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Storyline Missions Modding

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Storyline Missions Modding
Offline devito
09-07-2019, 06:39 PM,
#1
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Hello, couple of years ago I was really into modding. I used to work on my project which involved a lot of new systems, and I eventually wanted to add a new storyline to it too.

That's where I got stuck, there isn't a good tutorial online on how to make those.

So, if any of you have done this before, and have some knowledge, and if you have spare time, I would like to learn how to do it. If you are interested, please PM me.

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Offline Liberty.In
09-07-2019, 06:44 PM,
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The storyline is built on a logical chain of events.

First you need to have sketches to understand what to work with. You said that in your mod you added a lot of systems and decided to make a storyline. How do you see it yourself? I mean, what systems do you have and what fractions are present (maybe you added new ones)?

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Offline devito
09-07-2019, 06:47 PM,
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(09-07-2019, 06:44 PM)Liberty.In Wrote: The storyline is built on a logical chain of events.

First you need to have sketches to understand what to work with. You said that in your mod you added a lot of systems and decided to make a storyline. How do you see it yourself? I mean, what systems do you have and what fractions are present (maybe you added new ones)?

I said that I made a lot of system just to emphasize that I have some experience in modding. Making up a good storyline is the easy part, I can think of infinite number of storylines all day long, but it doesn't help if I don't know how to mod them.

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Offline Liberty.In
09-07-2019, 06:59 PM, (This post was last modified: 09-07-2019, 07:00 PM by Liberty.In.)
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In this case, you need to ask yourself a few questions:

1. In what historical framework does the plot action take place in your mod? Vanilla Freelancer - these are the circumstances of 800-801 AS. What year is your mod? If you have new discovered systems and those that were in the vanilla freelancer, then this is the future. Since you added a lot of systems, it is logical to assume that it is about 5-10 years from the moment of the original events (maybe more - decide for yourself).

2. Suppose you have a different date than the one in the vanilla Freelancer. What could have happened between vanilla dates and yours during this time? Perhaps some other groups and factions appeared? Perhaps there was an armed conflict between the houses? Maybe the Nomads decided to make a revenge and destroyed half of Sirius?

3. You have events that have occurred over a period of time. Now it’s easier for you to explain by whom and under what circumstances these or those systems were discovered. This is the question - under what circumstances and when were the systems that you added has been discovered?

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Offline devito
09-07-2019, 07:04 PM,
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(09-07-2019, 06:59 PM)Liberty.In Wrote: In this case, you need to ask yourself a few questions:

1. In what historical framework does the plot action take place in your mod? Vanilla Freelancer - these are the circumstances of 800-801 AS. What year is your mod? If you have new discovered systems and those that were in the vanilla freelancer, then this is the future. Since you added a lot of systems, it is logical to assume that it is about 5-10 years from the moment of the original events (maybe more - decide for yourself).

2. Suppose you have a different date than the one in the vanilla Freelancer. What could have happened between vanilla dates and yours during this time? Perhaps some other groups and factions appeared? Perhaps there was an armed conflict between the houses? Maybe the Nomads decided to make a revenge and destroyed half of Sirius?

3. You have events that have occurred over a period of time. Now it’s easier for you to explain by whom and under what circumstances these or those systems were discovered. This is the question - under what circumstances and when were the systems that you added has been discovered?

Bruh I think you still misunderstood my question. I actually don't know how to MAKE A MISSION. Like I don't know how to write an ini file for the mission. Not make up a story.

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Offline Liberty.In
09-07-2019, 07:05 PM,
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(09-07-2019, 07:04 PM)WobbleDwobble Wrote:
(09-07-2019, 06:59 PM)Liberty.In Wrote: In this case, you need to ask yourself a few questions:

1. In what historical framework does the plot action take place in your mod? Vanilla Freelancer - these are the circumstances of 800-801 AS. What year is your mod? If you have new discovered systems and those that were in the vanilla freelancer, then this is the future. Since you added a lot of systems, it is logical to assume that it is about 5-10 years from the moment of the original events (maybe more - decide for yourself).

2. Suppose you have a different date than the one in the vanilla Freelancer. What could have happened between vanilla dates and yours during this time? Perhaps some other groups and factions appeared? Perhaps there was an armed conflict between the houses? Maybe the Nomads decided to make a revenge and destroyed half of Sirius?

3. You have events that have occurred over a period of time. Now it’s easier for you to explain by whom and under what circumstances these or those systems were discovered. This is the question - under what circumstances and when were the systems that you added has been discovered?

Bruh I think you still misunderstood my question. I actually don't know how to MAKE A MISSION. Like I don't know how to write an ini file for the mission. Not make up a story.

A, cmon, u mean it. xd

Then I really did not understand you, sorry. Here, even I can not help you, since I myself do not understand this.

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