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1

Tuesday, October 26th 2010, 6:06pm

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
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Tuesday, October 26th 2010, 7:39pm

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?

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Tuesday, October 26th 2010, 8:02pm

you would have to remove all systems, all faction sets, the commodities per faction, the initial worlds, the empathy ..... simply everything that in some way is connected with factions.... -> that is almost everything in FL
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Wednesday, October 27th 2010, 3:07am

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:
Freelancer Total Conversion Mod Starter, Pack 3.0 file - Mod DB

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