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Increasing SP Level Cap Beyond 38/40?
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Increasing SP Level Cap Beyond 38/40? |
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Not too shy to talk
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Hopefully another quick one.
I would like to increase the level cap in single-player, with a view to filling those levels with mod content in future. At present, i've learnt enough to know to do this using the ptough.ini and have gotten it from lvl 38 to 40, and that 40 is the normal hard limit for SP (multi-player being much higher because it uses levels differently) that the game won't let you mod beyond just by changing inis. I'm imagining that, since this is probably hard coded, it's something i'd have to go into dlls with a hex editor to alter, but I neither know if i'm right or what file to look in, and am hoping this has been cracked already (the forum threads I found didn't seem like it, but they were old-ish).
Posted on: 2020/7/3 0:07
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Re: Increasing SP Level Cap Beyond 38/40? |
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Here and its followups.
Posted on: 2020/7/3 1:49
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Re: Increasing SP Level Cap Beyond 38/40? |
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Thank you for the direction. It's been helpful to know how I should be going about this.
That said, I think my understanding of hex codes might be off, because i've gotten to Gold_Sear's post at the end of the thread and can't find the lines he's referring to in content.dll with the hex editor i'm using.
Posted on: 2020/7/10 0:09
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Re: Increasing SP Level Cap Beyond 38/40? |
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Are you seeing
A9 46 ? That means you're still using 1.0 (1.0.1223.11); we generally only provide offsets for 1.1 (1.0.1254.11).
Posted on: 2020/7/10 2:20
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Re: Increasing SP Level Cap Beyond 38/40? |
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I'm seeing A9 D8, I think, unless i'm looking at the wrong section, but searching A9 46 doesn't seem to get any direct matches. As far as I was aware, I had the 1.4 patch installed, which I thought included 1.1.
Posted on: 2020/7/10 10:46
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Re: Increasing SP Level Cap Beyond 38/40? |
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No, neither the Unofficial 1.4 patch nor JFLP include 1.1.
Posted on: 2020/7/10 14:57
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Re: Increasing SP Level Cap Beyond 38/40? |
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Ah. That would explain the confusion, then. Will be hunting down the 1.1 patch shortly.
Posted on: 2020/7/10 15:57
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Re: Increasing SP Level Cap Beyond 38/40? |
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I've found the correct line now (as well as realizing I wasn't looking for addresses correctly), so thank you for that, and have made the directed change to have a modded version of the content.dll.
However, now the game won't load when I have the modded dll in place, going through the pre-menu cinematics before suddenly closing before it gets to the menu itself. EDIT: Having made observations in FLSpew, it seems the game can't find the new content.dll, and by observing the BIN folder as I uninstall the mod with FLMM, it apparently completely removes the content.dll from the normal files afterward... even when it was already there before the mod was turned on. I have no idea what to do with this information, though. EDIT 2: No longer seems to be removing the file, now. Maybe it was just confused? Still can't run the game, though. EDIT 3: I'm actually starting to suspect this crash might not even be related to the content.dll, given I've removed it, reinstalled Freelancer just in case and run things again with the mod... and still gotten the crash out. Also, I grabbed FLScanII and it said something about a parsing error related to the SHIPS folder, but I can't find what's causing that, if anything, unless it's something outside said folder making it unreadable.
Posted on: 2020/7/10 16:10
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Re: Increasing SP Level Cap Beyond 38/40? |
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Crash offset?
Posted on: 2020/7/13 13:22
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There is always something to do. | ||||
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Re: Increasing SP Level Cap Beyond 38/40? |
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It's really going to show how green I am in regard to modding, but I don't know what you're asking me for.
Posted on: 2020/7/13 13:30
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Re: Increasing SP Level Cap Beyond 38/40? |
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Quite a regular
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You might wanna read this, some of it might be outdated though. XP had that nice feature that when an application crashed, it showed the crash offset in the 'Tell Microsoft about this problem' window that popped up. In these days, you have to find the crash offset using EventViewer, if I recall correctly.
Posted on: 2020/7/13 17:38
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There is always something to do. | ||||
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Re: Increasing SP Level Cap Beyond 38/40? |
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Not quite sure how to interpret it as far as the W10 version of the viewer goes, and i'm not even sure i'm looking at the right events (no references to a 'Freelancer-Server' found, and am only finding results for just 'freelancer'
![]() Quote: Faulting application name: Freelancer.exe, version: 1.0.1223.11, time stamp: 0x3e401b79 This is followed literally one second later by an error report log: Quote: Fault bucket 326222296, type 1
Posted on: 2020/7/13 20:18
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Re: Increasing SP Level Cap Beyond 38/40? |
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Home away from home
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That address seems to be due to a bad solar in a system file.
Code: [Object] There should be a spew message: ArchDB::Get(hash) failed. Use CRCTool (GUI) or CreateID/WhatIs (CLI) to convert hash back to name.
Posted on: 2020/7/14 2:36
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Re: Increasing SP Level Cap Beyond 38/40? |
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Not too shy to talk
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No ArchDB in FLSpew, so i'm beginning to suspect that the error log I posted might actually be from what I was working on before the crash issue, as that involved solar objects. There's no major errors related to Freelancer that are newer than it, though, so I can only assume the load crash isn't creating error logs.
The FLSpew, did, however, contain the following in its final few lines: Code: E:\FL\Scratch\Source\Common\Archetype.cpp(132) : *** ERROR: Loaded 'Ship' has no nickname .. not adding to database.
Posted on: 2020/7/14 13:50
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Re: Increasing SP Level Cap Beyond 38/40? |
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Home away from home
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No nickname and nickname of 0 are probably the same thing. The simples are
or_elite_dmg_star_wing_cap and or_elite_dmg_port_wing_cap . Copy of Anubis?
Posted on: 2020/7/14 13:56
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