OpenSP Variations: Xerx's OpenSP, Adoxa's SP from MP, MKnote's NewPlayer.fl, and others
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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:
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adoxa wrote:
Checking through my mods, Discovery 4.85 has a patched 1.1 content.dll: offset 0x4EE3A, from 42 2A to A2 6A.
I had no time when I posted my previous reaction. I wanted to ask what the relevance of this was (actually that might sound like I’m being cynical - but it’s not intended that way I really want to know what it does)
Anyway, correcting the house = entries fixed the problem.
Now, for the finishing touch, I’d like to read into the details about the commands and statement usable in NewPlayer.fl. Is there a tutorial or some info on this?
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Seems to be a spate of favour-seekers for chores here recently.
You guys need to do more for yourselves, it’s not the principle here to ask others to do things for you that you can learn to do for yourselves easily with help. Help is one thing willingly given to assist you to learn, but doing chores for you is something else.
Adoxa and others have given you and us the tools and methods, use them. Make some more effort and you will get more help.
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Says the guy who nagged me and LS and adoxa an impossible number of times
I kid I kid, don’t take it bad ST. You’re perfectly right, though. If, back when modding was in its infancy, people managed to get around and do stuff, so can you. You have far more tools, more reference and more possibilities than back then, so take advantage of that and do not be afraid to TRY!