Dev's Limit Breaking 101 Techniques
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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.
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i doubt you need a char for them on the base. however, you can do so by simply changing the faction of a different character. keep in mind, the appearance is irrelevant for the faction. you don’t need the nomad symbionth to have a nomad NPC on the base.
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Hehe, its a worm, I have it on one of my custom bases. It was the only nomad char model I found in the files. Gisteron is correct, it doesn’t have to be the worm for it to work, you can just as easily use one of the human models in it’s place.
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Is there a way to increase the LoDs used inside a nebula without fog? It’s clearly different to that of normal LoDs, because objects that are seen from 1000k away with the frustrum hacks in normal space can disappear at ranges such as 35 or 39k if inside a nebula with no fog.
On a related note, is it possible to stop stars from automatically dimming and losing their star spines when you enter or fly in front of an asteroid field or nebula? -
freelancer.exe 111C3C 74->EB = display sun spines within nebula ~adoxa freelancer.exe 111C80 74->EB = display sun spines within asteroid field ~adoxa freelancer.exe 11C8FB 0D->00 = display sun spines within nebula (3rd person) ~adoxa freelancer.exe 11C9BB 0D->00 = display sun spines within nebula (cockpit) ~adoxa
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is there a parameter or can there be enabled one for turbulences in nebulas? so you can make a really thick nebula with radiation and stuff and your ship is being shaken a little bit while you fly there. heard speed modifications are possible already.
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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.I bet it will work technically - but I assume the missions’ texts will be the same as for any other faction? Which would be odd, imho.
Even weirder would be missions against the Nomads (expecially the ones that mention a boss’s name - nomads have only one name string, 229608, which is empty). But afaik it’s not possible to alter missions’ texts faction-specific, is it? You can prolly change it, but then the change will be global…
Btw, where are the mission texts anyway? Can’t seem to find them using FLED-Ids…
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Btw, where are the mission texts anyway?
OfferBribeResources.dll, 327680 to 332024 (in OfferBribeResources.frc, anyway).