Looking for freelancer mod please help
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The old Bobway mod removed the gun restriction, ‘everything’ could mount class 10s. Didn’t alter the shields much, if at all. Just down to shiparch.ini modding.
I have an old beta of it kicking around somewhere if anyone’s interested, I see its not in the download section.
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Far easier to alter shiparch than all the equipment, fewer entries anyway.
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Using a text editor one would just have to do nine search/replace commands….
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Timmy51m wrote:
Far easier to alter shiparch than all the equipment, fewer entries anyway.example:
(ge_fighter)
hp_type = hp_gun_special_3, HpWeapon03
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01The above states that all three weapon hard points can mount class 1 and 2 guns. Only Hard point for 3rd weapon can do class 3. Also shows max shield class is 3.
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03
hp_type = hp_fighter_shield_special_10, HpShield01
hp_type = hp_fighter_shield_special_9, HpShield01
hp_type = hp_fighter_shield_special_8, HpShield01
hp_type = hp_fighter_shield_special_7, HpShield01
hp_type = hp_fighter_shield_special_6, HpShield01
hp_type = hp_fighter_shield_special_5, HpShield01
hp_type = hp_fighter_shield_special_4, HpShield01
hp_type = hp_fighter_shield_special_3, HpShield01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01Now all three weapon hard points can mount any class gun and you can also mount any class shields… Missiles and Mine launchers are considered in the above as well, however turrets are not…
hp_type = hp_turret_special_10, HpTurret01
hp_type = hp_turret_special_9, HpTurret01
hp_type = hp_turret_special_8, HpTurret01
hp_type = hp_turret_special_7, HpTurret01
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01Would give one turret hardpoint the ability to mount any class turret… Any extra weapon points are just tacked on w/ a comma and an incrementation in the number assignment. IE: HpTurret01, HpTurret02, HpTurret03, etc…
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Of course, you should remember that the higher class guns you equip, the more drain on your energy. Mounting an un-modded class 10 gun on a beginning starflier will probably deplete all your energy in one shot, preventing you from firing again for several seconds. In this event, you may want to either adjust the drain from the weapon (equipment\weapon_equip.ini) or give yourself a more powerful energy source (equipment\goods.ini & ships\loadouts.ini)
So, instead of editting the shiparch.ini, you can also find the gun you want to equip in the weapon_equip.ini and make some edits:
[Munition]
nickname = special_gun15_ammo
….
hull_damage = 978 (physical dmg ship takes when hit)
energy_damage = 0 (dmg ship’s shield takes when hit)
…
lifetime = 1.166000 (distance projectile will travel)[Gun]
nickname = special_gun15
…
hp_gun_type = hp_gun_special_10
…
power_usage = 268.950012 (energy consumed per shot)
refire_delay = 0.500000 (refire rate of gun, lower = faster)hp_gun_type tells the game what class the gun is. By changing this to hp_gun_special_1, you can make it a class 1 weapon.
Note:
When editing the ammo values for hull and energy damage, you may want to make a new weapon reference… I made mine “special_gun16_ammo” and “special_gun16” so I could assure that no NPC ships in the game would be blasting me with 512 dmg each shot at a fairly quick refire rate…Once you’ve modded the weapon_equip.ini, if you’ve made a new weapon entry as I did, you’ll have to make an entry for that weapon in the weapon_goods.ini. This has to be done in order to make the weapon purchasable in game.
[Good]
nickname = special_gun16
equipment = special_gun16
category = equipment
price = (value at which game sells the weapon for)
item_icon = (tells game what icon to load for the weapon)
…
shop_archetype = (gun model to use)
material_library = (.mat file for texture)Finally, you’ll want to adjust the market_misc.ini to tell the game where to sell the weapon… My example below tells the game to sell the special_gun16 and light, heavy and freight class 10 shields. I personally put this under each base so I can buy the stuff anywhere I may dock…
MarketGood = special_gun16, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark10_lf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark10_hf, 0, -1, 10, 10, 0, 1
MarketGood = shield01_mark10_fr, 0, -1, 10, 10, 0, 1Note:
Guns do not require ammo entries, but mines, missiles, torpedoes and counter measures do. Since the limit on each of those is 50, you would put 50 instead of 10. Nanobots and Shield Batteries should be 100. -
Thaddeus wrote:
The old Bobway mod removed the gun restriction, ‘everything’ could mount class 10s. Didn’t alter the shields much, if at all. Just down to shiparch.ini modding.I have an old beta of it kicking around somewhere if anyone’s interested, I see its not in the download section.
Oooh, Bobway. Been a while since I last heard that name. I sure would like to see that thing up in the download section, thought it had been lost to time
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in DATA\EQUIPMENT\goods.ini change all the packages for all your sellable ships
[Good] nickname = gf1_package category = ship hull = gf1_hull addon = ge_gf1_engine_01, internal, 1 addon = ge_fighter_power01, internal, 1 addon = ge_s_scanner_01, internal, 1 addon = ge_s_tractor_01, internal, 1 addon = shield01_mark01_lf, HpShield01, 1 addon = LargeWhiteSpecial, HpHeadlight, 1 addon = SlowSmallOrange, HpRunningLight01, 1 addon = SlowSmallOrange, HpRunningLight02, 1 addon = SlowSmallOrange, HpRunningLight05, 1 addon = contrail01, HpContrail01, 1 addon = contrail01, HpContrail02, 1 addon = DockingLightRedSmall, HpDockLight01, 1 addon = DockingLightRedSmall, HpDockLight02, 1
remove and change all the power supply entries, example
addon = ge_fighter_power01, internal, 1
to
addon = infinite_power, internal, 1
buy the ship and you will be equipped with infinite power
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Thx again one last thing i could use if its possible. Is there any way to change the friendlier or non friendlier status that i can buy weapons and shields some missions will lead me to bases to whom i’m hated but i still might want to buy something from them.
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You could use the ioncross savegame editor:
http://www.ioncross.com/software/You can give your character any weapon you want, and if you want to pay for it simple withdraw some money from your character as well
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Market rep stuff is a little more advanced… there’s no generic tweak for that its base by base and gun for gun… so you’d need alter tons of data for every base and gun. but its all in the one file though and easy enough.
you need to alter
DATA/EQUIPMENT/market_misc.ini
first up is Bretonia- New london base
base = Br01_01_base
MarketGood = br_gun01_mark01, 6, 0.2, 10, 50, 0, 1etc…
that’s your gun… there my params at the end there yours will look different… but you only need to alter the 1st & 2nd after the gun like so
MarketGood = br_gun01_mark01, 0, -1, 10, 50, 0, 1
by making my 6, 0.2, into 0, -1, i can now buy this gun at level 0 even if i have a bad (negative) reputation with that bases faction.
now u need to find/learn what the base names and gun names are in code and its all easy after that
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