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Everything posted by jvarnes
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Frosty Editor removing the spacebar to start
jvarnes replied to soopytwist's topic in Mass Effect's Andromeda
Pounded my head against the wall for days trying to do this, but no dice. I give up. :( Anyways good luck on your mods! -
Thanks Nexus and GoG!
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No not really. Not sure how you would do just one long song with the vanilla game either unless you made a bunch of copies of it to replace all of the songs.
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eh this didn't work out quite like I would have liked. Making a caps item was dead easy, but there are 2 issues with this - 1) If you make it craftable so you can convert your own caps then you get XP for each one you craft which quickly becomes a bit of a "cheat". There's no way to prevent this except by shutting off XP for an entire type of workbench (i.e. no XP for crafting drugs, etc.) 2) Merchants still want to apply bonuses and discounts to an item even if it has a lowly value of 1 (especially in large quantities) so all the vendors wanted to sell me their caps for 2-3 caps each and I'm not losing half or more of my caps just so I can convert them via a merchant. Pretty sure most others would feel the same way about that.
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This mod allows you to craft boxes of 500 caps for storage: http://www.nexusmods.com/fallout4/mods/5841/? Not sure why they changed this behavior. I'm interested in it myself as I gave caps a tiny bit of weight as an option in my mod: http://www.nexusmods.com/fallout4/mods/1670/? I may just make a "caps" item that you can buy and sell for $1 each with the bottlecap model... it should be easy enough to do. I would just need to figure out what vendor lists to add it to...
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My mod adds extra tracks to the game so you can have more music: http://www.nexusmods.com/fallout4/mods/2741/? BUT if you just want to change what is there in say the classic station you need to add XWM files to replace the originals. You can convert files to XWM using this tool: http://www.nexusmods.com/fallout4/mods/3663/? Here are the files you would need to replace to change the classic songs (you convert your songs, rename them like these, create the necessary folders and subflders ( \Sound\fx\mus\radio\institute\ ) and move your files into them like so: \Data\Sound\fx\mus\radio\institute\mus_institute_bach_suiteineminorbwv996.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_brahms_tragicovertureop81.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_camillesaintsaens_carnivalcuckoos.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_camillesaintsaens_carnivalelephants.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_camillesaintsaens_carnivalswan.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_chechova_troipolkasdessalonop7.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_chopin_introductionpolonaisebrillantincmaj.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_chopin_nocturneeflatmajor.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_debussy_lamer.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_debussy_nocturnes1nuages.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_elgar_nimrod.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_elgar_salutdamor.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_grieg_peergyntmorningmood.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_grieg_peergyntmountainking.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_holst_mars.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_liszt_consolationsno3.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_liszt_hungarianrhapsodyno2.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_masson_valsediable.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_moravec_balladingminorop23.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_mussorgsky_gopak.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_mussorgsky_meditation.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_rimskykorsakov_scheherezade.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_scarlatti_sonatainfminor.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_smetana_strqurtetno12eflatmajorop127.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_strauss_bluedanubewaltz.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_tchaikovsky_marcheslave.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_tchaikovsky_swanlakefinale.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_wagner_faustoverture.xwm\Data\Sound\fx\mus\radio\institute\mus_institute_wagner_rideofthevalkyries.xwm
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I did an experiment and attached the light also to another hat (chef hat lol) and it works fine, BUT the lightsource is in an odd spot (presumably where the mining light is meant to be) and shows up jarringly in third person as well as occasionally in first person. I'm guessing the mining hat model normally hides this so some experimenting would be in order. Possibly an additional light could be added, but I'm somewhat dubious of this without scripting.
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Make sure in your ini the included paths are set to include SOUND\ not SOUNDS\ (I know - everything else is plural) I stupidly copied and pasted from someone else and they had this error which caused a sound based mod I was working on to appear not to work (facepalm) sResourceDataDirsFinal=STRINGS\, TEXTURES\, MESHES\, FACEGEN\, INTERFACE\, SOUND\, SCRIPTS\, MAXHEIGHTS\, VIS\, GRASS\, MATERIALS\, LODSETTINGS\, MISC\, SHADERSFX\, PROGRAMS\ NOT sResourceDataDirsFinal=STRINGS\, TEXTURES\, MESHES\, FACEGEN\, INTERFACE\, SOUNDS\, SCRIPTS\, MAXHEIGHTS\, VIS\, GRASS\, MATERIALS\, LODSETTINGS\, MISC\, SHADERSFX\, PROGRAMS\
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Here you go: http://www.nexusmods.com/fallout4/mods/2348/?
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Yeah that mod "stitches" new songs onto the ends of existing songs by just adding the new songs to the length of the music files. The problem with that is the songs always play in the same pairs, sometimes the announcer gets the last song wrong, and there are fewer gaps for the announcer to come on (not necessarily a bad thing). It's an ok workaround, but we could do so much more simply by being able to add additional tracks to the game. I can't for the life of me figure out why it won't load files named something different... maybe this is related to how texture files had to use archive invalidated in older versions of the engine in order to be loaded? EDIT - NVM figured it out. Wow what a PITA. OK expect to see a Extra Tracks mod from me soon so you can add all the lovely music you want to the existing radio stations :)
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Perk Chart Vault Boy location?
jvarnes replied to SanaKitty's topic in Fallout 4's Creation Kit and Modders
Sorry I don't think you will like the answer :sad: The images are tiny individual parts embedded in the swf file (1700-ish of them): \data\interface\levelupmenu.swf Best of luck though if you tackle it! :smile: -
So the biggest problem here is I can't seem to get the game to play completely new files. If they are named an existing name it's not an issue, but new names don't seem to work (in my limited testing) Has anyone had any success with this?? Perhaps new sound files need to be added to a bsa and loaded last? Grasping at straws. My knowledge with this engine is limited... If we can get new files to play in the game I can add additional tracks to the current stations. Which is an improvement until we can add totally new stations...
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Out of curiosity did you try: 1) Setting it to 0.1 or even 0.01? I realize this isn't zero, but if it accepts it you may be able to find a suffciently low enough chance as to mostly remove it. or 2) Blank out the line in the XML with <!-- <prop n="XrayEffectProbability" v="0.0"/> --> Don't know if either will work to any degree just offering alternative ideas.
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A Cry for Help To The Modders out There!
jvarnes replied to Gippy's topic in Dying Light's Dying Light
Hi Gippy. I'm finishing up a mod of my own and I noticed a lot of things I'm trying to change in inventory.scr don't work. I suspect that particular file is ignored for some reason. Every other file I have adjusted however seems to work. Try modding some other files to get your feet wet. Maybe you can work around the issue... Shame as I would have liked to change some of the default icons and meshs (for example swap "sugar" for laundry detergent etc.). -
Rick's Far Cry 2 tools won't extract them? Sadly almost all of FC2's animals are passive herd animals.
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I think this problem is because the stims on the animals (piercing, etc) are set at unrealistic values. I'm guesing they did this for what they considered "game balance" and pumped up the animals so they could close distance with the player and pounce on you before you could kill them with guns. Most mod makers probably haven't adjusted animals because large sections are undefined and no one has taken the time to isolate which fields to change. It shouldn't be too hard if compared against NPCs.
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There isn't a mod specifically for it (as far as I know), but here's a post by General_Problem detailing how to create a .lua file to skip past chapter 1: http://forums.ubi.com/showthread.php/734046-Mods-for-Far-Cry-3?p=8894369&viewfull=1#post8894369 The relevent section of that is as such: -- Teleport to Chapter 2 starting spawn position l0 = self[2]; l0.Destination = "2074523898549912232"; l0:WithoutSuccessMessage(); Changing the number in destination to all zeros (or a random number) would probably be sufficient. Of course to do this you'll need to be able to pack and unpack the patch files and be comfortable enough to copy and paste his code (all of it, not just what I put there - read his whole message) into the relevent lua file (\patch\domino\user\fc3\fc3_mainmissions\jas_020\jas_020_main.jas_020_main.lua) I'm too busy at the moment to put it together and the best way to learn anything is to try doing it yourself, but if you just can't figure it out and you are willing to wait I can possibly put it together "sometime soon-ish" in the near future. Best of luck!
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Vaas camp is located far to the upper right on another island made just for the intro scenes. You cannot reach it in game as there is an out of bounds barrier between it and the North island. To be honest it's not a very interesting island other than the Vaas camp mockup in the center and a patch of wilderness leading you to the bridge area. You can only "visit" it with a mod that alters your start location of the game (in fact it's the default area you get dumped to when the game doesn't know where to spawn you on a new game). TBH It's very weird to visit it during the day, because it was designed specifically around the area that you and Grant navigate under the huts so once you get outside of that area many of the buildings are empty/barren and there is less and less props and correctly designed architecture. Also the surrounding terrain (other than the path you take when chased) is quite lterally open like a giant valley or bowl. Bizarre to see flocks of animals spawn and run around essentially empty plains. Basically it's like a movie set - it looks cool when you see it on screen, but once your there and walk behind the scenes and see that the backdrops are just painted wooden panels it loses a lot of the appeal. If it sounds at all interesting then I am making it sound better than it is. Other than the 2 or so detailed rooms you sneak through in the intro and the scattered props on the outside there's nothing else of interest. It's unfortunate that they didn't designate it as an actual outpost or village on the main map as I think it would be cool to revisit in the main campaign and exact revenge on whatever pirates were left guarding it. I imagine that for plot and pacing reasons they thought it best to never revisist the area least the player wonder were Vaas was at, wait around for him to return, try to examine the room full of luggage, try to find Grant's body, look too closely at the executed bodies, etc. Maybe it works better for the "plot" (and I use that term loosely) for it to be hidden off in the wilderness somewhere as a place Vaas might be in between bouts of trying to kill you. Whether you agree or not is another matter entirely. I think they made some very... different choices then I would have made, but of well. I have no idea where the building is that you rescue Liza from, but i could probably try sniffing it out from the lua files to see if it too is a mock up area off map. I suspect that it probably is.
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I only have 2 complaints with that game,can you fix them ?
jvarnes replied to Alithinos's topic in Far Cry's Far Cry 3
1) Under game options you can change the keys for next weapon and previous weapon to mouse scroll wheel up and mouse scroll wheel down. You can do this in game. No mod needed. 2) You can't quick save while during certain main missions (annoyingly many of them actually). You'll need to complete whatever main mission you are on (rescue so-and-so, retrieve this certain bauble, etc) Once you complete the current mission DON'T rush to meet up with whoever will give you the next quest. Then you will be able to quick save in the open world. HOWEVER quick save doesn't save your exact location so on death you'll respawn at the closest point of interest which is not always very desirable. Also the game frequently "autosaves" whenever you buy/sell/craft something and so forth. Can it be fixed? Maybe, but kind of unlikely. It would require playing around in lots of lua files and trying to circumvent the core system as written. At best it would be a jury rigged version of the current system. I don't think we'll ever have the kind of quick save that you find in most other AAA titles (i.e. snapshot of your exact spot, health, possesions, etc.). Which is kind of sad... and frustrating. -
New animals (much like vehicles or weapons) would require an extensive amount of files and work to create and implement into the game... and I'm not totally convinced that all types of files can be introduced into the patch files. Many can, but others seem problematic. A lot of this simply hasn't been attepted because of the need for modeling, texturing, animating, introducing the new entity into the spawns somehow, etc etc. Areas involving AI are mostly uncoded. There's only a few people outside of UBI that could pull this off. It *might* be easier to introduce elements from Far Cry 2 (since their component parts are already "built" and the code is more or less the same). Still a very, very difficult job. Never hurts to request though. Maybe someone will take up the challenge.
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My appologies. I haven't been back to these forums in a while. I will look this up for you tonight and post it here for you or anyone else that might want/need this. Thanks. Edit - Vehicle data is found in EntityLibrary -> FC3_Vehicles
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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?