Equipment type [CargoPod]
-
recently to stations made to sell one special ship only with optional extensions built as cargo pods, i added an equipment dealer and let the base sell the extension good. fortunately cargo pods are not like shield emitters, scanners or armor upgrades, supporting any further features but pure optical enhancements for the player.
now, the problem i experienced was, that the cargo pods are being in the commodities section of the interior. is there a way to redefine the equipment type [CargoPod] to be an external or internal equipment so the equipment dealer can sell it and not the commodity trader?
-
Just by making them to shield generators with no power.
I found no other way, tried a lot.
Conventional modding won’t help you with using [Cargopod] at the dealer.
-
the reason why i use cargo pod equipment type is because like that i can specify hardpoints that are only capable of them without rebalancing the shield system. on the other hand, dunno for sure, but prolly even a shield with a capacity of 0 would catch a hit before the hull gets damaged and carrying multiple shields is also known to be unstable in some cases… i thought already that the absolute solution is rather special, another hack probably but posted it to conventional modding in case if there is an ini way for it…
-
I’m actually pretty satisfied with the placing of Cargo Pods as commodities, because they are actually carry the cargo!
(A bit off topic) About cargo pod’s effect, I found out that NPC’s loadouts somehow put the cargo carried on transports/trains into the pods by using the HpCargo to “mount” the cargo (in amounts of 1000 for every pod) on them.
There’s some loadout from loadouts_utility:
[Loadout]
nickname = MSN08_Transport
archetype = ge_transport
equip = ge_s_scanner_02
equip = infinite_power
equip = sfx_rumble_ut_large
equip = co_transport_turret01_mark01, HpTurret_U1_01
equip = co_transport_turret01_mark01, HpTurret_U1_02
equip = co_transport_turret01_mark01, HpTurret_U1_03
equip = co_transport_turret01_mark01, HpTurret_U1_04
equip = co_transport_turret02_mark01, HpTurret_U3_01
equip = ge_t_engine_01
equip = SlowMediumWhite, HpRunningLight10
equip = SlowMediumWhite, HpRunningLight11
equip = SlowMediumWhite, HpRunningLight12
equip = SlowMediumWhite, HpRunningLight13
equip = DockingLightRed, HpDockLight01
equip = DockingLightRed, HpDockLight02
equip = DockingLightRed, HpDockLight03
equip = cargopod_red, hpcargo01
equip = cargopod_red, hpcargo02
cargo = commodity_alien_artifacts, 1000, hpcargo01
cargo = commodity_gold, 400, hpcargo02From this I can assume that its Hookable to mount the cargo on HpCargo when a player owns a Trans/Train and owns a cargo pod.
I’ll make another thread if it isn’t in place.
-
Here’s a patch that will make it external equipment, but I don’t think it will work as intended (just had a quick look, without having to set it up properly). Freelancer.exe, 07E54C, 04->03. (It won’t work with EngClass either - you’d have to patch it separately.)
-
it is in the right direction ofc. thank you adoxa.
but there still is a little bug, i guess there is somewhere another byte or two that need to be edited like this: the equipment dealer sells now the cargo pods as external equipment. but neither you can see one on your ship (in the inventory) nor ofc mount or unmount. meaning for one hardpoint you can buy once the cargo pod and never again sell or unmount it. -
that’s okay
also, if it might help, i recognised, that the other way, if i keep the byte unpatched, i can see the cargo pods in my inventory, in the commodities section but not at the dealer. so, i cannot buy additional or exchange them, only sell.guess it is a combination of bytes that makes them visible on both sides somehow.