Assistance, Bitte: Making Ship Power Modules Sellable/Buyable and Mountable

There are 2 replies in this Thread. The last Post () by TheN1K0L4Z.

  • Ok, this may turn out to be an overhaul, but I want internal equipment to be bought and sold, especially the power modules, despite being internal. But to do this, I need to make them visible in the Dealership. How is this possible?


    Btw, I'm creating a new Power generator, to test out this trope: The ZEUS Powerplant. This is a reference to the MK4 ZEUS Architecture developed for the Arcade version, the one processor that generated 1.2M+ Polys.

  • you will have to create new goods (engine_goods.ini) and put them to a base (market_equip.ini)
    however you risk screwing up your savegame with that

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  • Thanks for the simple rundown SWAT, and about me borking my savegame, that's no problem, I made a copy of the DS 4.88.1 Instance. It's a SP-exclusive directory called "Discovery Freelancer 4.88.1-N1". Placed in the same directory as the original, in the Local AppData folder. That way, I won't risk banishment from the RP Server, should I switch to the original.


    And in any case my saved games do "get dunked on", I have a Save Editor handy to make backups and rollback tweaks.


    UPDATE: I overhauled the power equipment into its own INI: power_equip.ini. Next thing I did was create power_good.ini to make the powerplant sell listings. Left the name and info ids intact, That will be the case until I create my own powerplants. Speaking of which I have some idea for what the ZEUS LF Powerplant will be:


    Edited once, last by TheN1K0L4Z: Adding progress, and sample code. ().