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Modding :-)
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    Kendric posted on Mar 06, 2010 11:53:12 AM - Report post
     
    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]
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    Kendric posted on Mar 06, 2010 12:17:16 PM - Report post
     
    Reserved :-)
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    Tpek posted on Mar 06, 2010 1:07:11 PM - Report post
     
    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.
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    Kendric posted on Mar 06, 2010 1:11:58 PM - Report post
     
    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 :-/

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    TIER 7
    Matri posted on Mar 08, 2010 3:19:55 AM - Report post
     
    Well, there's always the Mothership.
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    DeviloftheHell posted on Mar 08, 2010 4:23:21 AM - Report post
     
    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

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    Itt posted on Mar 08, 2010 6:16:59 AM - Report post
     
    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.
     
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    Kendric posted on Mar 08, 2010 12:59:54 PM - Report post
     
    You could try to edit this file :
    InitTradeSystem.script

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


    /Ken
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