Dev's Limit Breaking 101 Techniques
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I’ve done the following edits to the following files:
common.dll edited at
0x13F3CC(h): 90 D4 2B 06 -> 00 40 1C 46 (version 1.0)
0x13F3CC(h): 00 40 1C 45 -> 00 40 1C 46 (version 1.1)?
Correct tradelane speed displayedfreelancer.exe edited at
0xD5936(h): 0F 85 -> 90 E9 remove cruise speed display limit of 300
0xD5984(h): 7E -> EB remove tradelane speed display of –-
0x212434(h): D7 02 B8 5A -> 00 40 1C 46 remove tradelane speed display limit —The edits seem to work except for one thing that confuses me. I thought tradelane speed was 2,500. When I’m going through a tradelane I see speeds in excess of 10,000 before I dump out the other end. Is this correct? Did I make a mistake somewhere?
Also, anyone remember the offset and edit for the nocd hax? I can’t seem to find it anywhere.
Thx.
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Whoa… One of those edits seems to have increased my tradelane speed? I don’t think I’ve ever gone that fast in a tradelane. Now I need to go back and see which one did it…
Yeah, this was the one:
common.dll edited at
0x13F3CC(h): 90 D4 2B 06 -> 00 40 1C 46 (version 1.0)
0x13F3CC(h): 00 40 1C 45 -> 00 40 1C 46 (version 1.1)?
Correct tradelane speed displayedDon’t do that one unless you want your speed to be 10,000 in tradelanes.
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I’ve been getting some wierd results.
The ‘speedometer’ is working properly for both cruise and tradelanes, the spinning planets hax from adoxa works, and I haven’t yet verified that the order shows up on the rep list, but other than the gamecopyworld nocd hack, I’ve not done anything else to common.dll and freelancer.exe.Now when I enter a planet’s atmosphere, I don’t get the ‘warning, entering planet atmosphere’ warning and I don’t get that burning hull effect. When I get closer to the planet I get the ‘warning, radiation detected’ warning.
I’m reinstalling and rebooting just to make sure all else is fine. Then I’ll reapply those edits.
Here are the edits I’ve done.
common.dll edited at
0xE698E(h): 7C -> EB
Adoxa edit to remove inertia from planets so they keep spinning0x143C88(h): 66 63 5F 6F 72 5F 67 72 70 -> 00 00 00 00 00 00 00 00 00
add Order to replistfreelancer.exe edited at
NoCD hack0xD5936(h): 0F 85 -> 90 E9 remove cruise speed display limit of 300
0xD5984(h): 7E -> EB remove tradelane speed display of –-
Edit: 08Jan11:2234 - A reinstall and reactivation of the mod fixed that little problem.
Does anyone know the offset and the values for the nocd hack?
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robocop wrote:
I’ve been getting some wierd results.
The ‘speedometer’ is working properly for both cruise and tradelanes, the spinning planets hax from adoxa works, and I haven’t yet verified that the order shows up on the rep list, but other than the gamecopyworld nocd hack, I’ve not done anything else to common.dll and freelancer.exe.By the way, i want to know if i can make faction like fc_n_grp give me mission just by edit the hex. I tried the “Rep List” hack but still no lucky, and looks only there i can found string “fc_n_grp” in program files, that i miss?
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Complete guide to missions against nomads
It’s under tutorials man, not hard to find.
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NeXoSE wrote:
By the way, i want to know if i can make faction like fc_n_grp give me mission just by edit the hex. I tried the “Rep List” hack but still no lucky, and looks only there i can found string “fc_n_grp” in program files, that i miss?For missions against Nomads: http://the-starport.net/modules/newbb/viewtopic.php?topic_id=1463&start=0
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lol, you’re a little quicker on the draw mate.
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NexOse wants missions to be given to him by the nomads I think?
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missions are missions. if he wants nomads to give him some, only thing to change, is the appearance of the mission on a base and changing the bribing faction nickname to fc_n_grp and the target faction to… dunno, any human faction. best’d be order, i guess, as that’s their primary enemy.
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He can still figure it out if he reads that thread.
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@StarTrader, Yes, that is what i mean, thanks.
@Timmy51m, No mate, that not what i mean, i actually change that to fc_no_grp so all things back to work but i don’t want to do that. i think i can done it with Hex editing. Is there other place in Hexs to Enable those faction for mission?
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I guess you need to be a little more exact in what it is you have already done to prepare the nomads for mission availability then. I can’t tell from what you’ve said what you do and don’t already know.
I assume from such a straight forward dismissal of what was in that thread you already prepared the nomad faction in the initialworld, empathy, VignetteParams files etc and somehow have come up short needing some further hex edit to get them to work. Either I’m lost, you are, or we both are. This could do with it’s own thread perhaps as opposed to clouding this one.
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Timmy51m wrote:
I guess you need to be a little more exact in what it is you have already done to prepare the nomads for mission availability then. I can’t tell from what you’ve said what you do and don’t already know.I assume from such a straight forward dismissal of what was in that thread you already prepared the nomad faction in the initialworld, empathy, VignetteParams files etc and somehow have come up short needing some further hex edit to get them to work. Either I’m lost, you are, or we both are. This could do with it’s own thread perhaps as opposed to clouding this one.
Let’s be simply, the tutorial will lead you to rename fc_n_grp to new_n_grp, and i already done the same thing only different is i changed the name to fc_no_grp, YES.
BUT I DON"T WANT TO DO THAT. Because this will waste a item in Player profile if player logon with 1.0 profile (savegame). I want to know if there i missed offset at other place so the mission for those faction still disabled.
Now i hope you can understand that i want to ask, thank god.
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No hex editing is needed to add nomad missions. Just set them up normally on a base and make sure that fc_n_grp is in vignetteparams.ini (what generates the mission) and you are good to go. if they are not in vignetteparams.ini you will never get a mission from them.
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LancerSolurus wrote:
No hex editing is needed to add nomad missions. Just set them up normally on a base and make sure that fc_n_grp is in vignetteparams.ini (what generates the mission) and you are good to go. if they are not in vignetteparams.ini you will never get a mission from them.Strange…… fc_n_grp is already in vignetteparams.ini also fc_or_grp, but still not work in my mod, but then i change it to fc_no_grp all things will going.
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Did you add a Nomad char to a base (such as as the Worm char) ?
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@Gisteron, in common.dll, i replaced the fc_n_grp with gd_a_grp, so i think this will not a problem.
@LancerSolurus, LOL, Nomad women? I just add them to the Base Faction with Mission Vender. But…… I must add a char for them? That’s bit hard for me.