Stripped down - FL
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Note that you do not have to link your new mod to any of these systems, I didn’t. Just modify their position to shove them off into a corner somewhere and forget about them.
thats nice… im sure the FL creators would be happy to know u ‘Shove’ their systems out of the way…lol , if they take up space u might as well use them…lol
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For SP you need to keep ALL of the systems that the story takes you to, unless you fancy re-writing all of the mission INIs to point to different systems.
OpenSP & MP you only need 1 system to spawn in and 4 bases, 1 base to dock at and the 3 intro bases or you’ll CTD just before the menu screen, you also need to make market files for your single base or you’ll CTD on the startup screen, using the vanilla market files isn’t a good idea as you will get a screen full of errors ;).
I don’t use Xerx’s hacked content.dll for OpenSP, I use my own version of OSP instead which does away with the need for the hacked dll, this however might be why I don’t need any of the story systems.
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Note that you do not have to link your new mod to any of these systems, I didn’t. Just modify their position to shove them off into a corner somewhere and forget about them.
thats nice… im sure the FL creators would be happy to know u ‘Shove’ their systems out of the way…lol , if they take up space u might as well use them…lol
hes a idea thief ghosty…thats what i ment lol
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Almost forgot ;D You also need to edit the pathway files or you’ll get a screen full of errors like “WARNING: get_system(XXXX) failed”.
EDIT
@Wolfie, the 3 market, and pathway files were part of the reason your stripped down mod kept crashing, they were blank instead of having at least one base/system entry.
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**Actually you can get it down to 2 systems, LI01 and FP7. I did not do the original file shrinking but a guy named Napalm did manage to get it down to those 2 systems. He allowed me to base my Star Trek MOD off of his MOD called SquareOwnz. You can find it at the following link.
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Almost forgot ;D You also need to edit the pathway files or you’ll get a screen full of errors like “WARNING: get_system(XXXX) failed”.
Ahem points at quote, I take it you missed that post.
Even done right you will still have one of those errors listed, as FP7_system is hard coded, but with a little hacking even that can be removed.
EDIT
My newplayer.fl
[Player] name = Trent rank = 0 Description = NewPlayer money = 500 voice = trent_voice costume = trent com_costume = trent system = Bj01 pos = 3216,31314,-21775 rotate = 175,-15,179.8 log = 1553, 0 ;---------------------------------------------------------------------------------- ; Debug Ship - gets replaced if missions active ;---------------------------------------------------------------------------------- ship_archetype = ge_fighter6 equip = ge_gf6_engine_01 equip = shield01_mark01_lf, HpShield01 equip = ge_fighter6_power01 equip = ge_s_scanner_01 equip = ge_s_tractor_01 equip = li_gun01_mark01, HpWeapon01 equip = li_gun01_mark01, HpWeapon02 equip = ge_s_cm_01, HpCM01 cargo = ge_s_cm_01_ammo, 20 equip = LargeWhiteSpecial, HpHeadlight equip = SlowSmallOrange, HpRunningLight01 equip = SlowSmallOrange, HpRunningLight02 equip = SlowSmallOrange, HpRunningLight03 equip = SlowSmallOrange, HpRunningLight04 equip = SlowSmallOrange, HpRunningLight05 equip = SlowSmallOrange, HpRunningLight06 equip = SlowSmallOrange, HpRunningLight07 equip = SlowSmallOrange, HpRunningLight08 equip = SlowSmallOrange, HpRunningLight09 equip = SlowSmallOrange, HpRunningLight10 equip = contrail01, HpContrail01 equip = contrail01, HpContrail02 equip = DockingLightRedSmall, HpDockLight01 equip = DockingLightRedSmall, HpDockLight02 cargo = ge_s_battery_01, 10 cargo = ge_s_repair_01, 10 ;exported player vibes ;c:\freelancer\data\playervibe_export.ini house = 0.91, li_n_grp house = 0.91, li_lsf_grp house = 0.65, li_p_grp house = 0, br_n_grp house = 0, br_p_grp house = 0, ku_n_grp house = 0, ku_p_grp house = 0, rh_n_grp house = 0, rh_p_grp house = 0, co_alg_grp house = 0, co_be_grp house = 0, br_m_grp house = 0, co_nws_grp house = 0, co_hsp_grp house = 0.65, co_ic_grp house = -0.3, co_khc_grp house = -0.3, co_kt_grp house = 0, rh_m_grp house = 0.65, co_me_grp house = 0.65, co_ni_grp house = 0, co_os_grp house = -0.3, co_rs_grp house = -0.3, co_shi_grp house = 0.65, co_ss_grp house = 0, co_ti_grp house = 0.65, co_vr_grp house = -0.3, fc_bd_grp house = -0.3, fc_b_grp house = -0.65, fc_c_grp house = -0.3, fc_fa_grp house = -0.3, fc_g_grp house = -0.3, fc_gc_grp house = -0.3, fc_h_grp house = -0.3, fc_j_grp house = -0.65, fc_lh_grp house = -0.65, fc_lr_grp house = -0.3, fc_lwb_grp house = -0.65, fc_m_grp house = -0.65, fc_ou_grp house = -0.65, fc_rh_grp house = 0, fc_or_grp house = -0.65, fc_u_grp house = -0.65, fc_x_grp house = 0, gd_gm_grp house = 0, fc_uk_grp house = -0.65, fc_n_grp house = -0.65, fc_ln_grp house = -0.65, fc_kn_grp house = -0.65, fc_rn_grp house = 0, fc_ouk_grp house = 0, fc_q_grp house = 0, fc_f_grp house = 0, gd_im_grp house = 0, gd_z_grp house = -0.3, gd_bh_grp [StoryInfo] Mission = Mission_13 MissionNum = 41 delta_worth = -1
My m13.ini
[Trigger] nickname = bse_initialize_init_Bj01 InitState= Active Cnd_True= no_params system = Bj01 Act_ForceLand = Bj01_01_Base Cnd_BaseEnter = Bj01_01_Base Cnd_SpaceExit = no_params Act_GCSClamp = false Act_ChangeState = SUCCEED
The start of my initialworld.ini
;@#Group File [Group] nickname = li_n_grp ids_name = 196846 ids_info = 66200 ids_short_name = 196895 rep = 0.91, li_n_grp rep = 0.91, li_lsf_grp rep = 0.91, li_p_grp rep = 0.65, br_n_grp rep = 0.65, br_p_grp rep = 0.65, ku_n_grp rep = 0, ku_p_grp rep = 0.65, rh_n_grp rep = 0, rh_p_grp rep = 0.65, co_alg_grp rep = 0.65, co_be_grp rep = 0.65, br_m_grp rep = 0.65, co_nws_grp rep = 0.91, co_hsp_grp rep = 0.91, co_ic_grp rep = 0, co_khc_grp ```You don't need to remove the locked gate as I've tried it with & without them. My Universe.ini
[time]
seconds_per_day = 1800[Base]
nickname = Bj01_01_Base
system = Bj01
strid_name = 196766
file = Universe\Systems\Bj01\Bases\Bj01_01_Base.ini
BGCS_base_run_by = W02bF32[Base]
nickname = Intro1_Base
system = Bj01
strid_name = 196766
file = Universe\Systems\Intro\Bases\Intro1_Base.ini
BGCS_base_run_by = W02bF35[Base]
nickname = Intro2_Base
system = Bj01
strid_name = 196766
file = Universe\Systems\Intro\Bases\Intro2_Base.ini
BGCS_base_run_by = W02bF35[Base]
nickname = Intro3_Base
system = Bj01
strid_name = 196766
file = Universe\Systems\Intro\Bases\Intro3_Base.ini
BGCS_base_run_by = W02bF35[system]
nickname = Bj01
file = systems\Bj01\Bj01.ini
pos = 6, 6
visit = 0
strid_name = 196766
ids_info = 66106
NavMapScale = 1.360000
msg_id_prefix = gcs_refer_system_Bj01
[/time] -
Sorry, had to dump & run halfway through a post.
Now where was I ??
All three pathway files look like this
[SystemConnections] Path = Bj01, Bj01, Bj01
The 3 market files need a minimum of one base entry
[BaseGood] base = Bj01_01_base marketgood = ```even if it's just one item or it's CTD time on the startup screen. The mBases also needs an entry for the base, as a blank file will also CTD you.
[MBase]
nickname = Bj01_01_Base
local_faction = li_n_grp
diff = 0[MVendor]
num_offers = 0, 0[BaseFaction]
faction = li_n_grp
weight = 10[MRoom]
nickname = Deck
character_density = 2About the newplayer.fl, "system = Bj01" means you will start in that system, but the important part is -
[StoryInfo]
Mission = Mission_13
MissionNum = 41
delta_worth = -1The M13.ini is practically empty, it just tells FL what base to spawn you in and that the mission is finished. Everything else, ship, loadout, rep & money are controlled in the newplayer.fl. As I've already said you will still get one of these "WARNING: get_system(FP7_system) failed.", this is coded into the content.dll. At offset 11A058 (1.0 only as I don't have/need 1.1) you will find "4650375F73797374656D" which is hex for "FP7_system", replace it with your system and fill out the rest with "00" like this "426A3031000000000000 " "Bj01filling ".
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What about this? I must have found this on the old TLR somewhere and have been using it with no problems. It removes the need to edit mission 13:
[StoryInfo]
Mission = No_Mission
MissionNum = 41
delta_worth = -1.000000also, instead of these 3 lines:
system = Bj01
pos = 3216,31314,-21775
rotate = 175,-15,179.8I simply use this one line:
base = OR01
It places me inside my start planet nicely.
edit…I tried it with the default pos/rotate and it made no difference. Seems the newcharacter.ini overrides the newplayer.fl
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If I’m not mistaken thats from my old very basic OpenSP, the problem with using that for OSP is that you can’t easilly have various options, as you would need to delete the mods restart.fl every time you changed something, as FL uses that file to initialise the client, only if it can’t find it will it read the newplayer.fl and make a new restart.fl.
As I’ve said I point it at the M13.ini to allow for options, in the one I posted above it’s as basic as you can get, but I have an OSP that I worked on a while ago that allows you to select any faction (except nomads & GC (I’m not giving Trent a sex change)), you then start on one of that factions bases, your dressed as one of them, have a ship that they fly, and have a rep to match (their enemies are you enemies etc). The only alteration I did to the newplayer.fl for that was the [StoryInfo] section.
@DwnUndr:I simply use this one line:
base = OR01
It places me inside my start planet nicely.
If you check that OpenSP you will find that I did that with it, select “new game” and you start on the Manhatten landing pad, I don’t use it any more and again it’s down to options, I’d rather not see the inside of a base for a second before I’m transfered to another one.
The newplayer.fl is client only (SP & OSP), for MP you need to alter the newcharacter.ini on the server, I have very little interest in MP you see so I forgot to post that bit.