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inakrin

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  1. As you can see, this is not a stalker. A bit more modern game where the weapon is only basic model. Any attachment will be loaded as separate model added to the proper point.
  2. attachments are differ per class: silencers/muzzle breaks/pointers - are barrel class, magazine enlarge/ammo type - are mag class, acog/optical/reddot/holo sight are scope class. You are free to use 3 attachments from the different classes at the same time, eg silencer+FMJ ammo+reddot. But you are unable to use 2 attachmets from the same class at the same time
  3. no. They're actually crushing on unpack attempt. That's why i haven't add any fc2 stuff yet. And passiveness is only matter of ai tuning.
  4. entitylibrary\player\MainCharacter\ <field name="fMaxSlopeAngle" type="Float32">75</field> <field name="fMaxTerrainSlopeAngle" type="Float32">75</field> and <object name="SlopeBehavior"> <field name="fSlideSlopeAngle" type="Float32">59.1</field> <field name="fFallingSlopeAngle" type="Float32">75</field>
  5. 1.found text_matMaterial in the "materials" folder using text search with "p416" flag 2. found matMaterial hash using text search with name of the material. Material is kind of texture list. Hash is coded material name.
  6. very very dumb and annoying. Based on exp gaining curve and providing full area exploration with the all quest done, you've got full set in the end of the 1st island. So increasing xp threshold twice/halfing exp gain will make you leveling last along the full campaing. Make it x3 more and force player to choose. No more increasing required.
  7. If someone will be able to extract models/skeletons/textures from the FC2 - i will make any other changes by myself (=
  8. Aww too bad. I was hoping to teach you something for a change LOL. Ah well. Good to know that it can be altered in weaponservices as well. So what happens if an NPC runs out of ammo? Will they charge the player and melee or just run around from cover to cover? They're just standind and looking for untill you cut the distance and after that they're louding CHAAAARGE and go melee. Testing that during attempting to add mp5 and kriss to NPC.
  9. Altering ammo pickips using WeaponsService.xml find and sting headed by hash 4FBDD114. This hash is setting any ammo pickups from the weapons your target dropped after his death. We're looking for something like this <field hash="8F0F5FF7" type="BinHex">0000803F</field> <field hash="2B928622" type="BinHex">706973746F6C00</field> <field hash="2CECF817" type="BinHex">BB2CD1A2</field> <field hash="010653F2" type="BinHex">0A270000</field> <field hash="2A0F1CC2" type="BinHex">00000000</field> <field hash="C7DA96EA" type="BinHex">00000000</field> <field hash="EF3C58C3" type="BinHex">00000000</field> <field hash="DE33B3EC" type="BinHex">00000000</field> after some conversions it looks like <field hash="8F0F5FF7" type="Float32">1</field> --does this block enable during loot generating <field hash="2B928622" type="String">pistol</field> <field hash="2CECF817" type="BinHex">BB2CD1A2</field> -- unneeded value <field hash="010653F2" type="Byte">10</field> -ammo pickup from the dropped weapon <field hash="2A0F1CC2" type="Byte">0</field> - enable ammo count for NPC (yeah, leave'em empty!) easy mod <field hash="C7DA96EA" type="Byte">0</field> - enable ammo count for NPC (yeah, leave'em empty!) mid mod <field hash="EF3C58C3" type="Byte">0</field> - enable ammo count for NPC (yeah, leave'em empty!) hard mod <field hash="DE33B3EC" type="Byte">0</field> - enable ammo count for NPC (yeah, leave'em empty!) insane mod This is not hardcoded random loot generator, but hey, at least NPC're starting to become depleted (=
  10. Knew about it, but as I've already said in the OP, weaponsService can do the same..absolutely the same way. Lol. Well, your method is a bit more prefable due to lack of new game requirements.
  11. Seems like alternate way is working as well. Add merc's heavygunner a new toy named m249. Works well. Unfortunatelly it's dam mess with the weapon handling positioning. I'm still looking for the variable whis is setting weapons handling.
  12. done. Check latest PBU and guide on how-to-do that.
  13. Alternate way from the step 10 (testing!) - many thank to razorfinnish for his shiny RaZoR's BinHex -> Readable Converter and further support
  14. Hi! This is my second guide for far cry 3 modding. In this guide I will show how how to surge weaponsService.xml. Main features: NPC • set the weapon type depends on bearer's class • set the ammo gain from the weapons on the ground Player • set the initial ammo • allow or restrict using some kind of gadgets or syringes. So we're looking for the weapons type. Firstly and mainly - remember: there's 7 similar parts in the document, descriptioning each kind of gameplay. We need only first part! For the single player. So the working area will be at the range between string 1 and 6806. SO LET"S BEGIN! 1. PREPARATIONS Make some preparations: • Convert nomadobjecttemplates.fcb and entitylibrary.fcb using Gibbed.Dunia2.ConvertBinaryObject.exe • Download and install toolset. You'll need 2 tools: notepad++ available at the home site and RaZoR's BinHex -> Readable Converter lil' preparation. Open notepad++ and go to the macros -> shortcut mapper -> plugin command. Find there string ASCII -> HEX and set it to the button combination you'd like. Same there find string HEX -> ASCII and set it to the button combination you'd like (i set it to the Alt+Shift+A, but you're free to set it however you'd like) 2. Find and open WeaponsService.xml located in the nomadobjecttemplates.fcb file 3. You'll face a bunch of binhex junk seem unable to even understand, but that's ok. 4. Find this string <object hash="37ECF11D"> This is header for every gun bearer profile. So this is our landmark we'll use to navigate document 5. Two string lower there's string <field hash="FE11D138" type="BinHex">4E50435F446566656E6465725F5661617300</field> This is text name of the gun bearer profile. Highlight entire binhex and press your defined HEX -> ASCII button combination. You'll see this kind of text before conversion: <field hash="FE11D138" type="BinHex">4E50435F446566656E6465725F5661617300</field> after conversion: <field hash="FE11D138" type="BinHex">NPC_Defender_Vaas|NUL|</field> Check it and do not forget to undo the changes! We won't need this text to save. 6. Yeah, we've got Pirate Defender profile. So we need now it's gun. Check the string <field hash="C246D853" type="BinHex">194E35ACE5062003</field> setting weapon's archetype. 7. Copy binhex into the Razor's Converter windown and select UInt64 variable type. You'll get "225187564874976793" archetype number and this is what we're looking for! 8. Make a search in the entitylibrary folder with the text searching where you should place you archetype. Bingo! We've got our match in the AK47.AK47_NPC.xml located in the "weapons" folder. And this is where we'll get our archetypes. 9. As we've already known, Pirate Defender (suffix Vaas means pirates, suffix Hoyt means mercs) is bearing ak47, it's AI version. So what we need to rearm him? 10. GATHERING AND REARMING - common way Alternate way from the step 10 (testing!).
  15. actually, the pure damage is set by "flevel" variable in the "BaseDamage" section. Bodypart multiplier is quite useless if you've set poor amount for the flevel variable.
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