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FlankerDFR

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    FC 5, Valhalla, CP2077, GRW, GRB

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  1. Thanks for the info.......................I've been wondering!
  2. Thanks for the replies.........................good tip on the possibility of unstable animations......................no idea that could occur. No wonder I couldn't find that parameter...................it's NOT in any of the melee weapon specs for any weapons in the inventory_gen.scr I'm using (came with a particular mod from this site). I did find an example of it in one weapon's specs in the inventory_special.scr..................that one was speced at SwingSpeed (1.0). Can I insert that parameter into the melee weapons in my inventory_gen.scr and expect it to take effect "if" I modify it to something other than (1.0)? TY!
  3. Editing various edged (blade) weapon stats in the inventory_gen.scr is pretty easy...................I haven't been able to spot which line/s determine handling (blade swing speed). Anyone know which line/s it is? TY!
  4. Good........................at least I'm not the only n00b (to TW 2). stoaty6666: Whatever mod files you DL for your game.......................be sure they say they're compatible with the EE edition (same for me too). Usually the mod author or uploader says if the files are for EE on the mod description page, or the file heading on the DL page. AngeleJR: My CookedPC file path is : C:/Program Files (x86)/Steam/SteamApps/common/thewitcher2/CookedPC If you used the default install path yours should be the same (Note: I'm using Win 8.1, but the default install path for Win 7 should be the same as 8.1). See above on which mod version to use. Good luck!
  5. Been running mine at 7 since I read the first nvidia tweak guide (on my third comp since then). NPs from doing so that I'm aware of.
  6. What's the perfect response to surveys? Hhhhhhmmmmmmm???????? Oh yea, Schwareneggar's Terminator response to the motel owner when he asked if "Ahnold" had a dead cat in his room. :ohmy:
  7. You'll need to DL Rick's Gibbed Dunia 2 tool set and unpack it (it's a ZIP/WinRAR file) from: http://svn.gib.me/builds/dunia2/ DL the last/latest one on the list on that page then watch this how too mod FC3 game files with the Gibbed Dunia 2 Tool Set video: Keep in mind the guy in the video is modding a vanilla copy of the game. If you want to do something with FC3 AFTER you've installed a mod...................the process is a bit different than in the video. Also........you'll have to wade through a lot of reading, but the official FC 3 forum at Ubisoft has quite a bit of info in it too: http://forums.ubi.com/showthread.php/734046-Mods-for-Far-Cry-3?s=2cf66a4123620959958b95d960c36cd8 Hope this helps! Goodluck!
  8. 1.) To lock the map from the beginning use a hex editor (like HxD hexeditor, it's free) and edit FC3_d3d11.dll. It's located in the 'bin' folder in FC3 gamefolder. Make a backup first! row 00243E30 column 02 must be 85 row 0094AD40 column 09 must be 85 and row 0094AD40 column 0A must be C0 3.) To adjust the enemy spawning extract patch.fat. Go to folder 'generated' and extract nomadobjecttemplates.fcb. This will create a new folder 'nomadobjecttemplates_converted'. Go to this folder, edit EncounterService.xml and look for VehicleEncounters. It can be found 2 times in this file, but we'll need the one in the middle of the file first. Change fEncounterSeparationDistance to 90 and fWildlifeSeparationDistance to 30. Seach for Vehicle Encounters again. This time we'll edit the one at the bottom of the file. Change fBudget to 1.75 (or lower, I've got mine on 0.5); it controls how many vehicles you'll encounter. Repack the nomadobjecttemplates_converted folder, which will create a new nomadobjecttemplates_converted.fcb file. Rename to nomadobjecttemplates.fcb. Repack patch.fat and copy patch.fat and patch.dat to the \Far Cry 3\data_win32 folder. You're good to go! Just the info (almost) I've been looking for! I've been toying with the idea of stepping up enemy presence and vheicle encounters in my game. So I've been looking through froum threads/posts, etc. I'd already found reference to increasing enemy presence/spawn rates through the encounterservice.xml; looked that file over and found the command line parameters you refer to, and made some guesses as to what game elements the various command lines addressed. What do the AmbientEncounters, LiteEncounters, and StagedEncounters mean and refer to in game? TY!
  9. Have you tried PMing Ziggy? He's been keeping his mod uptodate as of a few weeks ago, and responded to PMs from another forum member and myself. If you can contact him; seems like it would be the most direct and knowledgable source of ino/help.
  10. You Tube has quite a few FC3 modding tutorials, and the Ubisoft FC3 forum mod thread has a number of tutorials, video tutorials, tips, and advice posted in it. The problem with the forum is none of it's in order, or very searchable....................so you'll have to wade through it page by page to find stuff you can use. Search though the mod threads here too; I've gotten quite a bit of helpful info by looking through the mod threads. Good luck!
  11. Sorry for the late reply; haven't been on the forum much lately. You can do the missions on the enemy camp boards while the enemy are still in possession of the camp. You can sneak up to some of the boards to get the missions. Or, you can draw the enemy off to allow you to get to the board by setting C4 just outside the camp (many times there are vehicles parked just outside the camp boundary); once you've placed the C4 get close to the mission board, set off the C4, which will draw off most of the enemy, then grab the mission from the board and get out of there before you're spotted by returning enemy. 30 Days mod incorporates the Return to Neverland 2 mod by Chorizoss (I'm pretty sure there are some other mods that feature this as well). It allows you to permanently or temporarily take enemy camps. If you choose the temporary option; you'll have the camp while you occupy it; enemies will still spawn out in it's vicinity (so you'll have frequent encounters). Then, when you leave the camp........................it'll revert back to the enemy. The temporary option allows you to take over enemy camps many times. The process is described more fully in the 30 Days mod notes posted with the mod files on the Nexusmods FC3 site/30 Days mod. Hope this helps.
  12. Player default AK47??? Do you mean default as it's the first pick up gun you can get at game start (besides the .45 auto you have to buy in the tutorial first mission? Or are you talking about a mod you're trying to create? Locking or unlocking weapons for the beginning of the SP campaign is pretty easy if that's what you mean. It's done in the C:\Program Files (x86)\Ubisoft\FarCry 3\data_win32\patch\generated\databases\generic\shoppingitems\weapons category you wish to lock/unlock Is that what you meant by default AK47? I think the SP player starter ammo limits are in the weaponsservice.xml with all that **** Binary HEX code. Is that what you mean? Or are you talking about ammo limits in the craftable ammo pouches?
  13. Altering the glide path ratio of the hang glider was in another recent thread. My response to that was I've never seen any command line parameters that allow that to be done, and no one else said any different. I'd assume the same is true for the wingsuit. Also, you should have unpacked the patch.dat & patch.fat files in date_win32 file. I've never heard of anyone unpacking the/a patch.dll file. Here's the file path (from my game install on my comp) for your character's (Jason) specs 'n such: C:\Program Files (x86)\Ubisoft\FarCry 3\data_win32\patch\worlds\fc3_main\generated\entitylibrary\player\MainCharacter/PawnPlayer The red highlighted patch file is the one we create when we unpack the patch.dat & patch.fat files in the data_win32 folder.....................then follow the other steps related to it's creation. There are several player files in the MainCharacter folded, that correspond to Jason's specs at different points in the main story line. FYI: I haven't changed any of them except the PawnPlayer file, so I'm not sure what effect changing stuff in the other files would have. Here's a couple sections to look for in that PawnPlayer file: <object name="Wingsuit"> <field name="fFallTimeNeededToDeployWingsuit" type="Float32">0</field> <field name="fDistanceNeededToDeployWingsuit" type="Float32">1</field> <field name="fHSpeedNeededToDeployWingsuit" type="Float32">0</field> <field name="fVSpeedNeededToDeployWingsuit" type="Float32">0</field> <field name="fDivingDistanceToWaterNeededToDeployWingsuit" type="Float32">5</field> <field name="fFrontRayCastLength" type="Float32">10</field> <field name="fFrontRayCastAngle" type="Float32">-35</field> <field name="fJumpHeight" type="Float32">1.75</field> <field name="fJumpHeightExhausted" type="Float32">1.75</field> <field name="fGravity" type="Float32">-20</field> <field name="fWalkingMaxSpeed" type="Float32">4</field> <field name="fWalkingMaxSpeedCrouch" type="Float32">1.75</field> <field name="fWalkingAcceleration" type="Float32">25</field> <field name="fWalkingDeceleration" type="Float32">30</field> <field name="fForwardWalkMultiplier" type="Float32">1</field> <field name="fSprintMultiplier" type="Float32">1</field> <field name="arkSprintCurve" type="Id64">279230760251682450</field> <field name="fSprintingDeceleration" type="Float32">30</field> <field name="fClickToPressForwardSprintBuffer" type="Float32">0.5</field> <field name="fJumpFromCoverTime" type="Float32">0.25</field> <field name="fBackwardWalkMultiplier" type="Float32">0.75</field> <field name="fBackwardCrouchRunMultiplier" type="Float32">0.5</field> <field name="fSwimmingDepthMin" type="Float32">0.75</field> <field name="fSwimmingMaxSpeed" type="Float32">3</field> <field name="fSwimmingAcceleration" type="Float32">3</field> <field name="fSwimmingDeceleration" type="Float32">5</field> <field name="fDivingMaxSpeed" type="Float32">3</field> <field name="fDivingAcceleration" type="Float32">3</field> <field name="fDivingDeceleration" type="Float32">5</field> <field name="fSprintingTurnModifier" type="Float32">1</field> <field name="fSprintingStrafeLimit" type="Float32">60</field> <field name="bCanClimbLedges" type="Boolean">True</field> <field name="fGroundClimbMinHeight" type="Float32">0.25</field> <field name="fGroundClimbMaxHeight" type="Float32">1.78</field> <field name="fSwimmingClimbMinHeight" type="Float32">-3</field> <field name="fSwimmingClimbMaxHeight" type="Float32">3</field> <field name="fJumpClimbMinHeight" type="Float32">-2</field> <field name="fJumpClimbMaxHeight" type="Float32">0.43</field> <field name="fJumpClimbMinHeightAboveGround" type="Float32">2</field> <field name="fClimbWidthNeeded" type="Float32">0.5</field> <field name="fJumpClimbMinVelocity" type="Float32">1.65</field> <field name="fJumpClimbMaxVelocity" type="Float32">5</field> The higher the numerical value the higher yu can jump in game. As you can see you can adjust quite a few values for yur charfacter in this section. Is this what you were asking for?
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