New Factions - How to

  • New Factions - How to


    1 Introduction


    Hi everybody,
    in this tutorial I describe how to create own factions for Freelaner.
    With many stuff, I got from the tutorial forums I put that all together here. Especially i would like to thank 'downwind_thief' and
    'Revan' who find out a lot of this. So far i hope i haven´t forgotten some and if, i think they would be able to find what they need with
    this.
    But, be warned, if u start to do this you will get grey hair, rings below yours eyes, haluzinations and so on or how Glock36 said,


    Having successfully created working cusom factions that behave as I intended, I would recommends that you commit suicide rather
    than attempt to create working custom factions. I guarantee that you will wish you had followed my advice if you decide to go ahead
    and do this.
    There are two phases to creating custom factions. Phase one is to get them to work without crashing the game. This involves
    percentage coordination in several files. One mistake and the game will crash. If you are developing on a LAN, the console will give
    no clue whatsoever as to where your mistake is. Phase 2 is making the faction behave as you want it to. Good luck. Take my advice
    and don't do it."



    I swear an oath that this is the truth. But anyway try it on yours own risk, you have been warned!
    Kind regards and good luck



    2 files to be changed
    \ Data \ initialworld.ini
    \ Data \ Equipment \ commodities_per_faction.ini
    \ Data \ UNIVERSE \ SYSTEMS \ VR01 \ VR01.ini # where they fly
    \ Data \ randommissions \ RMLootInfo.ini
    \ Data \ randommissions\VignetteParams.ini
    \ Data \ Missions \ empathy.ini
    \ Data \ Missions \ faction_prop.ini
    \ Data\ Missions \ npcships.ini
    \ Data\ Missions \ mshipprops.ini
    \ Data\ ships \ loadouts.ini
    \ Exe\ mpnewcharacter.fl
    2.1 initialworld.ini
    add the reputation block for your new faction. This block defines how your faction feels towards other factions.
    [Group]
    nickname = <Your faction nick> Here is the same as in faction_prop.ini eingeben
    ids_name = <DLL name entry> Used name of the faction
    ids_info = <DLL description entry> infocard, which is shown by opennig stats
    ids_short_name = <DLL short name entry> Shortname of the faction which is shown by choosing the ship in the
    infoscreen (ex. Instead 'Indepentend Mining Guild' only 'IMG')
    rep = 0, li_n_grp
    rep = 0, li_lsf_grp
    rep = 0, li_p_grp
    rep = 0, br_n_grp
    rep = 0, br_p_grp
    rep = 0, ku_n_grp
    rep = 0, ku_p_grp
    rep = 0, rh_n_grp
    rep = 0, rh_p_grp
    rep = 0, co_alg_grp
    rep = 0, co_be_grp
    rep = 0, br_m_grp
    rep = 0, co_nws_grp
    rep = 0, co_hsp_grp
    rep = 0, co_ic_grp
    rep = 0, co_khc_grp
    rep = 0, co_kt_grp
    rep = 0, rh_m_grp
    rep = 0, co_me_grp
    rep = 0, co_ni_grp
    rep = 0, co_os_grp
    rep = 0, co_rs_grp
    rep = 0, co_shi_grp
    rep = 0, co_ss_grp
    rep = 0, co_ti_grp
    rep = 0, co_vr_grp
    rep = 0, fc_bd_grp
    rep = 0, fc_b_grp
    rep = 0, fc_c_grp
    rep = 0, fc_fa_grp
    rep = 0, fc_g_grp
    rep = 0, fc_gc_grp
    rep = 0, fc_h_grp
    rep = 0, fc_j_grp
    rep = 0, fc_lh_grp
    rep = 0, fc_lr_grp
    rep = 0, fc_lwb_grp
    rep = 0, fc_m_grp
    rep = 0, fc_ou_grp
    rep = 0, fc_rh_grp
    rep = 0, fc_or_grp
    rep = 0, fc_u_grp
    rep = 0, fc_x_grp
    Now some intressting!
    These are how the factions interact to eachother
    -1.00 extrem bad guys
    0.0 neutral
    1.0 extrem friendly
    don´t forget to implement and change these into all the other factions, cause
    otherwise one group only shoots the other and they didn´t do anything


    rep = 0, gd_gm_grp
    rep = 0, fc_uk_grp
    rep = 0, fc_n_grp
    rep = 0, fc_ln_grp
    rep = 0, fc_kn_grp
    rep = 0, fc_rn_grp
    rep = 0, fc_ouk_grp
    rep = 0, fc_q_grp
    rep = 0, fc_f_grp
    rep = 0, gd_im_grp
    rep = 0, gd_z_grp
    rep = 0, gd_bh_grp
    rep = 0.91, <Your faction nick> Here is the same as in faction_prop.ini eingeben
    · <Your faction name> should be in similar format to the others. Prefixes of LI, BR, KU, RH and so on represent government
    groups such as police and navy, CO are corporations and FC are generally criminals. This isn't a requirement, but it's good to
    use a standard. For Galactic Express, my faction nickname is co_gx_grp.
    · <DLL name entry> is the ID for the name of your faction in the DLLs. If you're not named after an existing piece of text,
    you'll need to get Mirage to add it. The number he gives you in return is the ID to be put here. For this example, my factions
    name is "Galactic Express".
    · <DLL description entry> is the ID in the DLL for your faction description. It contains a short description of the faction,
    followed by a list of allies and enemies. For GalEx, the allies are police and corporations, and the enemies are criminals.
    This is in XML format, and follows the same procedure as above for the name entry.
    · <DLL short name entry> is the ID in the DLL for the short form of your faction name. These are things like IMG, GMG,
    LPI, etc. For my faction, the short name is GalEx.
    · What follows is a list of each faction in the game, with a number. That number ranges from -1 to 1 (or -0.91 to 0.91 if you
    want to be consistent) and describes how your faction feels about the named faction. In the above text, everyone is set to 0,
    meaning neutral to everyone. This doesn't mean other factions are neutral to this faction, that's defined later. Also note the
    last line is a reference to itself - a faction needs to have a reputation of itself.
    · Now that that's added, you need to add to ALL of the existing factions the reputation for your faction, that is, how THEY see
    YOU. For each faction in initialworld.ini, add this line to the end and change the number to suit:
    · rep = 0, <Your faction nickname>
    · So for instance, if I wanted the Liberty Navy to be fully allied to my faction GalEx, I would add the line "rep = 0.91,
    co_gx_grp".
    2.1.1 Example
    ;----------vorlon imperium-------------
    [Group]
    nickname = ve_p_grp
    ids_name = 458766
    ids_info = 458766
    ids_short_name = 458767
    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, ku_n_grp
    rep = 0, ku_p_grp
    rep = 0, 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 = 0.65, co_ic_grp
    rep = 0, co_khc_grp
    rep = 0.65, co_kt_grp
    rep = 0, rh_m_grp


    rep = 0.65, co_me_grp
    rep = 0.91, co_ni_grp
    rep = 0.91, co_os_grp
    rep = 0.65, co_rs_grp
    rep = 0.65, co_shi_grp
    rep = 0.91, co_ss_grp
    rep = 0.65, co_ti_grp
    rep = 0.91, co_vr_grp
    rep = 0, fc_bd_grp
    rep = 0, fc_b_grp
    rep = -0.65, fc_c_grp
    rep = 0, fc_fa_grp
    rep = 0, fc_g_grp
    rep = 0, fc_gc_grp
    rep = 0, fc_h_grp
    rep = 0, fc_j_grp
    rep = -0.65, fc_lh_grp
    rep = -0.65, fc_lr_grp
    rep = 0, fc_lwb_grp
    rep = 0, fc_m_grp
    rep = -0.65, fc_ou_grp
    rep = 0, fc_rh_grp
    rep = 0, fc_or_grp
    rep = -0.65, fc_u_grp
    rep = -0.65, fc_x_grp
    rep = 0, gd_gm_grp
    rep = 0, fc_uk_grp
    rep = -0.65, fc_n_grp
    rep = 0.91, fc_ln_grp
    rep = 0, fc_kn_grp
    rep = 0, fc_rn_grp
    rep = 0, fc_ouk_grp
    rep = 0, fc_q_grp
    rep = 0, fc_f_grp
    rep = 0, gd_im_grp
    rep = 0, gd_z_grp
    rep = 0, gd_bh_grp
    rep = 0, ea_p_grp
    rep = 0, se_n_grp
    rep = 0, me_p_grp
    rep = 0, ne_p_grp
    rep = 0, ce_p_grp
    rep = 0, ve_p_grp
    2.2 empathy.ini
    open up \DATA\MISSIONS\empathy.ini and add a block like this to the end:
    [RepChangeEffects]
    group = <Your faction nickname> Here is the same as in faction_prop.ini
    event = object_destruction, -0.030000 If you destroy some of these faction your rep is changed by this
    event = random_mission_success, 0.119500 If a mission is sucsessfull changed by this
    event = random_mission_failure, -0.045000 If a mission is not sucsessfull changed by this
    event = random_mission_abortion, -0.067500 If you decline a mission after you has choosen it, ist changed by this
    empathy_rate = li_n_grp, 0.300000
    empathy_rate = li_lsf_grp, 0.300000
    empathy_rate = li_p_grp, 0.300000
    empathy_rate = br_n_grp, 0.300000
    empathy_rate = br_p_grp, 0.300000
    empathy_rate = ku_n_grp, 0.300000
    empathy_rate = ku_p_grp, 0.300000
    empathy_rate = rh_n_grp, 0.300000
    empathy_rate = rh_p_grp, 0.300000
    empathy_rate = co_shi_grp, 0.150000
    empathy_rate = co_khc_grp, 0.150000
    empathy_rate = co_kt_grp, 0.150000
    empathy_rate = br_m_grp, 0.150000
    empathy_rate = co_me_grp, 0.150000
    empathy_rate = co_be_grp, 0.150000
    The rep to other factions


    empathy_rate = co_rs_grp, 0.150000
    empathy_rate = co_vr_grp, 0.150000
    empathy_rate = co_ni_grp, 0.150000
    empathy_rate = rh_m_grp, 0.150000
    empathy_rate = co_ti_grp, 0.150000
    empathy_rate = co_ic_grp, 0.150000
    empathy_rate = co_hsp_grp, 0.150000
    empathy_rate = co_alg_grp, 0.150000
    empathy_rate = co_os_grp, 0.150000
    empathy_rate = co_nws_grp, 0.150000
    empathy_rate = fc_c_grp, -0.050000
    empathy_rate = fc_ou_grp, -0.150000
    empathy_rate = fc_rh_grp, -0.050000
    empathy_rate = fc_bd_grp, 0
    empathy_rate = fc_j_grp, 0
    empathy_rate = fc_h_grp, 0
    empathy_rate = fc_m_grp, -0.050000
    empathy_rate = fc_x_grp, -0.200000
    empathy_rate = fc_b_grp, 0
    empathy_rate = fc_g_grp, 0
    empathy_rate = fc_lh_grp, -0.300000
    empathy_rate = fc_u_grp, -0.050000
    empathy_rate = fc_gc_grp, 0
    empathy_rate = fc_lwb_grp, -0.050000
    empathy_rate = fc_fa_grp, -0.100000
    empathy_rate = fc_lr_grp, -0.250000
    empathy_rate = fc_or_grp, 0
    empathy_rate = gd_gm_grp, 0
    empathy_rate = fc_uk_grp, 0
    empathy_rate = fc_n_grp, 0
    empathy_rate = fc_ln_grp, 0
    empathy_rate = fc_kn_grp, 0
    empathy_rate = fc_rn_grp, 0
    empathy_rate = fc_ouk_grp, 0
    empathy_rate = fc_q_grp, 0
    empathy_rate = fc_f_grp, 0
    empathy_rate = gd_im_grp, 0
    empathy_rate = gd_z_grp, 0.300000
    empathy_rate = gd_bh_grp, 0
    · This block describes how aiding or attacking YOUR faction affects your reputation with other factions. For instance, in the
    above example, gd_z_grp is the Zoners and is set to 0.300000. This means that if you do a mission for your faction, it will
    improve your reputation with the Zoners by a significant amount too. Special lines to note are the following:
    o event = object_destruction, -0.030000
    · This line describes how your new faction reacts if one of their objects (ships, weapons platforms, etc) is destroyed by you.
    Obviously this is a negative value. For laughs, set it positive and improve your reputation with them by blowing up their
    ships.
    o event = random_mission_success, 0.119500
    o event = random_mission_failure, -0.045000
    o event = random_mission_abortion, -0.067500
    · These three lines describe what happens when you succeed, fail or abort a mission given to you by your faction.
    · Regarding the numbers, they only range between -0.300000 and 0.300000 in the game files, so keep this in mind when
    deciding reasonable values.
    · Of course, you're not finished there with empathy.ini. You still need to add your faction to each of the other factions in the
    file. At the end of each faction, add this and adjust the number accordingly:
    · empathy_rate = <Your faction nickname>, 0
    o This is obviously how this how your faction rep changes when you help/hinder other factions. Negative means
    they like you less. 0 means no effect.


    o "-" = Minus = negative consequences
    o " " = nichts = positive consequences
    o "0" = Null = none consequences
    2.2.1 Example
    ;---vorlon imperium-------------
    [RepChangeEffects]
    group = ve_p_grp
    event = object_destruction, -0.030000
    event = random_mission_success, 0.089600
    event = random_mission_failure, -0.045000
    event = random_mission_abortion, -0.067500
    empathy_rate = li_n_grp, 0.350000
    empathy_rate = li_lsf_grp, 0.400000
    empathy_rate = br_n_grp, 0
    empathy_rate = br_p_grp, 0
    empathy_rate = ku_n_grp, 0
    empathy_rate = ku_p_grp, 0
    empathy_rate = rh_n_grp, 0
    empathy_rate = rh_p_grp, 0
    empathy_rate = co_shi_grp, 0.050000
    empathy_rate = co_khc_grp, 0
    empathy_rate = co_kt_grp, 0.050000
    empathy_rate = br_m_grp, 0
    empathy_rate = co_me_grp, 0.250000
    empathy_rate = co_be_grp, 0.050000
    empathy_rate = co_rs_grp, 0.050000
    empathy_rate = co_vr_grp, 0.250000
    empathy_rate = co_ni_grp, 0.250000
    empathy_rate = rh_m_grp, 0
    empathy_rate = co_ti_grp, 0.050000
    empathy_rate = co_ic_grp, 0.250000
    empathy_rate = co_ss_grp, 0.250000
    empathy_rate = co_hsp_grp, 0.250000
    empathy_rate = co_alg_grp, 0.050000
    empathy_rate = co_os_grp, 0.250000
    empathy_rate = co_nws_grp, 0.050000
    empathy_rate = fc_c_grp, 0
    empathy_rate = fc_ou_grp, -0.400000
    empathy_rate = fc_rh_grp, 0
    empathy_rate = fc_bd_grp, 0
    empathy_rate = fc_j_grp, -0.100000
    empathy_rate = fc_h_grp, 0
    empathy_rate = fc_m_grp, 0
    empathy_rate = fc_x_grp, -0.450000
    empathy_rate = fc_b_grp, 0
    empathy_rate = fc_g_grp, 0
    empathy_rate = fc_lh_grp, -0.350000
    empathy_rate = fc_u_grp, 0
    empathy_rate = fc_gc_grp, 0
    empathy_rate = fc_lwb_grp, 0
    empathy_rate = fc_fa_grp, 0
    empathy_rate = fc_lr_grp, -0.250000
    empathy_rate = fc_or_grp, 0
    empathy_rate = gd_gm_grp, 0
    empathy_rate = fc_uk_grp, 0
    empathy_rate = fc_n_grp, 0
    empathy_rate = fc_ln_grp, 0
    empathy_rate = fc_kn_grp, 0
    empathy_rate = fc_rn_grp, 0
    empathy_rate = fc_ouk_grp, 0
    empathy_rate = fc_q_grp, 0
    empathy_rate = fc_f_grp, 0
    empathy_rate = gd_im_grp, 0
    empathy_rate = gd_z_grp, 0
    empathy_rate = gd_bh_grp, 0.050000
    empathy_rate = se_n_grp, 0
    empathy_rate = ea_p_grp, 0
    empathy_rate = me_p_grp, 0




    empathy_rate = ne_p_grp, 0
    empathy_rate = ce_p_grp, 0
    2.3 faction_prop.ini
    Open up ..\Data\MISSIONS\faction_prop.ini and add this block to the end.
    [FactionProps]
    affiliation = <Your faction nickname> Nickname of the new faction
    legality = lawful unlawful oder lawful
    nickname_plurality = singular singular oder plural
    jump_preference = jumpgate What they prefer to use, jumpgate or
    jumphole
    npc_ship = co_alg_ge_fighter_d1
    npc_ship = co_alg_ge_large_transport_d5
    npc_ship = co_alg_ge_train_d9
    The ships what they fly
    voice = pilot_f_leg_m01 pilotvoice
    mc_costume = mc_co mc_br as bretonia, mc_li as liberty, mc_rh as
    Rhineland, mc_ku as kusari, mc_fc as
    criminals, mc_co as Companies
    space_costume = li_captain_head, li_tilton_body, comm_ge_generic2
    space_costume = li_rockford_head, li_tilton_body, comm_li_hatcher
    space_costume = li_sales_head_hat, li_tilton_body, comm_ge_generic2
    space_costume = pl_male2_head, li_tilton_body, comm_li_hatcher
    space_costume = pl_male5_head, li_tilton_body, comm_ge_generic2
    space_costume = pl_male8_head_hat, li_tilton_body, comm_li_hatcher
    Cloth what they wear
    firstname_male = 226608, 226741 Names of male Pilots, 1st StartID, 2nd lastID
    or firstname_female
    lastname = 227008, 227307
    rank_desig = 197065, 197066, 197067, 4, 8 Rank of Pilots, - Rookie,Veteran,Ace , then
    minimumlevel, from 0-10 rookie, 10-15
    veteran and so o
    formation_desig = 197820, 197826 Name of Pilotgroups
    scan_for_cargo = commodity_basic_alloys, 2 What they are scanning for
    scan_announce = false
    scan_chance = 0.300000
    If you would be asked before scanning
    large_ship_desig = 10
    large_ship_names = 202648, 202707
    formation = fighters, fighter_basic
    formation = freighters, freighter_liberty
    formation = freighters2, freighter2_liberty
    formation = transports, transport_liberty
    formation = transports2, transport2_liberty
    formation = gunboats, armored_basic
    Formations used by them
    o legality = either 'lawful' or 'unlawful', and determines whether your group is a legal group or a criminal group.
    o nickname_plurality = either 'singular' or 'plural' and determines whether an 's' is tacked onto the end of your faction name.
    For instance, Corsair becomes Corsairs (plural) but GMG stays GMG (singular).
    o jump_preference = 'jumpgate', 'jumphole' or 'any'. This indicates which means of inter-system transport your faction prefers.
    Criminals usually use jumpholes.
    o voice = any voice you want, and is the voice used on ships that belong to your faction. I'm not sure of the full list of available
    voices, so scroll through this file to find one on another faction that you like.
    o mc_costume = another item I'm not entirely sure about so please fill me in if you know.
    o firstname_male = <start ID>, <end ID> - this sets a range in the DLL from which the game can pick a random first name for
    your pilot. See other factions for examples of this, or load up the DLL to see the list of available names.
    o lastname = <start ID>, <end ID> - same as above, but for last names.
    o rank_desig = 197065, 197066, 197067, 4, 8 - I'm not entirely sure what this describes, but I believe the numbers are possible
    ranks for your pilots. I'm not sure what the 4 and 8 are.



    o formation_desig = <start ID>, <end ID> - this defines a range of possible names for your formations. See the DLL for the
    list.
    o large_ship_desig = 10 - not sure about this one.
    o large_ship_names = <start ID>, <end ID> - this is the same as each of the other lists shown above, and defines a range of
    names that will be given to large ships in your faction (eg, trains, battleships, etc).
    o Last is a list of formations that are used by your faction. I'm not entirely sure how to use these, so until I get a better explanation,
    it's probably best to copy what you find in other factions.
    2.3.1 Example:
    ;---vorlon imperium-------------
    [FactionProps]
    affiliation = ve_p_grp
    legality = lawful
    nickname_plurality = singular
    msg_id_prefix = gcs_refer_faction_li_p
    jump_preference = jumpgate
    npc_ship = vordread_d1-20
    npc_ship = vorfight1_d1-2
    npc_ship = vorfight2_d3-4
    npc_ship = vorfight3_d5-7
    npc_ship = vorfight4_d8-11
    npc_ship = vorfight5_d12-20
    npc_ship = vortrans_d1-10
    ;npc_ship = vorlonpk_d1-20
    voice = pilot_f_mil_m01
    voice = pilot_f_mil_m02
    voice = pilot_f_leg_f01
    voice = pilot_f_leg_f01a
    mc_costume = mc_li
    space_costume = li_captain_head, li_male_guard_body, comm_ge_generic2
    space_costume = li_rockford_head, li_male_guard_body, comm_li_hatcher
    space_costume = li_sales_head_hat, li_male_guard_body, comm_ge_generic2
    space_costume = ge_male1_head, li_male_guard_body, comm_li_hatcher
    space_costume = pl_male6_head, li_male_guard_body, comm_ge_generic2
    space_costume = sc_scientist1_head_hat, li_male_guard_body, comm_li_hatcher
    space_costume = li_newscaster_head_gen_hat, li_female_guard_body, comm_ge_generic2_female
    space_costume = li_newscaster_head_gen_hat, li_female_guard_body, comm_li_hatcher_female
    space_costume = br_newscaster_head_gen_hat, li_female_guard_body, comm_ge_generic2_female
    space_costume = br_newscaster_head_gen_hat, li_female_guard_body, comm_li_hatcher_female
    space_costume = pl_female2_head, li_female_guard_body, comm_ge_generic2_female
    space_costume = pl_female2_head, li_female_guard_body, comm_li_hatcher_female
    firstname_male = 226608, 226741
    firstname_female = 226808, 226952
    lastname = 227008, 227307
    rank_desig = 197008, 197009, 197010, 3, 4
    formation_desig = 197808, 197820
    large_ship_desig = 196977
    large_ship_names = 202608, 202647
    scan_for_cargo = commodity_alien_artifacts, 2
    scan_for_cargo = commodity_cardamine, 2
    scan_announce = true
    scan_chance = 0.300000
    formation = fighters, fighter_li_p
    formation = gunboats, gunboat_wall
    2.4 mpnewcharacter.fl
    Oopen up EXE\mpnewcharacter.fl and add the following line to the end of the house list, changing the number as appropriate:
    o house = 0, <Your faction nickname>
    o This is how new players will be to your faction. The number, as usual, ranges from -1 to 1.
    o Your faction is in the game. This method isn't complete, however, as there is a problem where the faction will not appear on
    the faction list when you encounter faction ships or bases, even for new characters. fantomas has posted elsewhere that it
    might appear on the list when you talk to an NPC at a base, but this isn't the same behaviour as other factions which appear
    when you first encounter them. If anyone has any ideas on how to achieve that, or what the unknown data is, let me know.
    2.5 commodities_per_faction.ini
    Location: <insert_criminal_basename>
    This is for NPCs and custom-factions, just a few details to extend our knowledgebase.
    Specifying cargo of faction NPCs
    edit the file \DATA\EQUIPMENT\commodities_per_faction.ini
    A typical entry looks like this:
    [FactionGood]
    faction = ve_p_grp
    MarketGood = commodity_alien_artifacts, 0, 0
    MarketGood = commodity_alien_organisms, 0, 0
    MarketGood = commodity_basic_alloys, 0, 0
    MarketGood = commodity_consumer_goods, 0, 0
    MarketGood = commodity_engine_components, 0, 0
    MarketGood = commodity_fertilizers, 0, 0
    MarketGood = commodity_food, 0, 0
    MarketGood = commodity_H_fuel, 0, 0
    MarketGood = commodity_optical_chips, , 0
    MarketGood = commodity_optronics, , 0
    MarketGood = commodity_oxygen, 0, 0
    MarketGood = commodity_pharm, 0, 0
    MarketGood = commodity_polymers, 0, 0
    MarketGood = commodity_sidearms, 0, 0
    MarketGood = commodity_water, 0, 0
    I think its pretty self-explaining, but I don't know what the numbers mean.
    2.6 RMLootInfo.ini
    Adding loot (in random missions) to ships that belong to custom factions
    This will be dropped in addition to the usual loot (guns, equipment) that is dropped by ships. This is also the reason why loot is a lot
    more than with encounters.
    edit the file \DATA\RANDOMMISSIONS\RMLootInfo.ini
    [RMBonusLoot]
    archetype = commodity_alien_organisms
    num_to_drop = 1, 2
    faction = co_shi_grp, co_be_grp, co_ti_grp, co_ss_grp, co_hsp_grp, co_nws_grp, fc_c_grp, fc_ou_grp, fc_j_grp, fc_h_grp, fc_lr_grp,
    gd_gm_grp, ve_p_grp
    difficulty_range = 6, 31
    weight = 1
    Entries are pretty self-explaining. num_to_drop and difficulty_range are both min, max values. faction lists all factions that carry this
    random cargo on missions.
    weight is the probability that this type of loot is dropped, typical values are 3 for batts/nanos, 5 for guns and 1 for commodities.
    2.7 Which ships they fly as encounters defined in npcships.ini
    The diffrent here in _d1-2, _d3-4 and so on, defines how hard they are when they appear
    2.7.1 Example
    ;---- vorlon fighter---------------------
    [NPCShipArch]
    nickname = vorfight1_d1-2
    loadout = vorfight1_loadout
    level = d1
    ship_archetype = vorfight
    pilot = pilot_police_med
    state_graph = FIGHTER
    npc_class = lawful, class_fighter, d1, d2
    [NPCShipArch]
    nickname = vorfight2_d3-4
    loadout = vorfight2_loadout
    level = d3
    ship_archetype = vorfight
    pilot = pilot_police_hard
    state_graph = FIGHTER
    npc_class = lawful, class_fighter, d3, d4
    [NPCShipArch]
    nickname = vorfight3_d5-7
    loadout = vorfight3_loadout
    level = d5
    ship_archetype = vorfight
    pilot = pilot_police_hard
    state_graph = FIGHTER
    npc_class = lawful, class_fighter, d5, d6, d7
    [NPCShipArch]
    nickname = vorfight4_d8-11
    loadout = vorfight4_loadout
    level = d8
    ship_archetype = vorfight
    pilot = pilot_police_ace
    state_graph = FIGHTER
    npc_class = lawful, class_fighter, d8, d9, d10, d11
    [NPCShipArch]
    nickname = vorfight5_d12-19
    loadout = vorfight5_loadout
    level = d12
    ship_archetype = vorfight
    pilot = pilot_police_ace
    state_graph = FIGHTER
    npc_class = lawful, class_fighter, d12, d13, d14, d15, d16, d17, d18, d19
    thus , d8, d9, d10, … is defined in
    2.8 Some about mooring
    is defined in ..\Data\Missions\mshipprops.ini and must be added for each ship
    [mShipProps]
    archetype_id = vorfight
    prop = can_use_berths
    [mShipProps]
    archetype_id = vortrans
    prop = can_use_large_moors
    also the setting into shiparch.ini must be correctly defined to match this
    · can_use_berths / can_use_med_moors / can_use_large_moors
    for more information about this look in the forums
    HINT: for making ships able to use large moors there must be made some changes in the solararch.ini but this is an other
    chapter, there is an description on TLR but that’s not quite right.
    2.9 Ships you use for the factions
    If you use custom ships they must be in the shiparch.ini and the other stuff what is needed for
    2.10 Loadout of the ships is defined in data\ships\loadouts.ini


    Be sure that the entrys match the *.cmp file definitions espacially if you use flpatchv1.1 from Microsoft
    ;------------vorlon fight---------------
    [Loadout]
    nickname = vorfight1_loadout
    archetype = vorfight
    equip = ge_gf4_engine_01
    equip = infinite_power
    equip = ge_s_thruster_01, HpThruster01
    equip = ge_s_scanner_01
    equip = ge_s_tractor_01
    equip = armor_scale_0
    equip = shield01_mark05_hf, HpShield01
    equip = contrail01, HpContrail01
    equip = contrail01, HpContrail02
    equip = contrail01, HpContrail03
    equip = contrail01, HpContrail04
    equip = ge_s_cm_01, HpCM01
    cargo = ge_s_cm_01_ammo, 20
    equip = phaser_lvl7, HpWeapon01
    equip = phaser_lvl7, HpWeapon02
    equip = phaser_lvl8, HpWeapon03
    equip = phaser_lvl8, HpWeapon04
    [Loadout]
    nickname = vorfight2_loadout
    archetype = vorfight
    equip = ge_gf4_engine_01
    equip = infinite_power
    equip = ge_s_thruster_02, HpThruster01
    equip = ge_s_scanner_01
    equip = ge_s_tractor_01
    equip = armor_scale_1
    equip = shield01_mark05_hf, HpShield01
    equip = contrail01, HpContrail01
    equip = contrail01, HpContrail02
    equip = contrail01, HpContrail03
    equip = contrail01, HpContrail04
    equip = ge_s_cm_01, HpCM01
    cargo = ge_s_cm_01_ammo, 20
    equip = phaser_lvl7, HpWeapon01
    equip = phaser_lvl7, HpWeapon02
    equip = phaser_lvl8, HpWeapon03
    equip = phaser_lvl8, HpWeapon04
    [Loadout]
    nickname = vorfight3_loadout
    archetype = vorfight
    equip = ge_gf4_engine_01
    equip = infinite_power
    equip = ge_s_thruster_03, HpThruster01
    equip = ge_s_scanner_01
    equip = ge_s_tractor_01
    equip = armor_scale_2
    equip = shield01_mark05_hf, HpShield01
    equip = contrail01, HpContrail01
    equip = contrail01, HpContrail02
    equip = contrail01, HpContrail03
    equip = contrail01, HpContrail04
    equip = ge_s_cm_01, HpCM01
    cargo = ge_s_cm_01_ammo, 20
    equip = phaser_lvl7, HpWeapon01
    equip = phaser_lvl7, HpWeapon02
    equip = phaser_lvl8, HpWeapon03
    equip = phaser_lvl8, HpWeapon04
    [Loadout]
    nickname = vorfight4_loadout
    archetype = vorfight
    equip = ge_gf4_engine_01
    equip = infinite_power
    equip = ge_s_thruster_03, HpThruster01
    equip = ge_s_scanner_01
    equip = ge_s_tractor_01
    equip = armor_scale_3
    equip = shield01_mark08_hf, HpShield01
    equip = contrail01, HpContrail01
    equip = contrail01, HpContrail02
    equip = contrail01, HpContrail03
    equip = contrail01, HpContrail04
    equip = ge_s_cm_01, HpCM01
    cargo = ge_s_cm_01_ammo, 20
    equip = phaser_lvl7, HpWeapon01
    equip = phaser_lvl7, HpWeapon02
    equip = phaser_lvl8, HpWeapon03
    equip = phaser_lvl8, HpWeapon04
    equip = torpedo01_mark01, HpTorpedo01
    cargo = torpedo01_mark01_ammo, 5
    [Loadout]
    nickname = vorfight5_loadout
    archetype = vorfight
    equip = ge_gf4_engine_01
    equip = infinite_power
    equip = ge_s_thruster_03, HpThruster01
    equip = ge_s_scanner_01
    equip = ge_s_tractor_01
    equip = armor_scale_4
    equip = shield01_mark08_hf, HpShield01
    equip = contrail01, HpContrail01
    equip = contrail01, HpContrail02
    equip = contrail01, HpContrail03
    equip = contrail01, HpContrail04
    equip = ge_s_cm_01, HpCM01
    cargo = ge_s_cm_01_ammo, 20
    equip = phaser_lvl7, HpWeapon01
    equip = phaser_lvl7, HpWeapon02
    equip = phaser_lvl8, HpWeapon03
    equip = phaser_lvl8, HpWeapon04
    equip = cruise_disruptor01_mark01, HpTorpedo01
    cargo = cruise_disruptor01_mark01_ammo, 5
    2.11 That they offer missions
    The shortname must be added in …Data\randommissions\VignetteParams.ini to all or whom you want
    Offer_group = gd_bh_grp, gd_gm_grp, gd_im_grp, gd_z_grp, co_alg_grp, co_be_grp, co_hsp_grp, co_ic_grp, co_khc_grp, co_kt_grp,
    co_me_grp, co_ni_grp, co_nws_grp, co_os_grp, co_rs_grp, co_shi_grp, co_ss_grp, co_ti_grp, co_vr_grp, ea_p_grp, se_n_grp,
    me_p_grp, ne_p_grp, ce_p_grp, ve_p_grp
    2.11.1 mbases.ini
    o some like this is to be added into it
    [MBase]
    nickname = VR01_01_Base
    local_faction = ve_p_grp
    diff = 14
    msg_id_prefix = gcs_refer_base_VR01_01_Base
    [MVendor]
    num_offers = 7, 11
    [BaseFaction]
    faction = li_lsf_grp
    weight = 20
    offers_missions = true
    mission_type = DestroyMission, 28.478237, 53.365005, 100
    npc = vr0101_001_m
    [BaseFaction]
    faction = ve_p_grp
    weight = 55
    offers_missions = true
    mission_type = DestroyMission, 5.924538, 11.101916, 100
    npc = vr0101_002_m
    [BaseFaction]
    faction = co_kt_grp
    weight = 25
    offers_missions = true
    mission_type = DestroyMission, 38.983860, 53.365005, 100
    npc = vr0101_003_m
    [GF_NPC]
    nickname = vr0101_fix_bartender
    body = pl_female2_journeyman_body
    head = ge_female1_head
    lefthand = benchmark_female_hand_left
    righthand = benchmark_female_hand_right
    individual_name = 458826
    affiliation = ve_p_grp
    voice = rvp151
    bribe = ve_p_grp, 10000, 16100
    bribe = gd_z_grp, 10000, 16100
    bribe = fc_c_grp, 10000, 16100
    rumor = base_0_rank, mission_end, 1, 133641
    rumor = base_0_rank, mission_end, 1, 133642
    rumor = base_0_rank, mission_end, 1, 133643
    rumor = base_0_rank, mission_end, 1, 133644
    rumor = base_0_rank, mission_end, 1, 133645
    rumor = base_0_rank, mission_end, 1, 133646
    rumor = base_0_rank, mission_end, 1, 133647
    [GF_NPC]
    nickname = vr0101_fix_ship
    body = pl_male1_peasant_body
    head = pi_pirate1_head
    lefthand = benchmark_male_hand_left
    righthand = benchmark_male_hand_right
    individual_name = 245056
    affiliation = ve_p_grp
    voice = rvp131
    [GF_NPC]
    nickname = vr0101_fix_trader
    body = pi_orillion_body
    head = ge_male3_head
    lefthand = benchmark_male_hand_left
    righthand = benchmark_male_hand_right
    individual_name = 245057
    affiliation = ve_p_grp
    voice = rvp106
    [GF_NPC]
    nickname = vr0101_fix_weaponsdealer
    body = pl_male1_journeyman_body
    head = pi_pirate2_head
    lefthand = benchmark_male_hand_left
    righthand = benchmark_male_hand_right
    individual_name = 245058
    affiliation = ve_p_grp
    voice = rvp101
    [GF_NPC]
    nickname = vr0101_003_m
    body = ku_commtrader_body
    head = pl_male8_head
    lefthand = benchmark_male_hand_left
    righthand = benchmark_male_hand_right
    individual_name = 458992
    affiliation = co_kt_grp
    voice = rvp151
    misn = DestroyMission, 5.924538, 11.101916
    room = bar
    [GF_NPC]
    nickname = vr0101_002_m
    body = br_brighton_body
    head = li_sales_head
    lefthand = benchmark_male_hand_left
    righthand = benchmark_male_hand_right
    individual_name = 458991
    affiliation = ve_p_grp
    voice = rvp111
    misn = DestroyMission, 8.110100, 38.983860
    room = bar
    bribe = ce_p_grp, 10000, 16100
    [GF_NPC]
    nickname = vr0101_001_m
    body = li_hatcher_body
    head = br_newscaster_head_gen
    lefthand = benchmark_female_hand_left
    righthand = benchmark_female_hand_right
    individual_name = 458997
    affiliation = li_lsf_grp
    voice = rvp140
    misn = DestroyMission, 15.197413, 28.478237
    room = bar
    2.11.2 destroy vignittes
    o That missions could be choosen there must be destroy vignittes
    [Zone]
    nickname = Zone_VR01_destroy_vignette_16
    pos = 31242, 0, 7889
    shape = SPHERE
    size = 10000
    mission_type = lawful, unlawful
    sort = 99.500000
    vignette_type = open
    2.12 That they appear as encounters
    o add a population zone in the system with the encounter parameters like this
    [Zone]
    nickname = Zone_VR01_pop_ambient_01
    pos = 37687, 0, -3699
    rotate = 0, -90, 0
    shape = ELLIPSOID
    size = 83313, 45443, 45443
    sort = 51
    toughness = 6
    density = 3
    repop_time = 20
    max_battle_size = 4
    damage = 0
    spacedust = asteroiddust
    spacedust_maxparticles = 0
    interference = 0.000000
    pop_type = Background
    relief_time = 35
    population_additive = false
    faction_weight = fc_bd_grp, 1
    faction_weight = fc_gc_grp, 1
    faction_weight = fc_ou_grp, 1
    faction_weight = fc_j_grp, 1
    faction_weight = gd_bh_grp, 1
    faction_weight = ve_p_grp, 1
    faction_weight = ea_p_grp, 1
    encounter = area_assault, 6, 0.100000
    faction = fc_bd_grp, 0.250000
    faction = fc_gc_grp, 0.250000
    faction = fc_ou_grp, 0.350000
    encounter = area_bh_defend, 6, 0.100000
    faction = gd_bh_grp, 0.400000
    faction = ve_p_grp, 0.400000
    faction = ea_p_grp, 0.200000
    encounter = area_defend, 6, 0.100000
    faction = ea_p_grp, 0.400000 percentage, sum of
    faction = ve_p_grp, 0.600000 percantage should be not more then max. 100 of all who are defined for that area
    2.13 Faction Names for identifying
    li_n_grp, fc_ln_grp = Liberty Navy
    li_lsf_grp = Liberty Security Force
    li_p_grp = Liberty Police, Inc.
    br_n_grp = Bretonia Armed Forces
    br_p_grp = Bretonia Police
    ku_n_grp, fc_kn_grp = Kusari Naval Forces
    ku_p_grp = Kusari State Police
    rh_n_grp, fc_rn_grp = Rheinland Military
    rh_p_grp = Rheinland Police
    co_shi_grp = Samura Industries
    co_khc_grp = Daumann Heavy Construction
    co_kt_grp = Kishiro Technologies
    br_m_grp = BMM
    co_me_grp = Deep Space Engineering
    co_be_grp = Border World Exports
    co_rs_grp = Republican Shipping
    co_vr_grp = Ageira Technologies
    co_ni_grp = Synth Foods, Inc.
    rh_m_grp = Kruger Minerals
    co_ti_grp = Planetform, Inc.
    co_ic_grp = Interspace Commerce
    co_ss_grp = Universal Shipping
    co_hsp_grp = Cryer Pharmaceuticals
    co_alg_grp = ALG Waste Disposal
    co_os_grp = Orbital Spa and Cruise
    co_nws_grp = Gateway Shipping
    fc_c_grp = Corsairs
    fc_ou_grp = Outcasts
    fc_rh_grp = Red Hessians
    fc_bd_grp = Blood Dragons
    fc_j_grp = Junkers
    fc_h_grp = Hogosha
    fc_m_grp = Mollys
    fc_x_grp = Xenos
    fc_b_grp = Bundschuh
    fc_g_grp = Gaians
    fc_lh_grp = Lane Hackers
    fc_u_grp = Unioners
    fc_gc_grp = Golden Crysanthemums
    fc_lwb_grp = LWB
    fc_fa_grp = Farmers Alliance
    fc_lr_grp = Liberty Rogues
    fc_or_grp = The Order
    gd_gm_grp = Gas Miners Guild
    fc_n_grp = Nomads
    gd_im_grp = Independent Miners Guild
    gd_z_grp = Zoners
    gd_bh_grp = Bounty Hunters Guild
    fc_ouk_grp = Kress's Men
    fc_uk_grp = *
    fc_f_grp = Fugitive
    fc_q_grp = Quintaine's Men

  • This is a great tutorial, but... If I wanted to get rid of all the Vanilla factions and start afresh, how would I go about that?


    Hey there


    take a look at Freelancer "Total Conversion Mod Starter Pack"s
    this are "filepacks" that empty your freelancer so you can start modding from scratch


    there are different versions out there, be sure to read what fits you best
    one example:
    http://www.moddb.com/mods/the-…rsion-mod-starter-pack-30