Jump to content

mlmbug

Members
  • Posts

    35
  • Joined

  • Last visited

Everything posted by mlmbug

  1. Thanks, I didn't realise that was something workshop building need to have. This helps me get something that I was working on a few years ago up and running!
  2. So I've managed to create some custom vault rooms for the vault tec workshop DLC, but when I built them NPC don't seem to be able to walk around in them (kinda like they don't have navmesh or something). Has anyone had success with making new variants of the vault rooms?
  3. Been a long time since i played far cry 3, but if you know how to unpack the files - do a basic comparison between files: signature versus stock versions. Otherwise look up tutorials? hope you find what your looking for, cause i probably forgot how to make those mods. :ermm: :huh:
  4. you probably won't see any difference due to the fact there is no acurate way of telling what speed you are moving. which vehicle are you tring to edit, there are some vehicles that are only used in certain missions and you won't find them any where else. did you try changing said values an extreme value? that should tell you if what you are doing is doing anything or not. i think there is a mod that changes how vehicles work over in the mod section, perhaps (if there is one) see what it is that they did. if none of that works it is probable that speeding up vehicles may not be possible. however you just made me curious about wheather i would be able to edit vehicles myself.
  5. So you are saying that all the vehicles actually go the same speed? have you tried comparing different vehicles files to find ANY factors related to speed? (e.g. gearing, velocity, force, ect. I haven't checked any vehicle files myself but i might take a look soon) just checked through the files and managed to find what looks like it might do what you want extract entitylibrary.fcb and/or entitylibrary_full.fcb then open the folder FC3_Vehicles explore around for the vehicle you want, open the file with an xml editor (i recomend notepad++) with land vehicles search for the word "WheeledParams" sea vehicles don't seem to use the same variables, the closest i have found is under "CFCXVehicle" which is used by all vehicles
  6. yes you just need to know how to mod the game first! :biggrin:
  7. they aren't in there, you do however need to find the correct ones to put in there (tip: check mods that do this already) (NOTE: if you plan on using things from already released mods you should ask the origional modder if it ok to use parts of their mod first (if you plan on uploading what ever you are doing))
  8. this game is NOT oblivion or fallout. which means that what modders can do in mods is much more limited. as far as i can tell, many of the things you are asking about would not be possible as we can not create new models for this game.
  9. define "increase the visuals". check the "compilations" section of the mods, you might find what you are looking for there
  10. don't know about ALL cars but yes i agree the buggy should have been faster. not sure if it is a glitch or something but reversing some trucks seems faster then when driving forward in them. as for modding visual things like speedometers, that probably won't happen as it is a animated object.
  11. you could look into putting something together yourself. once you figure out some basic rules to modding farcry 3 it isn't that hard, depending on what it is you are trying to do. also you could try explaning what it is you want a bit better, eg: i am not sure what this means exactly "the price of the items in the store for more ingredients and increased revenues"
  12. not possible right now due to extractor tools not able to extract the common files (eg: C:\Program Files (x86)\Ubisoft\Far Cry 3 Blood Dragon\data_win32\common.dat) which from memory hold much of the items info among other things.
  13. actually editing the special arrows dosn't seem possible as it is a default value (set at the biggining of the game and never changed) you can change other gear values if you trawl through a file in "worlds\fc3_main\generated\nomadobjecttemplates_converted\BonusService.xml".
  14. some pointers i have found when adding new weapons to the game, please note that this is NOT a complete tutorial it is just my reminders of the steps to take when creating new (signature)weapons. legend :blue represents a name, red represents something that you are supposed to do. new weapons!: -make copies of desired weapon files into the same location from: \worlds\fc3_main\generated\entitylibrary_converted\WeaponProperties\FC3\ \worlds\fc3_main\generated\entitylibrary_converted\weapons\FC3\ \generated\databases\generic\shoppingitems_converted\(weapontype)\ \worlds\fc3_main\generated\entitylibrary_converted\FC3_Interactive\Pickups\Weapons -rename weapon files. -in this file find this value \generated\databases\generic\shoppingitems_converted\(weapontype)\(WeaponName).xlm "<field name="locidItemNameId" type="Int32">(copy me)</field>" -copy the copy me value to this file under this value \worlds\fc3_main\generated\entitylibrary_converted\WeaponProperties\FC3\(weaponName).xml "<field name="locidDisplayName" type="Int32">(paste me here)</field>" -in this file find this value \generated\databases\generic\shoppingitems_converted\(weapontype)\(weaponName).xml "<field name="arkArchetype" type="Id64">(copy me)</field>" -copy the copy me value to this file under this value \worlds\fc3_main\generated\entitylibrary_converted\weapons\FC3\(weaponName).xml "<field name="disLibItemId" type="Id64">(paste me here)</field>" -add your new files (their locations and names, make them like the others in the list) to the appropriate xml file list. -make sure the files direct to their own location where possible (where it says the old location edit to reflect file name changes) -in this file \generated\databases\generic\shoppingitems_converted\(weapontype)\(WeaponName).xlm "<field name="disId" type="UInt16">(give me a unique number under 10000)</field>" -make these file values the same or you won't be buying/equipping the weapons (copy the upper value over the lower value or you wil break previous steps) "<field name="arkArchetype" type="Id64">(this value)</field>" and "<field name="arkDisplayArchetype" type="Id64">(this value)</field>" -in this file (this stage can technically be ignored as weapons with explosions added to the weapon damage is ignored anyway, however if you have signature weapons that use weapon mods that are not on the origional weapon those will be removed when you pick up your modded gun from the ground). (this stage is so you can drop your weapon and pick the same one back up, if this isn't done you will pick up the origional weapon back up not your modded (signature) weapon) \worlds\fc3_main\generated\entitylibrary_converted\FC3_Interactive\Pickups\Weapons\(weaponName).xml "<field name="disLibItemId" type="Id64">(copy me)</field>" -copy the copy me value to this file under this value \worlds\fc3_main\generated\entitylibrary_converted\WeaponProperties\FC3\(weaponName).xml "<field name="arkPickupArchetype" type="Id64">(paste me here)</field>"
  15. if anyone is interested the script file for unlocking things is "fc3_main\domino\system\lockedcontentcheck.lua"
  16. never mind i figured out that i wasn't doing the procces quite right.
  17. is it possible to add new files into repacked files? or does the game/gibbed tools have a standard list of files that can be patched/repacked. i am thinking that technically you should be able to add new files provided you add them to the repack xml file list and give them a new code number(some form of identifying number in the file you just added). however every time i try this (adding new files) the game seems to crash. the thing is i have seen a mod that has added files and i was wondering how the mod creator managed to do that. the mod i am refuring to is Sleepingwsirens Modpack ReDux i have tried unpacking that mod and examining what is different, however it seems that most of the normal items have been modded making it hard to pin point how the modder actually accomplished to add files.
  18. i actually know how to unlock the normal weapons. That was straightforward, however does anyone know how to unlock the signature weapons, or where the script/s are that unlock the weapons when you activate the radio towers?
  19. if you know the basics of extracting and modding then repacking the only thing you need to know is this: "shoppingitems.lib" - extract this file look in the folders just created by the extractor for files with the same name as the weapon you want. open the xml with notepad++(or whatever you may happen to use to EDIT .XML files) and search for "iCost". once you make whatever changes you made repack the extracted files.
  20. Where do you find this directory? I'm looking through the steamapps directory of the files and the C:/Program Files/Ubisoft directory, and I can't find the "generated" folder anywhere. Keep in mind I only just purchased Far Cry 3 and am completely new to modding this, so when I downloaded the Swartz Mod Compilation, I was a tad confused to only see two files in there, and was shocked at how they were easily able to change so much. Any info would be greatly appreciated. Nevermind! Just happened to actually do some reading around these forums, and found the Gibbed editor for unpacking everything! Away I go to mess around and make all the guns and ammo cost $1 because I'm a cheap bastard :biggrin: i made all my guns cost $0 coz i just wanted to use/test/mod them.
  21. The main thing to worry about is that some of the weapons without silencers don't show up in the menu properly when the game gives you a demo of what the weapon looks like with the attachment (eg the 1911 pistol disappears below the menu window when you equip the silencer (which you have to reattach to the weapon through modding, the default game won't have a silencer for that weapon)). The other thing is apart from assault rifles, smgs and sniper rifles most other weapons can only use two attachments.
  22. why is this in the modding talk section?? this seems like more of a comment about the game as a whole.
  23. you would probbably want to skip all the way to the point where you take over your first base, suggestion: if you replay this game a lot, then find the save game location, start a new game, get it to where you would like to play from, backup the save slot you just played/saved. when you want to start a new game just copy the backed up saves you made into the save location. (please note i am not an expert on this game's save files so this theory may not work for this game but it can for other games).
  24. yeh but doing that won't work, as when you make the item you still get the defaulted ammo/itempouch/wallet amount, that value is just for the interface for before you make the items. hold breath is a sniper only ablilty, i think it is only usable when your weapon has a full-time scope. (if you extract the weapons there is a value under the weapon properties called "bIsScopeAttached" and also "bCanHoldBreath". however just changing "bCanHoldBreath" to true won't work i already tried that)
  25. i can see why you might not like such things as carts and fast travel, but to class them as cheats simply because you don't like them? personally i think it is more fun walking however i could never class such features as cheats - they just speed up gameplay for those who are time challenged. my other opinion is horses in this game are near useless as they run way too slow, the only use to me is that they have hides for making leather (in other words i can't be bothered buying them)
×
×
  • Create New...