01, HpWeapon04 equip = sleipnir_gun_02, HpWeapon05 equip = sleipnir_gun_02, HpWeapon06 equip = sleipnir_turret, HpTurret01 equip = cruise_disruptor01_mark01, HpTorpedo01 cargo = cruise_disruptor01_mark01_ammo, 25 equip = mine01_mark01, HpMine01 cargo = mine01_mark01_ammo, 25 equip = ge_s_cm_01, HpCM01 cargo = ge_s_cm_01_ammo, 50 equip = LargeWhiteSpecial, HpHeadlight equip = SlowSmallYellow, HpRunningLight01 equip = SlowSmallYellow, HpRunningLight02 equip = SlowSmallYellow, HpRunningLight03 equip = contrail01, HpContrail01 equip = contrail01, HpContrail02 equip = DockingLightRedSmall, HpDockLight01 equip = DockingLightRedSmall, HpDockLight02 cargo = ge_s_battery_01, 120 cargo = ge_s_repair_01, 120 house = Player, li_n_grp, 0 house = Player, li_lsf_grp, 0 house = Player, li_p_grp, 0 house = Player, br_n_grp, 0 house = Player, br_p_grp, 0 house = Player, ku_n_grp, 0 house = Player, ku_p_grp, 0 house = Player, rh_n_grp, 0 house = Player, rh_p_grp, 0 house = Player, co_alg_grp, 0 house = Player, co_be_grp, 0 house = Player, br_m_grp, 0 house = Player, co_nws_grp, 0 house = Player, co_hsp_grp, 0 house = Player, co_ic_grp, 0 house = Player, co_khc_grp, 0 house = Player, co_kt_grp, 0 house = Player, rh_m_grp, 0 house = Player, co_me_grp, 0 house = Player, co_ni_grp, 0 house = Player, co_os_grp, 0 house = Player, co_rs_grp, 0 house = Player, co_shi_grp, 0 house = Player, co_ss_grp, 0 house = Player, co_ti_grp, 0 house = Player, co_vr_grp, 0 house = Player, fc_bd_grp, 0 house = Player, fc_b_grp, 0 house = Player, fc_c_grp, 0 house = Player, fc_fa_grp, 0 house = Player, fc_g_grp, 0 house = Player, fc_gc_grp, 0 house = Player, fc_h_grp, 0 house = Player, fc_j_grp, 0 house = Player, fc_lh_grp, 0 house = Player, fc_lr_grp, 0 house = Player, fc_lwb_grp, 0 house = Player, fc_m_grp, 0 house = Player, fc_ou_grp, 0 house = Player, fc_rh_grp, 0 house = Player, fc_or_grp, 0 house = Player, fc_u_grp, 0 house = Player, fc_x_grp, 0 house = Player, gd_gm_grp, 0 house = Player, fc_uk_grp, 0 house = Player, fc_n_grp, 0 house = Player, fc_ln_grp, 0 house = Player, fc_kn_grp, 0 house = Player, fc_rn_grp, 0 house = Player, fc_ouk_grp, 0 house = Player, fc_q_grp, 0 house = Player, fc_f_grp, 0 house = Player, gd_im_grp, 0 house = Player, gd_z_grp, 0 house = Player, gd_bh_grp, 0 [StoryInfo] Mission = No_Mission MissionNum = 41 delta_worth = -1 S ;; These gates will be locked in single player, but not necessarily multiplayer. [mPlayer]</data>
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With regards to factions being neutral in SP, that has nothing to do with newplayer.fl and everything to do with InitialWorld.ini.
You set the factions with the reps you want in said file; factions with reps >= 0.65 will help each other; factions with reps <= 0 will fly missions against each other; factions with reps <= -0.65 will attack each other on sight. Factions need to have the same rep both ways, i.e. if li_p_grp has 0.91 to li_lsf_grp, then li_lsf_grp needs to have 0.91 to li_p_grp.
The problem that people had, with factions being neutral in SP, was because all of the rep data between factions is saved in the save files (don’t ask me why, it would make so much sense for it to be in the .ini files). Thus, when you load a save game, the reps don’t change to reflect InitialWorld.ini, and if you start a new game, since the data is also save in restart.fl, starting a new game won’t change the reps any either.
In order to see the new reps between factions, you need to set up InitialWorld.ini and then delete restart.fl. Then, if you start a new game, that game and any save files that come from that new game will show the new reps.
It sounds long and complicated, but it’s actually much simpler than it sounds. It’s just annoying, since you basically have to redo your save files if you want to see the changes. Older save files will still work, even alongside the new save files, they just won’t show the changes.
MK
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mknote wrote:
With regards to factions being neutral in SP, that has nothing to do with newplayer.fl and everything to do with InitialWorld.ini.[…]
MK
I knew about Initialworld, saw no reason te mention it.
My point was: when you add custom factions (which indeed involves Initialword. among other files), and just use Xerx’s OpenSP, the new factions remained neutral no matter what you did in InitialWorld.
mknote wrote:
In order to see the new reps between factions, you need to set up InitialWorld.ini and then delete restart.fl. Then, if you start a new game, that game and any save files that come from that new game will show the new reps.
It sounds long and complicated, but it’s actually much simpler than it sounds. It’s just annoying, since you basically have to redo your save files if you want to see the changes. Older save files will still work, even alongside the new save files, they just won’t show the changes.
MK
Weird. FLMM 1.5 should address that, if possible. To automate it somehow, I mean.
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Another problem:
I built an OpenSP according to what MKnote suggets. it works great.
I patch up to 1.1, and also use Jason’s Patch.
Now it crashes right after the Freelancer splash screen.
Btw I tried it with both MissionNum = 41 and MissionNum = 42, and did delete the content from C:\Documents and Settings(username)\My Documents\My Games\Freelancer\Accts\SinglePlayer
So, what did I do wrong?
(Btw my newplayer file is a few posts above, it’s a bit redundant to post it again)
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mknote wrote:
Moonhead, reread my post. I said that it was save files combined with InitialWorld that caused it.MK
I realized that after my response. Hence the edit - I have no mods at hand with custom mods (nor the time to dl and try them), but the matter is interesting and I will hav to deal with it later.
At the moment I’m more puzzled why my seemingly universal OpenSP (using your newplayer.fl method) causes my FL 1.1 to crash to desktop…
Maybe it simply conflicts with Jason’s patch… I will have to find that out.
EDIT: Stupid, stupid me. I simply forgot I still had a 1.0 version of common.dll :roll:
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@mknote: I still don’t see how that works. Here’s what I think happens. You install the mod for the first time, so FLMM creates a new folder for the save games (assuming savesafe=“false”). You select your options, newplayer.fl is modified and start Freelancer, which creates restart.fl. You play through the mod and deactivate it, to set new starting options. Now, even though newplayer.fl has been changed, the earlier restart.fl still exists, so Freelancer does nothing with newplayer.fl and you still have the old starting options, not the new.
@Moonhead: After all that, I’m not sure what you still want to know… Regarding FLMM with restart.fl, I can only repeat the manual. SP from MP uses InitialWorld.ini for reputation (unlocking all the gates in the process). Regarding godmode, Freelancer has one built in (single-player only) - change your shortcut to include -g, or use Console to change it dynamically.
As an aside, regarding the [Group] values, it turns out (at least for SP), that this controls the job opponents. By making Liberty Navy hostile to Liberty Police, I was able to take a Police job against the Navy.
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adoxa wrote:
@Moonhead: After all that, I’m not sure what you still want to know…
For the moment I’m fine now, thanks! Sorry my for over-asking; I’m eager to get into it all again and I guess I was a bit upset by the fact that I had to patch to 1.1, and the changes that come with it. You and the others have done a great job helping me out.
I’ll be following the discussion between you and MKnote about the savesafe value with interest.
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@adoxa: All right, I went back and tested things to make sure I wasn’t talking out of my ass, and it turns out that you were both right and wrong. You were right in that we want to use savesafe=“false” and not savesafe=“true”, but your explanations of both were wrong.
adoxa wrote:
@mknote: I still don’t see how that works. Here’s what I think happens. You install the mod for the first time, so FLMM creates a new folder for the save games (assuming savesafe=“false”). You select your options, newplayer.fl is modified and start Freelancer, which creates restart.fl. You play through the mod and deactivate it, to set new starting options. Now, even though newplayer.fl has been changed, the earlier restart.fl still exists, so Freelancer does nothing with newplayer.fl and you still have the old starting options, not the new.Incorrect. savesafe=“false” creates a new folder for each option, and hence a new restart.fl for each option. What you’re describing here is actually savesafe=“true”. Note that this is tested with FLMM 1.31, so if you’re using a later version, that could be a cause for confusion.
@Moonhead: The above means, then, that you want to use savesafe=“false”, not savesafe=“true” as I indicated. Note that this is only true if you use your script to change newplayer.fl based on several options, as I did. If you’re using the same newplayer.fl for all options, or don’t have any options, savesafe=“true” may be a better option.
@me: Stop saying things without testing it first. It makes you look like an idiot and confuses the hell out of everyone.
MK
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mknote wrote:
@Moonhead: The above means, then, that you want to use savesafe=“false”, not savesafe=“true” as I indicated. Note that this is only true if you use your script to change newplayer.fl based on several options, as I did. If you’re using the same newplayer.fl for all options, or don’t have any options, savesafe=“true” may be a better option.
Thanks for the info
As of yet, I just omitted the entire line. Then a restart.fl is generated, and I will remove it when changing opening stats.
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@ MKnote:
It is my guess that the sections like
house = player, fc_or_grp, 0
in NewPlayer.fl
work the same as the sections like
Act_SetRep = Player, fc_or_grp, 0
in the M13.ini of Xerx’s OpenSP
That is: they set the player’s rep with the various factions, according to the value after the faction nickname. Right?
Yet - it doesn’t seem to matter what value I put in there. My player character starts off neutral to all factions.
Btw, I already tried both deleting and not deleting the contents of My Games\Freelancer\Accts\SinglePlayer and then restart. This did not have any influence on the matter.
So my question is: how do you set the starting for the player, using NewPlayer as an OpenSP?
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mknote wrote:
That’s strange, 'cause you’re right about how that works in newplayer.fl. Further, I just tested it, and it works fine for me. Have you tried using a physical newplayer.fl file, instead of creating one through FLMM script?MK
I just tested it, after reading your reply. It doesn’t matter. For some reason, the game engine seems to ignore the contents of the ‘house’ sections.
Weird, because it does process the custom starting base, ship and loadout… So, there must be something blocking changes in the player’s repuation. Bribing and doing missions works fine though, so it’s the initial rep set exclsuively.
I do make sure the Accts/SinglePlayer folder is empty, but I also tried is without doing that, on purpose. All with no succes.
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adoxa wrote:
House has the same purpose as Act_SetRep, but not the same format: house = value, faction.Thanks for pointing that out!! Indeed I had the faction and value reversed (because I took it from my old M13.ini and used ctrl+h to replace all the Act_SetRep with house)
You’d think that correcting this would mean the end of the problem, but alas: my player is still neutral towards all factions :-? (and yes, I did empty the Accts\SinglePlayer folder and close-and-restart FLMM before testing any changes).
EDIT: What I also find odd, is that my player is lvl 1, although he has $ 999,999,999. In my adaption of Xerx’s OpenSP, my player was ‘promoted’ to lvl 38 right at start. Now, that promotion happens after a mission or a bribe… :-?
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Is there a way to have NewPlayer.fl refer to M13.ini (or a similar .ini file?) I miss the Act_ForceLand, and it would also allow to set the initial player’s rep with the factions thru Act_SetRep.
Although I like the NewPlayer.fl solution MKnote has find out, I find it harder to work with than Xerx’s OpenSP (but I can no longer use that, because of the 1.1 patch for the game).
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Level is directly controlled by worth, found in DATA\MISSIONS\ptough.ini.
Regarding house, you did delete “player”, too?
Checking through my mods, Discovery 4.85 has a patched 1.1 content.dll: offset 0x4EE3A, from 42 2A to A2 6A.
Newplayer.fl can control location by using [Player] system and base (and location for a specific room; or pos and rotate, to start in space).
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adoxa wrote:
Level is directly controlled by worth, found in DATA\MISSIONS\ptough.ini.Regarding house, you did delete “player”, too?
Bingo! I did not, and fixing that, fixes the problem!
Thanks again, Jason!
adoxa wrote:
Checking through my mods, Discovery 4.85 has a patched 1.1 content.dll: offset 0x4EE3A, from 42 2A to A2 6A.
Newplayer.fl can control location by using [Player] system and base (and location for a specific room; or pos and rotate, to start in space).
Interesting. Is there any info somewhere on the commands/statements in the .fl files?
Gotta go now, off to work :roll: