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Modding :-)
 
Kendric  posted on Mar 06, 2010 11:53:12 AM - Report post

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Greetings everyone

Just started to fool around with editing the game, just wanted you to know what I edit.

Tools:
Notepad++(but I will think any txt editor will do)

First I need to find the real name of the ship/fighter to edit.
Path
C:\!GM\Star Wolves 3 - Civil War\Data\LocData\English
File
m_carcasses.loc

Then I open the file to edit.

Path
C:\!GM\Star Wolves 3 - Civil War\Data\Game
File
Carcasses.xml

So, lets say I want to edit the fighter called Machete. So I got to m_carcasses.loc and search for Machete, aaah, the name they give it in the Carcasses.xml is #M_Name_Hatchet, back to Carcasses.xml, search for it and you can ALMOST start editing.

Looks like there are diffrent versions of #M_Name_Hatchet.

Im guessing the player ships are called :

its the _p10 to notice.

also found
Interceptor name="Hatchet_pat0"
Interceptor name="Hatchet_pir0"
Interceptor name="Hatchet_uss0"
Interceptor name="Hatchet_tri0"
Interceptor name="Hatchet_ino0"

Im guessing the others are other factions.

So, lets start editing folks :-D
/Ken

And make a backup of Carcasses.xml, much more fun then to reinstall the game over and over, I forgot to backup,lol


Update -
start cash
Path : C:\!GM\Star Wolves 3 - Civil War\Data\Scripts
You can change start cash in the file : InitTeamScript.script
Look for SetPlayerCredits

start Perk points
Path : C:\!GM\Star Wolves 3 - Civil War\Data\Game
You can change start Perk points in the file : Pilots.xml
Look for points>15(other nice stuff there to, piloting, guns, rockets)

Other pilots :
#M_pilot_Name_Lastochka = Ternie
#M_pilot_Name_Sedoy = Greyhair

Merrowind found this one :-)
get more credits from selling
Path : C:\!GM\Star Wolves 3 - Civil War\Data\AI
You can change Trade values in : SellingCoef.ini
Im guessing its for station, FTU warehouse(blackmarket) and Traders(Mothership)
You could also reduce the price of buying stuff by playing with the buy value (I think)

[Edited by Kendric, 3/6/2010 1:07:26 PM]

 
Kendric  posted on Mar 06, 2010 12:17:16 PM - Report post

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Reserved :-)
 
Tpek  posted on Mar 06, 2010 1:07:11 PM - Report post

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Problem with modding fighters&equipment is that your enemies get these things as well.

I was thinking of making new weapons&fighters that will practically be cheat-items: overly powerful and nice. But I have yet to try adding new stuff to the game.

 
Kendric  posted on Mar 06, 2010 1:11:58 PM - Report post

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I was hoping that if you only changed the fighters with the _p10 in the name it would be the playerships you can buy. And the other ships would be used by the other factions.

But you are right, if a mercenary group use the same fighters _p10, then its no good :-/

 
Matri  posted on Mar 08, 2010 3:19:55 AM - Report post

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Well, there's always the Mothership.
 
DeviloftheHell  posted on Mar 08, 2010 4:23:21 AM - Report post

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quote:
originally posted by Kendric

I was hoping that if you only changed the fighters with the _p10 in the name it would be the playerships you can buy. And the other ships would be used by the other factions.

But you are right, if a mercenary group use the same fighters _p10, then its no good :-/

no those are using different categories p10 is only what you can use editing moduls are affecting for the npcs too

 
Itt  posted on Mar 08, 2010 6:16:59 AM - Report post

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I really could do with a way to add every ingame item (ship, weapons, equipment, ...) to every trader, purchasable no matter what. That would be enough cheat for me.
 
Kendric  posted on Mar 08, 2010 12:59:54 PM - Report post

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You could try to edit this file :
InitTradeSystem.script

It has all the diffrent faction traders/shops :-)


/Ken

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