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Edgarhighmen

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Everything posted by Edgarhighmen

  1. how has no one replied/figured this out? I'd be interested too!! I want to use the "holster mod" but every time I edit my .dll's the game breaks (its not me its the .dlls.... ugh I think I'm on v1.01 idk) EDIT2// I was doing story mode, and I came across Vaas, after escaping him I had no guns but scroll wheel sure enough EQUIPPED MY TANTO in Jason's hands !!!!!!! Now I could click Left mouse to do takedowns, but there was no regular melee (F key or Mouse1) so once I alerted enemies, it was either Pickup a gun (so I could shoot/do regular melee) Or die. ... Could someone PLEASE figure out how to keep Melee weapon equipped in hand (without it taking up a weapon slot) and let it do regular melee animations while equipped? (Because it wouldn't let me melee, only takedown... crappy coding IMO, they force you to pickup/use a gun) EDIT2 END// there's a lot you can mod in the patch.dat files though... just maybe...... I'm sure one of the command lines will let you equip it..... actually i'm gonna look it up now !! EDIT1: Here are some lines that may have to do with equipping machete One is that it is not in a Slot (like a weapon slot) Here's a line, it would need proper vectors to show right on screen in the BBox (bounding box) (This is the line for the 6p9 pistol) --- TOO many model/filepath blah blah to list from 6p9 that explain to the game how to show pistol/parts of pistol but machete has none in its file (but doing so would probably make machete take up a weapon slot, so this wouldn't be the answer I think) This is a line on all weapons in slots that are all set TRUE so it may enable the weapon for holding <field name="bUseCurrentSkin" type="Boolean">False</field>Here is the path for the model and such for the machete used in the machete.xml <field name="text_fileModel" type="String">graphics\__fc3_graphics\_common\weapons\machete\machete.xbg</field> <field name="fileModel" type="Hash64">ABC418A2542C1F4D</field>if I knew what any of the code explaining what parts to display ingame meant I could make something of it, but the pistols file is much larger because it keeps relaying paths to SHOW the weapon onscreen and vectors but the machete's .xml doesn't have paths in those spots, just code lines to End the section listed. If you can make any sense of what I'm saying, and can understand the code better than I do, you could make it work =/ Someone with more sense please reply for this guy.
  2. IDK all of them, but there is an fLevel for EACH section usually (damage, sway, RoF, etc. (maybe not exact, but you get the gist, each type of thing has an fLevel)) fLevel is the amount, percentage, or base amount of what each header the fLevel is under. 1 is usually 100 Percent, .25 is 25%, additive is the exact number you see added to a total, RoF fLevel 500 would be 500 rpm or w/e, its all subjective, if you get the gist, I'd what Blend is though... Just poke around and try different numbers, back up your files first then load up a game and test it. Modding is exploring!
  3. some one should have replied. Sorry i'm not as knowledgeable in this, but I know 2, 3, 4, 5 are already done in mods, if you find the mods that have this done, you can download, extract, and compare them w/ winmerge to vanilla files to see inside the files what is changed... The files are in the patch.dat and you can even compare entire folders w/ winmerge and then it will show what xml's inside are different and you compare the lines inside, Even .libs converted into a folder you can compare those xml's too, .dat .lib .fcb can all be extracted and compared via winmerge (does anyone have another program they use to compare files or w/e? I'd like to know what else is out there) A text string should be english enough to tell what you need to change in your files. 1. sounds great IMO but IDK if I've seen it or if I'd do it ;) but it seems more immersive (considering in my own files I made the weapons fairly expensive (most are around 5-10k and signatures/best weapons are between 10-23k (i modded wallet sizes per upgrade as well for my own playing as money acumulates faster the more you play))
  4. try seagulls, vultures or chickens. I got feathers in vanilla farcry 3 off one of them probably vultures. I know you can't skin Crabs or Manta ray? But most animals you can.
  5. Its kind of weird the guns have bipods and codes for the bipods, but you can't prone!?? wtf
  6. This is strange, my chute doesn't auto deploy. if I glide 1-3 feet above the ground, and impact, even if my "lauch" distance is under 5 feet = death. Ugh. How do I remove wingsuit fall damage. FalldamageA/B/C/D doesn't cover it.
  7. was looking to simply disable fall damage when using wingsuit (apparently its not falldamageA/B/C/D) because gliding into something like the ground after diving off a hill at like 3 feet kills you =-/ But FLYING would be sweet! Just use the wingsuit for starters, Jump, equip, boost up, accel from rear and fly like the glide mechanic, but able to go up as well. Maybe S or Down key could decell and W or Up could accel once in air? Would like to see this, I'm just tinkering w/ the codes myself.
  8. Which way is which! Trying to figure out which to increase which to decrease. Testing 85's in place of the 75's... its hard to picture what the angle is (even using a 360 degree picture in 10 deg increments), but we can climb some steep dirt hills when running, ya know?
  9. Yay google. If anyones alive, here goes. generated/databases/generic/shoppingitems.lib shoppingitems.lib dragged onto ConvertObjectBinary doesn't give me a single .xml, it gives me shoppingitems_converted.xml AND folder. The .xml is a file LIST of the files in the folder the Folder contains all the individual .xml from shoppingitems.lib ---------- TLDR either Gibbed freaked out, or I dragged file/wrong file onto .exe/wrong exe or something. It worked now. Trying to add silencers to Scwhartz mod LMG/revolver using AWM10's patch.dat
  10. I played a long time ago pre-EE, then re-installed recently for the new content. (I upgraded from 5770 to r9 280x yay) I had run a lot of mods pre-EE, all my "current" mods are mostly graphical, and they each have their own file/folder non-conflicting (overrite) in cooked pc. I do have 1 file (I might have had others outside of this that I merged using WinMerge) I just learned how to unpack/pack w/ redtools (so easy, just needed to find the tool lol) I merged 3-4 mods in base_scripts.dzip using winmerge and dview (idk dviews name but it can look at all the text in a folder in all files at once) Using that I unpacked, dviewed, then compared with winmerge to incorporate: +3 skillpoints per level 1 second medalion re-use 2 second combat exit timer (had to input it since I skipped it... didn't know what it was til I read the mod's page) always win at dice game (stuff was rigged anyway) all dark items on any difficutly. no dark mode effects (sound/graphics - but still got HP leech :D ) I'm about to figure out how to add into it: no dark effects (the sound for sure, maybe the visuals, or at least turn down sound volume) Prior to any of this base_scripts multi-modding I noticed early on in my game that jagged sword had 1 socket, as well as kayran carapace in arena, and other unique items in arena, pretty much all items i've encountered in game have 1 socket =( but guides and wiki's online all say such and such items should have X (more) sockets. Also I noticed my Diamond Armor Enhancement has +2 Armor - But no +10 vit !! Does anyone know what the source of these issues could be? The only two folders containing non-graphical mods in cooked pc are "items" and "abilities" The latter containing geralt_basic, and geralt_skills For items I have def_item_armorupgrade def_item_lures def_item_misc (I think it did something so I could dismantle junk) def_item_npc def_item_pants def_item_petards (traps) def_item_recipes def_item_runes (I used a rune mod which adds a few runes (the more recent mod on nexus) def_item_schematics (from the above mod) def_shops (i think this just added some mod/new schematics (not unlocking all...) to a few merchants in act1/2) def_stats_item_mutagens (either this is better mutagens, or more mutagens idk) def_stats_item_oils (cat oil duration like 15mins) def_stats_item_potion (maybe this ones the cat oil -_-) def_stats_item_runes (from the new runes added)If anyone knows of items socket amount in any of those files i'd appreciate it. Also while playing arena I noticed all my skills were fubar, I think FCR2 (even though I am not using it, but tried it when re-install) messed up all or many of my skills. ugh. Any ideas?
  11. Did you have more than 1 save from that mode? or does the mode overrite the saves to use just 1 then delete on death? idk? I thought they removed insane mode (from a base_scripts.dzip I was looking through while editing. It might have been arena or something it had // infront of difficulty 3 // insane description)
  12. I noticed this happened to me too while playing the arena in hard or dark mode (but on normal or hard my main game...idk... not looking forward to this happening) I've realised using FCR2 and then "not" using it (I stopped using it right after install, realised i needed to re-play normally first) That all my skills seem out of wack (especially the descriptions in comparison to what the skills actually do) My quen lasts an absurd amount of time -- and it kills people (not yet on Story, but it did in arena), all my items in the game only have 1 socket instead of more (if there should be) and skills 1st and 2nd upgrade descriptions do completely varied/unrelated things (especially in magic tree) to main description, or in conjunction w/ description and part 1 then 2 of the skill (skill boosts yrden, then part2 boosts quen?? wtf) also the middle mutagen skill (+35% mutagen effects?) in bottom tree, does the +35% only apply to mutagens put into that skill? Cause I added a +10 in arena (while that skill was obtained) and it didn't add 35%, it added +10 on the attributes screen -_- ugh. TL:DR I think FCR2 causes issues w/ the game.
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