How to add NPCs or (AI ships) at the Single Player???
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One assumes that you haven’t used the Freelancer Mod Manager?
If you have, you may deactivate the mod.
In the event you haven’t, then I’d advise either:- A reinstall of the game (best solution)
- You can try installing the SDK or QuickFix over your Freelancer game (it replaces the ini files). It’s here - QuickFix
If this doesn’t solve the solution, then please say - it’d help if you link to the mod you used if this is the case
If you never used FLMM (The mod manager) for the mod, then if the above steps got your game working and you wish to try more mods, I’d recommend installing it. You can find it here: FLMM 1.31
Download, install, and then you can start it (if not already). Mods alter game files - the mod manager is a quick and easy utility that backs up the existing game files, and then makes the changes the mod makes (either through scripting or copying files over). When you wish to stop using the mod, it restores the backups - so removing all changes and leaving you with the clean game. It isn’t 100% reliable in removal, but it has a feature called “restore backups” in this instance. -
@ Chips
The people who made the MOD removed the NPCs on their mod.
Its not about that I deactivated the game. Or files that are missing or any errors.
The MOD and the game works fine.
Cause they said that it makes the server too LAG, so they removed the NPCs.
But I am only playing Single Player mode and I want to add the NPCs back at the game.
So how can I add the NPCs back at the game???
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Ah, so you want to play the mod and get NPC’s back. That’s not as easy as it should be. However, I did say if the solutions weren’t suitable it would really help if you said and linked to the mod. Otherwise, shooting in the dark.
So, here’s to shooting in the dark. Who knows what they’ve done, who knows whether these suggestions may break your game…
One option - you can go into the individual system folders and files (Freelancer\data\universe\systems)
Li01\li01.ini
Li02\li02.ini etc etcAnd then open them. What you’re looking for are sections called [zone]
Here is an example from Br06 of a currently active mod, so I do not know whether it’s the same ni the stock game:
BR06.ini[zone]
nickname = Zone_Br06_Islay_ice_cloud
ids_name = 261250
pos = 27336, 0, -25136
shape = ELLIPSOID
size = 10000, 8000, 10000
property_flags = 32768
property_fog_color = 70.000000, 50.000000, 120.000000
ids_info = 65946
visit = 36
comment = Islay field
sort = 6
toughness = 7
density = 5
repop_time = 20
max_battle_size = 4
pop_type = lootable_field
relief_time = 35
faction_weight = fc_g_grp, 10
faction_weight = gd_bh_grp, 2 encounter = area_scout, 7, 0.560000
faction = fc_g_grp, 1.000000
encounter = area_bh_assault, 7, 0.070000
faction = gd_bh_grp, 1.000000
Music = zone_field_iceIt is the encounter area and faction bit below it that are important (bold).
Question is, do they have a semi-colon infront of them. There MAY be more associated issues - such as these encounters in zones require entries at the top of the file - they may have removed them.If those exist, then it may be that they’ve altered the actual encounters in the data\missions\encounters folder:
Example:
Area_assault.ini file is like this I think:[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 2, 3, sc_fighters, -1
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -object_jump_gate, -tradelane
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite[EncounterFormation]
ship_by_class = 1, 1, sc_fighters
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 2, 3, sc_fighters, -1
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = all, -object_jump_gate, -tradelane
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite[Creation]
permutation = 0, 3
permutation = 1, 1I have never tried it, it may cause issues, but LOGICALLY if they changed the bold bits above, so:
ship_by_class = 2,3 sc_fighters,-1
to
ship_by_class = 0,0 sc_fighters,-1
It would stop things being spawned - well, the zone is there, the calls are there, but 0 ships are to appear. However, I’ve not tried this…dunno if it works, logically it’s reasonable…but for all I know it may cause a crash.
have a peek, whatcha see. If you see comments in the system file, use your text editors find and replace to replace all ; with nothing (so removing the comments). This MAY cause issues depending upon what has been commented out, they may have removed other stuff of have extra comments added in that may cause crashes, so such an approach may be risky
If it’s the encounters that have been altered, just change 0,0’s to 1,1 or 1,2 or something… load up and see what happens.
Note, this is a very cavalier approach - I know nothing about the mod, what they’ve done, etc. This may cause more problems
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wasabitoy wrote:
@ ChipsThe people who made the MOD removed the NPCs on their mod.
Its not about that I deactivated the game. Or files that are missing or any errors.
The MOD and the game works fine.
Cause they said that it makes the server too LAG, so they removed the NPCs.
But I am only playing Single Player mode and I want to add the NPCs back at the game.
So how can I add the NPCs back at the game???
It depends on how the mod makers removed the NPCs…If they ‘simply’ removed al the NPC entries from FactionProps.ini, then you can try to put them back. If they removed all encounter zones from the Star System ini’s, you’d have to put all those back, which would be an awful, awful lot of work.
In both cases, you should have quite some knowlegde about modding, checking interdependent files etc. It’s like de-assembling and reassembling a machine.
What is the attraction of the mod anyway? Maybe it’s better to build your own, based on this one?
Anyway, I don’t think there’s a fast-and-easy solution for this. For your delight, I hope to be proven wrong
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Chips wrote:
<snip>I have never tried it, it may cause issues, but LOGICALLY if they changed the bold bits above,</snip>
If I had to remove all the NPC ships from a mod, I would simply remove all NPC ship entries from Faction_Prop.ini. Safe and efficient, and not much work, relatively speaking. (And then, if I’d find my mod too large (and if I had help) I might remove all encounter zones from every star system.)
Anyway, I’d be surprised if someone achieved this by modifying all the encounter files.
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Moonhead wrote:
Chips wrote:
<snip>I have never tried it, it may cause issues, but LOGICALLY if they changed the bold bits above,</snip>
If I had to remove all the NPC ships from a mod, I would simply remove all NPC ship entries from Faction_Prop.ini. Safe and efficient, and not much work, relatively speaking. (And then, if I’d find my mod too large (and if I had help) I might remove all encounter zones from every star system.)
Anyway, I’d be surprised if someone achieved this by modifying all the encounter files.
No idea why I am explaining - but I simply thought that if the game goes “encounter here for this faction… wait, you’ve got no entry for ships” may not be stable.
However, I don’t really know, or pretend to know, how the game handles things - so such a method seems like a potential instability to me . However, if you’ve done this and it’s a sure-fire stable method, then great, I learn something new
It is potentially all irrelevant as the guy isn’t saying what the mod is, or linking to it, so who knows what the heck has been done. There may be no factions… or they may have left patrols in but removed ambient populations - something for which I don’t think your faction_prop editing will allow but is a distinct possiblity.
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@ Chips: no I didn’t test it either. Wouldn’t know if it would cause instability. Possibly.
Indeed: hard to say anything if we don’t know what the modders did. Must have had lots of players if they could do without NPCs. Or really love serenity, tranquility and piece.
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What mod is causing all those problems, you 'r talking about?
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Heres a 3rd “possiblity” to throw the cat amongst the pigeons:
in single player or multiplayer scripting you can turn off/on npc in the mission files. (i very much doubt this is your problem, but just in case)
Act_RandomPop = false/true (turn off/on randompop npc)
Act_RPopTLAttacksEnabled = false/true (turn off/on tradelane attacking npc).Theres a few more too, these are just off the top of my head. Like i said this probably isnt your solution because whichever mod you are using also has a server. Just thought it maybe interesting for people to know.
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khayman wrote:
Heres a 3rd “possiblity” to throw the cat amongst the pigeons:in single player or multiplayer scripting you can turn off/on npc in the mission files. (i very much doubt this is your problem, but just in case)
Act_RandomPop = false/true (turn off/on randompop npc)
Act_RPopTLAttacksEnabled = false/true (turn off/on tradelane attacking npc).Theres a few more too, these are just off the top of my head. Like i said this probably isnt your solution because whichever mod you are using also has a server. Just thought it maybe interesting for people to know.
It is interesting
However, only whilst the storyline lasts? Also, only in system currently stated in the mission? Or does it mean during that mission, irrespective of what/which systems you go to, the population is going to be disabled. -
Just tested in MP,
all npc are gone from every system while the mission is running and when:
Act_ChangeState = SUCCEED
happens, the random pop returns.
Jump holes/gates and any reputation changes stay as they are tho.
So, if your mission unlocks say, the jumpgate to alaska.
It will still be unlocked for that character after the mission. -
@ Chips
Are/were you a part of the Freeworlds Development Team? The Star Wars Mod?
Cause if you are/were, maybe you know/knew about the NPCs that had been removed because the NPCs made the online server LAG.
This is the MOD that I am telling about were NPCs had been removed.
But I would like the NPCs back at my game and play only Single Player. And I will not use it on Online server.
Cause I saw your name on the Freeworlds MOD. And you were assign to the NPCs.
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Hmm, maybe I offered to help once, but I honestly would think this would have been back when Freeworlds was first initiated in (I thought) 2004/2005. I don’t think I remember doing anything though - so if I am mentioned I am sure it is a very very undeserving mention!
Visited their dev site, love it, although I’m not sure they were aware of the Ringworld by Giskard when Qi made the Kuat shipyards…but this is a comment without seeing
I haven’t downloaded their last mod to sneak a peek…technically it is always possible to populate, but just how much work is required is unknown - which version do you have?
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This is a rather silly topic…
I find problem in the fact they had to take the NPC’s out due to lag… um… yeah… anyone else with me there…??
Now that said… It’s either going to be a quick fix… OR A VERRRRRYYYY LONG ONE, even if you strike lucky with it (maybe) being the faction_props.ini your still going to have to verify each NPC ship/loadout… the lot… or risk some serious crashes… IMO… your better taking the “blank slate” approach to that mod… and making some new NPC’s to shoot… even just 1 will give u an idea of what point the edit was made to kill the rest.
Im still shaking my head about the lag/npc statement though… wow that must have been a really slow server box
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@ Wolfie
I am talking about the NPCs from the Freeworlds - Tides of War.
Can’t you read our post?
I want to add back the " NPC SHIPS ". Because the makers/modders who made it had removed the NPCs.
So if you knew how to add the NPC ships back, then maybe you have any informations on how to bring it back at the game.
Thanks.
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@ Xarian_Prime
Yes. I knew that it makes the server to lag.
But I didn’t mean to play it online via internet global server list.
Instead, I am going to play it as single player ONLY.
Because it is boring that the NPCs are not roaming the sector/system.
That it is why I am asking how to add them back.
And it is not silly to ask this question. Because at Freeworlds 18.2, the NPCs are added in the game.
So if your team had added them before, your team and also you knew how to add the NPCs’ ships that roam around the Galaxy.
So if you are part of the Freeworlds team, can you please tell me what are the files that had removed the NPCs - The files that had been altered to remove the NPCs?
Thanks very much if you will help me on this. PLEASE.