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1

Thursday, June 19th 2003, 1:26pm

Great - i have a problem. How on earth do you mod?? Frequently asked question - i bet, but i still haven´t found anything that tells you how and why to change files, and which ones with what affects it will have. Any chance of a kinda quick crash course intro being posted into how to MOD - starting with something that is easy and straightforward? I haven´t found anything yet - and most of the posts leave me baffled! Cheers Chips

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2

Thursday, June 19th 2003, 6:44pm

For simple modding, you need the BINI uncompressor, which you can get <A href=´http://www.lancersreactor.org/t/editing/download/download.asp?id=197´ Target=_Blank>here</a>. Just drag the .ini file onto the icon and it will extract the data to an .ini.txt file, which you can rename to just an .ini file. Also, in any text in this post with a &quot;[&quot; but no ending bracket you need to add the ending bracket, because of the restrictions of HTML. E.g. add an ending bracket on the end of &quot;[object&quot; To get you started, I´ll show you how to add a base to the New York system, to help you get a feel for the game. Here´s what you do: <b>1. </b> Browse to Freelancer/DATA/UNIVERSE/SYSTEMS/LI01 and find the file &quot;Li01.ini&quot;. Extract it using the technique mentioned above, then delete &quot;Li01.ini&quot; and rename &quot;Li01.ini.txt&quot; to &quot;Li01.ini&quot;. <b>2. </b> Have a look through the .ini file. It may look complicated but its not. Each block of text basically stands for a different object/zone/whatever in the system. <b>3. </b> Now, at the very bottom of the file, add this block of text: [Object ;&lt;--------ADD A CLOSING SQUARE BRACKET HERE, DONT SHOW UP IN THIS FORUM nickname = Li01_mystation ids_name = 196773 ;&lt;-------THE NAME THAT SHOWS UP IN GAME, LEAVE FOR NOW pos = -29000, 0, -26000 ;&lt;--------POSITION IN THE SYSTEM, BY P.MANHATTAN rotate = 0, 40, 0 Archetype = largestation1 ;&lt;--------OBJECT TYPE ids_info = 65761 ;&lt;-----INFO THAT SHOWS UP IN GAME base = Li01_mybase ;&lt;--------OUR NEW BASE dock_with = Li01_mybase ;&lt;------ALSO OUR NEW BASE voice = atc_leg_f01 space_costume = br_karina_head, br_karina_body reputation = li_n_grp ;&lt;-------WHO OWNS IT behavior = NOTHING difficulty_level = 3 loadout = space_station_co_01 ;&lt;-------THE WEAPON LOADOUT OF THE STATION pilot = pilot_solar_easy <b>4. </b> Now we´ve created the object in the system, we have to create a file for the base. Browse to DATA/UNIVERSE/SYSTEMS/LI01/BASES and create a new .ini file called &quot;Li01_mybase.ini&quot;. This file will contain the data for our new base. <b>5. </b> Inside this file add the following text: [BaseInfo nickname = Li01_mybase start_room = Cityscape [Room nickname = Cityscape file = UniverseSystemsLi01BasesRoomsLi01_mybase_cityscape.ini [Room nickname = Bar file = UniverseSystemsLi01BasesRoomsLi01_mybase_bar.ini [Room nickname = Trader file = UniverseSystemsLi01BasesRoomsLi01_mybase_trader.ini [Room nickname = ShipDealer file = UniverseSystemsLi01BasesRoomsLi01_mybase_shipdealer.ini [Room nickname = Equipment file = UniverseSystemsLi01BasesRoomsLi01_mybase_equipment.ini <b>6. </b> This file tells FL where each of the rooms in our base is located. For now, we will just copy the files from Planet Manhattan and rename them for our base. So, find the following files: Li01_01_cityscape.ini Li01_01_bar.ini Li01_01_trader.ini Li01_01_shipdealer.ini Li01_01_equipment.ini and rename them to the following, respectively: Li01_mybase_cityscape.ini Li01_mybase_bar.ini Li01_mybase_trader.ini Li01_mybase_shipdealer.ini Li01_mybase_equipment.ini <b>7. </b> Finally, all we have to do is let Freelancer know that our base exists in the Universe, so browse to DATA/UNIVERSE and find the file &quot;universe.ini&quot;. Inside are declarations of all the existing systems and bases in the FL universe. Scroll down, and at the bottom add the following text: [Base nickname = Li01_mybase system = Li01 strid_name = 196775 &lt;------&quot;NEW YORK&quot;, LEAVE FOR NOW file = UniverseSystemsLi01BasesLi01_mybase.ini BGCS_base_run_by = W02bF01 Youre done! Run Freelancer and fly to Planet Manhattan, you should see the station nearby. Good luck! Edited by - Accu(&gt;o&lt<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>shot on 19-06-2003 17:54:16 (Edit - Changed co-ords of base at last!) Edited by - Accu(&gt;o&lt<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>shot on 16-09-2003 12:10:47
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kardor

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3

Thursday, June 19th 2003, 8:54pm

well I dunno if this is a newbie question, but nobody is answering my thread so I try my luck: Do you (or anybody) know how to add custom rumors?
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spacedrive

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4

Friday, June 20th 2003, 6:55am

What kind of directory structure should a mod have? Let´s say I make a 3d ship model, will I set up directories such as ship,data,marketplace etc. to be recompresssed by the BINI uncompressor? Do I need all of these directories? What are the exact 3D model formats that FL uses? Is this the .cmp files? I guess milkshape can convert 3D models from Lightwave (which is what I use) to the native FL format. What kind of picture files do you use for texturing? I would like some sort of flow chart that would guide the process that I need to do this. Here´s my (very limited) understanding of the process: You create your 3d model (with complete textures?)-&gt; import into milkshape and convert to native FL format. Configure all ini´s (where ship is sold, what level weapons it can mount, cargo capacity, number of thrusters) what else am I missing? Load ship into FL directories (BINI uncompressor?) and fly it. I keep hearing about the .MAT files, what are these? 3D model files? If so, what do the .cmp files do? I probably have a lot more questions, that´s all I can think of for now. I sure would love to create some ships, there are a lot of great ship designs from an old Terran Trade Authority book I have. They would make for some awesome ships in this game.
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5

Friday, June 20th 2003, 6:13pm

Im not completely sure about this but to answer both your questions heres what I know about creating rumours... Extract and open &quot;mbases.ini&quot; and under each base you will see many sections like this: [GF_NPC nickname = ew0201_fix_bartender body = pi_pirate3_body head = pi_pirate4_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 245130 affiliation = fc_ou_grp voice = rvp101 bribe = fc_ou_grp, 10000, 16101 rumor = base_0_rank, mission_end, 2, 133162 rumor = base_0_rank, mission_end, 2, 133165 rumor = base_0_rank, mission_end, 2, 133166 rumor = base_0_rank, mission_end, 2, 133168 rumor = base_0_rank, mission_end, 2, 133169 rumor = base_0_rank, mission_end, 2, 133170 accessory = prop_mask_outcast the <i>rumour = </i> lines list the various rumours that can be passed on by each npc, in this case the bartender. Using a dll editor like FLEd-ids or ResHack you can open misctext.dll and modify/add rumours. For example the first rumour, 133162, corresponds to: &lt;?xml version=&quot;1.0&quot; encoding=&quot;UTF-16&quot;?&gt;&lt;RDL&gt;&lt;PUSH/&gt;&lt;TEXT&gt;Our sworn enemy is Cryer Pharmaceuticals. Cryer is trying to replicate Cardamine so they can take over the drug market with their harmless alternative. It will be legalized, regardless of how dangerous it is. Their ships in this system or in any Outcast space will be destroyed immediately. &lt;/TEXT&gt;&lt;PARA/&gt;&lt;TEXT&gt;&#160;&lt;/TEXT&gt;&lt;PARA/&gt;&lt;POP/&gt;&lt;/RDL&gt; Either modify these to suit your purposes or create new entries after the rumours and reference them to your npc´s. Generally, the parameters rumor = base_0_rank, mission_end, 2, 133162 seem to work well, but you can change them to only allow the rumour if certain goals/missions have been completed, for example: rumor_type2 = freetime_01_02, mission_02_loaded, 1, 393441 which will only allow the rumour during the free-time in mission 2 once the mission has been loaded. Also of note are the lines reading something like: bribe = li_p_grp, 10000, 16100 The first string, &quot;li_p_grp&quot;, is the faction whose reputation you can have increased. The second is, I think, ther cost multiplier, which changes depending on your current rep with them. The last number is the IDS number for the string, in this case: You could stand to have a better reputation with %F0v1. I could hack your record for %d0 credits...that should clear things up. Of course that will make you less popular with %F1v1, %F2v1 and %F3v1. What do you say? These IDS strings are found in resources.dll Hope this helped.
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6

Friday, June 20th 2003, 6:27pm

spacedrive, Im going to try and answer your Qs one by one, because theres a lot of questions in there. 1. You do not need to re-compress your files with BINI, Freelancer can read the files in their unencrypted format. Compressing the files does reduce the file size, but not significantly. 2. Freelancer uses a .3db format for the various sections of ship models, they can be found in SHIPS/(FACTION)/(SHIP TYPE)/MODELS. 3. The .cmp file file basically brings it all together. If you open a .cmp file with UTF edit you will see nodes such as bh_portwing_lod1030109200506 Expand these nodes to find information on where hardpoints are, and how the model fixes together. 4. You can find a tutorial on Lightwave -&gt; Freelancer conversion <A href=´http://www.lancersreactor.org/t/forum/topic.asp?TOPIC_ID=15008&amp;FORUM_ID=29&amp;CAT_ID=9&amp;Topic_Title=%2A%2A+Tutorial+%2A%2A+Lightwave+3D+to+Freelancer&amp;Forum_Title=Freelancer+Editing+Tutorial+Forum&amp;M=False&amp;S=True´ Target=_Blank>here</a> 5. Im <i>pretty </i> sure the .MAT files contain all the texture information. You have to add to these files if you want to create custom textures, but im not sure how to do this. Sorry there´s not much, but hope this helps.
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7

Friday, June 20th 2003, 7:09pm

BTW guys, this thread was intended to help newbies out, and you obviously know much more about modding. No probs though. <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>
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8

Saturday, June 21st 2003, 1:58pm

Excellent - heres what I want to do: 1. How do u create custom comoditties? 2. How dou alter were each ship is sold?? I no how to use the bINI thing but i dont no what 2do with the files after! Thanx v.much Edited by - AstroTurf on 21-06-2003 13:04:53
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9

Saturday, June 21st 2003, 2:56pm

OK, Ill answer your questions in two separate posts because theyre quite involved. <b>Question 1 - Creating custom commodities </b> For this tutorial ill create a new commodity called Platinum. If you want to create a different commodity change all references to platinum to your commodity and it should work fine. Youll need to extract with BINI and then rename the following files from <i>file </i>.ini.txt to just <i>file </i>.ini: DATA/EQUIPMENT/select_equip.ini DATA/EQUIPMENT/goods.ini DATA/EQUIPMENT/market_commodities.ini <b>1. Open select_equip.ini and add the following block of text at the bottom: </b> [Commodity nickname = commodity_platinum ids_name = 261612 ;&lt;-----Currently &quot;Silver&quot;, you need to do some dll editing ids_info = 65916 ;&lt;-----to change it which is beyond this tutorial. units_per_container = 30 pod_appearance = cargopod_grey loot_appearance = lootcrate_grey decay_per_second = 0 volume = 1 hit_pts = 500 This has created the actual item, now we need to define it as a commodity which can be bought/sold. <b>2. Next open goods.ini and add this text: </b> [Good nickname = commodity_platinum msg_id_prefix = gcs_gen_commodity_silver &lt;----Too advanced to change in this tutorial equipment = commodity_platinum category = commodity price = 980 combinable = true good_sell_price = 2.550000 bad_buy_price = 2.550000 bad_sell_price = 1 good_buy_price = 1 shop_archetype = Equipmentmodelscommodities
n_iconscwire_rawmats_2.3db item_icon = Equipmentmodelscommodities
n_iconsCOMMOD_metals.3db jump_dist = 7 &quot;item_icon&quot; is the icon that appears beside the name of the commodity. You can change it to suit whatever you create, the available icons are: bw_freighter.3dba or_fighter.3db bw_freighter.3db bh_heavy.3db bh_elite.3db bh_fighter.3db pi_heavy.3db pi_elite.3db pi_fighter.3db bw_heavy.3db bw_elite.3db bw_fighter.3db cv_heavy.3db cv_elite.3db cv_fighter.3db cv_startracker.3db cv_starflier.3db co_freighter.3db co_elite.3db co_fighter.3db rh_freighter.3db rh_elite.3db rh_fighter.3db ku_freighter.3db ku_elite.3db ku_fighter.3db br_freighter.3db br_elite.3db br_fighter.3db li_elite.3db li_freighter.3db li_fighter.3db COMMOD_tradelaneparts.3db COMMOD_lightarms.3db COMMOD_legalartifacts.3db COMMOD_enginecomponents.3db COMMOD_consumergoods.3db COMMOD_optronics.3db COMMOD_hullpanels.3db COMMOD_drugs.3db COMMOD_machines.3db COMMOD_opticalchips.3db COMMOD_hfuels.3db COMMOD_fertilizer.3db COMMOD_luxuryfoods.3db COMMOD_foodrations.3db COMMOD_nomadbacteria.3db COMMOD_diamonds.3db COMMOD_waterice.3db COMMOD_toxicwaste.3db COMMOD_metals.3db COMMOD_chemicals.3db <b>3. Finally, we need to tell FL where the commodity can be sold in game. </b> Open market_commodities.ini and search for the name of the base you want to add to. For this example ive chosen Planet Manhattan, &quot;Li01_01_base&quot;. At the end of the block of text add the following line: MarketGood = commodity_platinum, 0, -1, 0, 0, 1, 2.250000 The last number is the cost multiplier; raise it to a higher number for a higher cost at the base.
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10

Saturday, June 21st 2003, 2:57pm

<b>Question 2 - Changing the location of ships </b> This is fairly easy, as long as you are only planning on using the pre-made ships in FL. You will only need to extract this file with BINI: DATA/EQUIPMENT/market_ships.ini Search the file for the base you want to add a ship to. When you find it you should see a bunch of text that looks meaningless, but its not. This example is from Planet Manhattan: [BaseGood base = Li01_01_base marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1 marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1 marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1 marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1 marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1 marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1 marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1 marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1 marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1 marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1 marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1 marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1 marketgood = lf_package, 1, -1, 0, 0, 1, 1, 1 marketgood = le_package, 2, -1, 0, 0, 1, 1, 1 marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1 marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1 marketgood = be_package, 8, -1, 0, 0, 1, 1, 1 marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1 marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1 marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1 marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1 marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1 marketgood = re_package, 22, -1, 0, 0, 1, 1, 1 marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1 marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1 marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1 marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1 marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1 marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1 marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1 marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1 Each package that is referred to is the name of a ship and the accompanying weapons etc. that come with it when you buy a ship. If, for example, you wanted to add the Titan very heavy fighter to Planet Manhattan you would add the following line: marketgood = coe2_package, 32, -1, 1, 1, 0, 1, 1 Generally speaking, to allow a ship to be sold at the base you change the last <b>6 </b> numbers to: -1, 1, 1, 0, 1, 1 To stop it being sold there you change the same numbers to: -1, 0, 0, 1, 1, 1 Thats about it really. Note: If there is already an entry for the ship you are adding DO NOT add a new entry, overwrite the existing one otherwise your game will screw up. Another Note: You can only have a maximum of three ships available on each base. Delete a ship for sale if you already have three, otherwise the new ship will not show up. Hope this has helped, good luck...
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11

Saturday, June 21st 2003, 9:45pm

This Question should be easy: What hardpoints are existant or How are hardpoints called and what can i plug to those Hardpoints. I need those names for new Ships i´ve model(l)ed. PLease excuse my bad english but i´m only student from Germany.
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12

Monday, June 23rd 2003, 12:30pm

Creating completely new hardpoints is harder than you may think, but anyway youll need BINI and the UTF editor, both available in the downloads section. Open the .cmp file of your ship and expand the tree. IMPORTANT - Make sure you have selected &quot;Float array&quot; under interpret data. Each node in the first expanded section is a section of your ship. If youre creating a completely new ship there should be some entries for the meshes but none for hardpoints <b>To create a new weapon hardpoint: </b> There are two types of hardpoint, fixed and revolute. Fixed is where all the immovable add-ons go, such as thrusters and mine-launchers. Revolute is where you stick all the add-ons that move, even if just a tiny bit, for example guns, turrets and torpedo launchers. For this tutorial lets create a new gun hardpoint. Browse to the fuselage part that you want to add the hardpoint to and expand it. Highlight &quot;Revolute&quot; in this node and click &quot;Add node&quot;. Rename &quot;New node&quot; to one of the following, where XX is the next available number of that hardpoint: HpWeaponXX ---&gt; For a gun or missile mount HpTorpedoXX --&gt; For a torpedo or cruise disruptor mount HpTurretXX ---&gt; For a turret mount. For this example use HpWeaponXX, in your case probably HpWeapon01 if you havent got any hardpoints already. Create 5 more nodes under this one, renaming them, in this order: Axis Max Min Orientation (Make sure they are spelt correctly) Position First edit <b>&quot;Axis&quot; </b> using the &quot;edit&quot; button. This defines which axis the gun is able to rotate on - it is in the format X, Z, Y. So for a turret able to rotate left and right you would input: 0.000000 1.000000 0.000000 Now edit <b>&quot;Max&quot; </b> and <b>&quot;Min&quot; </b>. Both these nodes have two entries each. The first is the rotation limit in radians. Use a negative number for Min and a positive number for Max, for example -3 and 3. If you dont want a rotation limit enter -6.283185 in Min and 6.283185 in Max (2*Pi). Next edit <b>&quot;Position&quot; </b>. This node requires three values, one for each axis. The values are as follows: Value 1 --- X-axis, left and right across the fuselage Value 2 --- Z-axis, up and down through the fuselage Value 3 --- Y-axis, up and down across the fuselage The co-ordinates are relative to the part of the fuselage they are mounted on, so to create a hardpoint in the middle of a wing, say, you would simply enter: 0.000000 0.000000 0.000000 Its not usually that simple though, youll have to experiment. Finally edit <b>&quot;Orientation&quot; </b> - this is the hard part which requires working with vectors. Each Orientation node has nine entries - three for X, three for Y and three for Z. These values tell FL how the weapon &quot;maps&quot; to the fuselage. It may help to draw a diagram. Since its hard to explain i^ll use an example: <b>For a gun mounted on the RIGHT of the fuselage facing FORWARDS: </b> The fuselages X-Axis is equal to the guns y-axis so the first entry is: 0.000000 1.000000 0.000000 The fuselages Y-axis is equal to the guns x-axis in the <b>negative </b> direction so the next entry is: -1.000000 0.000000 0.000000 The fuselages Z-axis is equal to the guns Z-axis so the last entry is: 0.000000 0.000000 1.000000 So put it all together and you get: 0.000000 1.000000 0.000000 -1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 Now youve done this you can <b>SAVE </b> and close UTF edit and open DATA/SHIPS/shiparch.ini to define your new hardpoint. Find your ship and add one of the following lines: <b>hp_type = hp_gun_special_YY, HpWeaponXX </b>, where XX is the number of your hardpoint defined earlier and YY is the class of gun you want it to take. <b>hp_type = hp_turret_special_YY, HpTurretXX </b>, where XX is the number of your hardpoint defined earlier and YY is the class of turret you want it to take. <b>hp_type = hp_torpedo_special_YY, HpTorpedoXX </b>, where XX is the number of your hardpoint defined earlier and YY is the class of torpedo you want it to take. Thats about it, hope this helped! Edited by - Accu(&gt;o&lt<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>shot on 23-06-2003 11:32:07
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Junkman2003

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13

Monday, June 23rd 2003, 9:12pm

HI. I´m looking to change the ship that a new character starts with in MP. I´ve got some cryptic answers and no examples. Could you help me out with this? Junkman
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14

Tuesday, June 24th 2003, 11:30am

You <i>can </i> change the starting MP ship, but its only a server-side mod so you have to be running your own server. Using BINI, available in the downloads section, extract the following files by dragging them onto the BINI icon: EXE/mpnewcharacter.ini DATA/EQUIPMENT/goods.ini Then rename them from <i>file </i>.ini.txt to just <i>file </i>.ini, deleting the original file. Now look through goods.ini. Every entry with the name &lt;something&gt;_package is the name of a package, including a ship and the accompanying components such as engines etc. gf1_package is the package for the Starflier you begin with. To change the starting ship, find the package in goods.ini - for this example Ill use the Titan Very Heavy Fighter, coe2_package. Remember this name for later or copy it to the clipboard. Now go to mpnewcharacter.ini and browse right to the bottom where it says %%PACKAGE%%. This tells FL to use the default package, which is the Starflier. Comment out this line (By adding a ; in front of it), and add the name of your new package - it should look like this: ;%%PACKAGE%% coe2_package Most of this info came from the thread <A href=´http://www.lancersreactor.org/t/forum/topic.asp?TOPIC_ID=17228&amp;FORUM_ID=29&amp;CAT_ID=9&amp;Topic_Title=%2A%2A%2A+TUTORIAL+%2A%2A%2A+MP+Starting+Money%2FShip%2FBase&amp;Forum_Title=Freelancer+Editing+Tutorial+Forum&amp;M=False&amp;S=True´ Target=_Blank>here</a> so you could try that thread as well if this doesnt help.
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Iron Eagle

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15

Tuesday, June 24th 2003, 12:47pm

Hey there! I´ve been wondering how I´d get to use my brand spanking new ´Eagle´ to play from the beginning of the game? Is is possible? I´ve been cruising all the mods and have downloaded a few in the past but I´ve never seen one that allows you to select what ship you want to start the game with! <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> I´d really like to try and start the story with the Eagle though (It´s so damn cool!) I thought maybe this modding thing might be easy for someone like me - mod skill level: -100, but when I see what you got to do, I just can´t even follow it one end to another. Anyone ever going to make a mod where we can do that? Or has one been made that I don´t know about? Do or Die!
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Junkman2003

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16

Tuesday, June 24th 2003, 6:56pm

Accu(&gt;o&lt<img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>shot That is one of the ways that I tried but when I start a new MP char there is no ship. I´m going to try it again and see if it works. Thanks. Junkman
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17

Tuesday, June 24th 2003, 7:45pm

4 Questions: Question the First: Faction Relationships. How can i make the Corsairs not hate you for being pro-IMG and vise-versa? Question the Second: How Can I make the Hammerhead take class 10 guns? Question the Third: Does anybody know how to chnage the amount of energy a ship can put out? Like for weapons Question the Last: Can I add extra hardpoints to ships? And can they be only missile only hardpoints?
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18

Wednesday, June 25th 2003, 4:47pm

Hey, OK so far I´ve been able to fool around with ships´ hard points in shiparch, but how do I change the infocards to show this change? I´m just trying to make certain ships (Liberty) have more armor than tissue paper and the others (Rheinland, all VHFs) less nigh-invincible. Any help? Also, I´d like to put the Anubis up for sale. Anyone help me with that also? Any responses will be greatly apprieciated.
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19

Thursday, June 26th 2003, 11:37am

First, IronEagle. To start the SP game with an eagle do the following: Extract the file DATAMISSIONSM01Am01a.ini with BINI, which you can get <A href=´http://www.lancersreactor.org/t/editing/download/download.asp?id=197´ Target=_Blank>here</a>. To extract the file simply drag it onto the BINI icon, and a file called &quot;m01a.ini.txt&quot; will be created. Backup and delete the original file and rename &quot;m01a.ini.txt&quot; to just &quot;m01a.ini&quot;. Now you have the mission file for the first mission unencrypted. Open the file and search for the line: Act_SetShipAndLoadout = ge_fighter, msn_playerloadout Comment out the line with a &quot;;&quot; and add a new one underneath with parameters for the eagle, for example: ;Act_SetShipAndLoadout = ge_fighter, msn_playerloadout Act_SetShipAndLoadout = ge_fighter6, gd_gm_ge_fighter6_loadout01 Thats all there is to it! When you start a new game instead of giving you a puny starflier Juni will present you with an eagle instead - making your life a whole lot easier.
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20

Thursday, June 26th 2003, 11:39am

Junkman, Microsuck is clamping down on modding with their new &quot;anti-cheat&quot; servers, so you could always try and create your own server or find one not controlled by Microsuck.
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