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Urwy

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Everything posted by Urwy

  1. Very nice! Although i think the weapons with "citra" in them refer to the bossfight at citra's temple. (E.g. BOW.citraBossFightBow.xml.. Its the bow with unlimited explosive arrows used in the bossfight.) That giant does spit flames and fireballs at you. ;) This guy: And the Shiv is used after you "return from the dead" before heading off to Vaas' island. You just lost all your gear, so you'll be left with a shiv te fend for yourself. So that one definitely appears ingame. It'd be fun to have it as alternative to the machete, tanto or dragon knife though. =) Edit: As for those magical swords.. I think it has something to do with this: Although i cant say for sure, as i randomly found that and i'm not that far into the campaign yet. :P Btw, does this mean you're adding additional weapons to the stores? Or are you simply replacing certain weapons already available?
  2. You've earned an early release with that. :biggrin: :thumbsup: http://farcry.nexusmods.com/mods/68
  3. It's the same as unpacking the fcb. But this time you use the XML produced by unpacking the fcb, instead of the fcb itself. =) Just drag-n-drop the XML over the ConvertBinaryObject.exe and it'll start packing the new fcb.
  4. Still waiting for permissions. If i haven't received them this weekend, i'll credit them in the file's description and remove the parts that aren't to be used without permission. So one way or the other, it'll be uploaded this weekend. =) Also edited the weapon stats to resemble those in FC3 rebalanced. Especially the recoil stats, as they felt a lot more natural. So firing a .50 cal mounted gun really tests your aiming skills. =D Same goes for the damages. You can virtually use any weapon throughout the entire campaign, as each is deadly in its own way. No luck on upping the armor stats of the 3rd armor though. Going toe-to-toe with a defender still requires a lot of cover. :confused: Edit: Just checked.. every mod's author i borrowed some parts from state that im allowed to use assets without permission, as long as i credit them. Firstly, i wholeheartedly intend to credit them, so i could release it right now. But it's only fair to give them a proper chance to reply to my PM's before i blatantly upload parts of their mods. =)
  5. I understand that, and agree that it'd be a lot easier. On smaller mods, this shouldnt be much of a problem. But large compilations like FC3 rebalanced or Poor Basturd contain so many files, their authors would go mad if they'd had to split up every single feature into a separate folder. And the fact that some features might depend on the same file as another feature probably doesnt make it any more straight-forward. It'd just lead to massive incompatibilities. And beside that, tearing apart an existing compilation makes building one from scratch so much easier, as you already know what the folder structure should look like and which files go where/do what. But like stated in an earlier post, this still takes some time to learn.
  6. Yeah, i replaced every snake_******.xml file i could find in both the entitylibrary.fcb and entitylibrary_full.fcb. I''ll have a look if i missed the Wildlife_snake.xml. Thanks for the brainwave! :thumbsup:
  7. Hmm, Don't you think you should elaborate a bit on how you intend to do all this? Modding FC3 is still quite limited. And looking at the kind of mods currently available, i think its save to say anything other than changing values and textures isnt really going to happen. Unless you know something that i dont.... And there's just one thing that really draws my attention, which is this: Why on earth would you ask that? Of course people have a legal copy. Since the Nexus doesnt condone piracy, they'd be banned if they didnt.
  8. Well, i just sent the PM's requesting for permissions. Once i have permission from the original authors i'll be uploading it to the nexus. I'm also considering adding Inakrin's addition body armors from his Poor BastUrd mod and tweaking them so the player can stand toe-to-toe with the heavies. (LMG-Launcher-Flamethrower loadout anyone? :devil: ) Might try to increase spawns even further. If i can figure out how to do that. Also contemplating the switch from Realism Mod V1 by Panzerjager1943 to FC3 rebalanced by Mringy as a base for the weapons, as i currently dont think firing the guns feels right.
  9. Ok i will wait, because I'm not as good as you at this stuff :biggrin: Eh... So far, no luck. Not because it doesnt work. It's because i cant find any bloody snakes! >.< I'd like to know a place where someone has encountered snakes before. And the large sinkhole north of amanaki outpost hasnt got any snakes in its ruins for me. (without ranaming anything.) The snake is in the second mission, when you must go and deactivate first radiotower. Snake is in front of stairs. But if you don't want to start new game and complete mission 1, you can download my savegame. Then, in game go to mission marker, and when you enter bunker, you should hear snake sound. http://www74.zippyshare.com/v/71075551/file.html Paste this into Ubiosft Game Launcher folder. Thanks for the save. It reminded me that i had a save of my own somewhere into the first mission. I tried replacing the snake.xml's in both the entitylibrary and entitylibrary_full and packing both into the patch.... No luck. And right now, i'm out of idea's. =(
  10. Do that, and you'll be drowning in kudo's! :thumbsup: *Adds topic to watchlist :happy:
  11. still not sure? ;) Btw, nice work on your mods! I admire your precision when it comes to weapon stats, though i find them a bit harsh for a game. To each his own, though. =) Well, me releasing this mod depends on whether or not i feel like sharing. (but i suppose i do =P) But besides that i'd need permission from at least three authors. (Inakrin, Panzerjager1943 and Chorizosss/Hereticus) As for the mod tha tjust increased the spawn ratio's; that part came from Inakrin's mod. So i'd nee permission to re-release parts of it. I guess i can start sending around requests sometime this weekend. Also, a little update on what my mod currently contains: - WELCOME TO NEVERLAND V2 : PICK YOUR CHOICE by Chorizosss/Hereticus - The increased spawn ratios from the PoorBastUrd mod by Inakrin - Realism Mod V1 by Panzerjager1943 (with tweaked attachments. Guns, rifles and snipers can have 3 attachments. shotguns and LMGs can have 2) - Fully unlocked skills at the start. They still have the "Kill X enemies with a >insert takedown here<" requirements. - Transparent message boxes by Ceano - Sleeker minimap by TOMSOLO (Hoping i didn't miss any.. :turned: )
  12. Ok i will wait, because I'm not as good as you at this stuff :biggrin: Eh... So far, no luck. Not because it doesnt work. It's because i cant find any bloody snakes! >.< I'd like to know a place where someone has encountered snakes before. And the large sinkhole north of amanaki outpost hasnt got any snakes in its ruins for me. (without ranaming anything.)
  13. Hmm. the only thing that comes to mind is something i read somewhere... They said that if you're pack/unpacking the main Dat/fat from a file path that's too long, it could cause errors like that. Although i'm not entirely certain if that's the case. Another thing that might work is merging the edited files from the main dat/fat with the 1.04 patch. It's a much smaller file and so far, every mod i know of uses the patch.dat/fat (and some dll's, but those have nothing to do with what we're trying here.) Example: unpacking the main and the patch, taking the renamed xml's from the main and inserting them into the correct folder, among the unpacked patch files. And finally repacking the patch, with the added xml's, and putting it into the FC3 install directory. If the unpacked patch already contains the files we want to rename/replace, we might as well use those. That way we can be sure we don't accidentally re-insert some bugged animal into the patch. =) Edit: i can give it a go as well tomorrow, if you donĀ“t mind waiting a little longer. =)
  14. Hmm... i suppose there's more to those snakes than meets the eye... I tried my thing with the monkeys.. Every monkey in amanaki village disappeared! no chickens, no monkeys. nothing. (although the chickens at the little hen-house were still there. :confused: Hope you're having more luck on those other files..
  15. Now you can drag the entitylibrary_converted.xml that was created when unpacking the fcb onto the Gibbed.Dunia2.ConvertBinaryObject.exe. That will create a new fcb. Delete the old fcb and rename the new fcb to entitylibrary.fcb. You can also delete the Entitylibrary_converted folder. Now go back to the root folder of the dunia tools and drag the patch_unpack folder onto the Gibbed.Dunia2.Pack.exe, which will cause it to pack the mod and create a .dat and a .fat. Rename both to patch.dat / patch.fat and paste them into your data_win32 folder (which is located in the FC3 install directory) Make sure you back up the original patch.dat/fat before you do so. When that is done you can fire up FC3 and give it a try.
  16. I'm not sure if this works, but it might be possible to replace the Snake.xml located in entitylibrary.fcb, with chicken.xml and rename it back to snake.xml. Not a clue what the possible side-effects might be. But if i'm right, no more snakes and lots of chickens in rakyat ruins. =) I'll wait untill i encounter a mission-related snake before i replace the file. That way i can be sure it's the snake that got replaced, and not some random chicken. I unpacked fc3_main.dat with Gibbed Dunia Tools and finded entitylibrary.fcb - how can I open this file? I tried with Dunia unpack nad winrar, but without result. I also saw in this same folder file called entitylibrary_full.fcb . You can unpack the .fcb by dragging it onto the ConvertBinary.exe that's part of the Gibbed dunia tools (if i recall the name correctly.) =) Haven't got a chance to test it myself, though i have thought of another way to test it; Remember those monkeys in the Amanaki village? See if those have a similar xml and replace it with the renamed chicken.xml. I might test it somewhere tonight or tomorrow.
  17. Wait, wut? Skyrim mods? I though this was the FC3 mod forums.. ;)
  18. I'm only using parts of those mods. The compilation im making for personal use doesn't even resemble any of the complete mods it's comprised of. So that side effect syringes have in Inakrin's mod are not part of my mod, nor is anything else other than the increased spawns of which i can confirm they actually work. And with all due respect, it's a personal mod. You don't have to like it. The chance i'll be uploading it is near infinitesimally small. I just like the normalized weapon damage and additional attachments.
  19. Using the Gibbed tools you can unpack any other mod and use files from it, just like you would when you'd use raw files. The only con is that you'll need to figure out which files you'll need, which does take some time to figure out. I'm doing the exact same thing for my personal compilation. This link helped me along putting together my mod. It might be of use to you too: http://www.mordorhq.com/showthread.php?5151-Mods-for-Far-Cry-3&p=120993&viewfull=1#post120993
  20. Yeah, they do. I've been browsing some more though, and found this: If you don't mind losing the minimap completely i could try and merge this with the 1.04 patch and the wallhack fix. Although i could, with a little luck, circumvent that mods deletion of the minimap terrain. It'd be good practice for me. =) Edit: Alternatively, i can try merging the wallhack fix with this: http://farcry.nexusmods.com/mods/7 That way you'll have the minimap without enemies and collectables. And no wallhacks. (not sure if it also removes the class icons above the enemy npc's. But so far it sounds like your list in the OP, doesnt it? :happy:
  21. Not that i know of. If it's just for a personal compilation you can try using parts of mods here on the nexus. But like i said, thats just for personal use. You'll need permission from the original authors to release it publicly. Here's to hoping Ubi makes FC3 a bit more moddable with patch 1.05 . =)
  22. I'm not sure if this works, but it might be possible to replace the Snake.xml located in entitylibrary.fcb, with chicken.xml and rename it back to snake.xml. Not a clue what the possible side-effects might be. But if i'm right, no more snakes and lots of chickens in rakyat ruins. =) I'll wait untill i encounter a mission-related snake before i replace the file. That way i can be sure it's the snake that got replaced, and not some random chicken.
  23. That's odd... My system hasn't lagged even once... (i3 3220, 8Gb ram, 1Gb GTX650ti) I'm running it on dx11 with most setting on high... Anyway, if turning down some settings doesn't solve anything for you, you could always try this mod: http://forums.ubi.com/showthread.php/734789-Ultra-Low-Configuration-Mod?p=8770481&viewfull=1#post8770481
  24. There's already plenty of mods around that do either one of these things, or both. Some even disable flashing items. Most of them are compilations, so you'll get some extra stuff along with it. I'm sure there's something around that suits you. Poor BastUrd : http://farcry.nexusmods.com/mods/4/ 30day Compilation : http://farcry.nexusmods.com/mods/30/ Hardcore modpack : http://farcry.nexusmods.com/mods/31/ Edit: Came across a file that disables the Wallhack. http://forums.ubi.com/showthread.php/734046-Mods-for-Far-Cry-3?p=8801776&viewfull=1#post8801776 Downside is that it's a raw file. So it still needs to be merged with the 1.04 patch. The guy also suggested a method that does the same, but uses a hex editor on the fc3.dll or fc3_d11.dll. So both still require some work.
  25. Much appreciated! =) In case anyone is tracking this topic... I've also started digging through the interwebz and found some far-and-between forum posts that helped me along with compiling my own mod. For now it's just a personal compilation and includes: - WELCOME TO NEVERLAND V2 : PICK YOUR CHOICE by Chorizosss/Hereticus (works) - The increased spawn ratios from the PoorBastUrd mod by Inakrin (not sure if it works yet.) - Realism Mod V1 by Panzerjager1943 (Works) Having said that, i won't be releasing anything until i'm happy with the contents and i've obtained permission to release it from the original authors. (Because they did a bloody great job! I'm just copy-pasting parts from several mods together) I'll update some more once ive confirmed the increased spawns are working. Also, if anyone reading this is wondering which forum posts i meant:
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