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FlankerDFR

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Everything posted by FlankerDFR

  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?
  14. All the changes/tweaks I've made are for SP, and I've done nothing with textures....................you're far ahead of me on that (likely stay that way as it's not anything I'm interested in messing with; LOL). I've done extensive editing to the weapon stats (as well as enemy NPC armor levels); converted several weapons to semi auto only, tightened up the shotguns pread, changed a bunch of weapon fire rates, changed store/item pricing, as well as blending bits from two mods into the main mod I'm using. All were done only with Ricks dunia2 tool set. I've got notepad++ and Razors BinHex tool........................just started looking into learning them to edit what NPC carries what weapon. This is the second time I've tried to follow Inarkins how to change weapons up tutorial. It was a total wash for me last August. Last night; I did figure out how to open up, and convert the first couple of HEX code strings he refers to in his tutorial. The problem for me is he's writing instructions for a fairly complicated series of steps in what is a non native language for him, and he seems to assume a base modding knowledge in his students; I don't possess. I've been in contact (via PM) with Dziggy (the author of Ziggys Mod) in the last couple days; in regards to the NPC weapon change up referred to above. I suggest you give him a PM bump with some; or all of your issues to see if he'd be willing to advise, or help! The link below is the FC3 Mod/Pack tutorial that got me started with the Dunia2 tools set. It's really just for stat/store price, etc. changing (no retextures or Binary EX code editing). Wasn't sure if this would be helpful or not. Keep me posted if you make some headway with your efforts. Again............................great looking retextures!
  15. Don't know anything about getting mods to work in the map editor. What tool did you use to unpak the patch.dat & patch.fat files? I used Rick's Gibbed Dunia2 tool......................so that's what I'm familiar with. What files are you trying to change or tweak? How are you trying to change them?
  16. I looked in the ........MainCharacter/PawnPlayer.xml file (the file that defines the Jason Brody character characteristics/abilities/appearance, etc). There's as small command line paragraph that defines some of the wingsuit parameters (i.e. how far you drop and move forward before it deploys and so on); none of those were for a glideratio (vertical drop vs forward movement). Haven't found anything on the hang glider yet................
  17. Interest in this game (and forum) seems to have died off by June/July of 2013. Beats me why. Mr. Axe, I'm not aware of any mods on this site that allow for longer wingsuit, or hangglider distance/hangtime. Do you know how to use Ricks gibbed dunia2 mod tool set? That's how many of the mods/mod features on this site were created. I've been playing around with it since late last year (self taught after watching some online tutorials posted here, and the official farcry3 fourm at ubisoft).
  18. Well.......................in real life..................hip fire is an excellent technique to ensure the other guy lives long enough to kill you, or get away! LOL! Even at 25 m on the range I was really inaccurate doing it (better on semi auto than FA), at longer ranges I was even worse! Now in building/room clearing (CQB), depending on the situation.....................point and shoot (look over but not though the sights........and not really the hip fire thing you're talking about) would certainly be an option in my book. Never had an instructor that advocated that method; let alone taught it to us (excepting 5 -7 m pistol targets---obviously at the aforementioned CQB ranges). I've done it on the range with pistol and rifle and am pretty good at it at 15 m or less (easy to see the holes in the target and adjust-----bet it'd be A LOT different if they were shooting back!!). No ideas on tightening the in game hip fire....................other than looking at the hip fire perk files; which are in ..............patch/generated/nomadobjecttemplates/BonusService. BonusService is the file that contains all your XP perks (in game tattau abilities). Each one of the hip fire perks is for specific weapon classes............................so if you can adjust a value in one of the files you'll tighten (or loosen) hip fire values in several weapon classes at once, and to the same value. Pretty much a sledge hammer, and not a weapon specific technique. Enemy view distance????? Just looked at my in game video options (both categories), and I didn't see anything for LOD, or draw distance. I'm gonna guess with our characters eyeball, and the unmagnified sights .......................100m; maybe a bit more???? Most pistol courses I've shot had us bust off 2-4 rounds at a silhouette at 50m; everything else was closer. I've seen demos with guys shooting 9 mm pistols and such at silhouettes at 100 m and getting reliable body hits. Pretty iffy in real life, not the least of which is residual energy at that range. .44 Mag and up would be OK at those ranges (assuming a longer barreled revolver/pistol [like the .44 Hunter) to give full powder burn capability. Still pretty iffy compared to a rifle round...............especially against any body armor. There's a reason pretty much everyone issues their police/military a pistol somewhere between a 9m and 45. It's a combo of firepower, mag capacity, rapid multi shot capability, and pistol size/weight. The larger calibers kick A on the first factor, and fall flat on all the others. Guess we'll have to wait until some genius comes up with a for real pistol rail gun.....................so we can all be pistol packin' bad *****! I didn't notice any health values back when I was looking for them for animals either. :sad:
  19. I remember reading a series of posts by a couple of mod creators at Ubisoft/FC3 forums on bullet drop; the end result was there is no bullet drop factor in FC3.......................the bullets fly straight as a laser (that's what they said). Near as I can tell in game that is correct. I calculated my damage drops by guesstimation. If you searched online, there is probably a site somewhere (likely cartridge manufacturer,or loading enthusiast site) that has measured velocity and energy falloff charts for various caibers/bullet weights. The range/damage drop off command lines I referred to in my last post (on page 1 of this thread) is my AK47. I've set it for 100% power at 1m and dropped it to 50% power at 200m, and 10% power at 500 m (not even sure if you can see clearly at that range in game (due to in game maximum LOD draw distance). As you can see I only used two of the available three sets oc command line parameters (that's the way Inarkin listed his example in the Ubisoft/FC3 forum on pg 162). It'd be easy enough to use all three command line sets if you wanted a more graduated power drop off. Power factors at a given range obviously vary from cartridge/bullet to cartridge/bullet; like I said.................I guessed mine. The way I play, with in game LOD draw distances (they're all at max settings @ 1920 x 1080 on my rig) 90 +% of my shots are less than 100m anyway...............so that's really the critical distance for my damage falloff modeling (however right or wrong it might be!). I've never looked for health values for enemy NPCs (human or animal). The next time I'm into the files, I'll try to remember to look out for those.
  20. As I mentioned in a previous post I modded the individual enemy NPC classes vulnerability to piercing via: ...........entitylibrary/FC3_NPC/Merc/whatever pirate or merc class you want to adjust. Search for: CFCXCountersComponentAI which is about 2/3 of the way down in the file. There are individual numerical value piercing modifiers for heads, torsos, and limbs. 1 = 100% piercing capability of whatever round you're firing. Editing the numerical value to .5 reduces the piercing capability of your round to 50 % and so forth. I have not modded the fPiercingMultiplier command parameter at all. I guesstimate all in game armor performance based on standard US NIJ ratings for body armor (which you can easily look up online if you're not familiar with them). High end armor plates and/or plates combined with Kevlar is NIJ Level IV (withstands .22 and .30 caliber armor piercing rounds). Level IV plates come in multiple flavors from 1-2 hit plates up to 4-6 hit plates (the ratings assume at least 1 in spacing between each impact). The pirates are unarmored with the exception of the defenders and heavys (maybe the snipers too, can't remember if I adjust them or not). Looking at it in game; it's makeshift armor that would be weak by store bought armor standards. For the mercs..................I figured a baseline of Level III armor vests for the assaulter and berserker classes. The heavyies are a little trickier as I'm not familiar with EOD suit (and the bleep the pirate heavies is wearing isn't really an EOD suit......more makeshift crap) ballistic tolerance ratings. The real life suits (similar in appearance to what the merc heavies are wearing) are more blast wave than ballistic projectile tolerant (though they apparently do protect well against blast fragmentation to a point). The key thing for me with either heavy suit is the helmets are by far the weakest points; in fact the pirate heavy appears to be wearing a welders helmet..............no ballistic protection at all. I have not modded the fGrouping Factor command line.......................I haven't noticed any grouping issues with any weapon at any range. I haven't been concerned with the 30 Days Mod (ver CDF) hip fire grouping as my personal experience with any moving fire (other than walking straight ahead) is it's the best possible way to miss (hopefully the other guy is doing it too!!!). What I'm saying is whether Pandora x357 left hip fire at vanilla levels, or adjusted it to what he thought is correct...................I'm satisfied with it, and have not adjusted it at all. Ballistic drop off parameters in FC3 is crude at best. They're in the .............entitylibrary/WeaponProperties/FC3/whatever weapon you want to mod files. I previously posted the lines to mod in my 2/3/14 0630 post. Please refer to that, and a more fuller explanation of this is by Inarkin on page 162 of the Ubisoft/FarCry3 forum.....................about halfway down. Good luck!
  21. I have never shot anything from a crouched position! Needless to say, I'm not a big fan of games that have your character doing that; as it is inherently unstable........I'd rather stand and shoot. If you were silly enough to try crouching and shooting (stationary or moving) I'd guess the sway would be horrendous and recoil management would be difficult! I've shot extensively from standing, kneeling, and prone as most government qualification courses require those (and they're natural stances in any event). One of the organizations I was with; had an ERT (SWAT to most people); as we did forced entry, building and room clearing there was a fair chance you might get surprised and knocked on your *** by an opponent..................so we practiced shooting at silhouette targets with our pistols from prone; laying on our backs and sides. Nothing you'd do if you were stalking pirate scum 'n such in the bush! LOL! Another time; I was in a large scale "incident" and I was shooting the R700 of all things (Remington 700 BDL with a Weaver K4 scope chambered in 30.06). I was about 70-80 feet up an a building roof, and as there was minimal risk of return fire, and no need for concealment/cover......................I sat in a metal folding chair, with my feet on the building roof parapet and my elbows braced on my knees. Definitely the most comfortable shooting position I've ever used! Again nothing you'd do if you were righting wrongs on a tropical island. Go with whatever you think is right for sway and recoil.........................consistent systemically from weapon to weapon (i.e. rifle to rifle and pistol to pistol, etc). A LARGE part of those are the shooter, not the weapon. Skill and proper stance (definitely not crouched!) are a larger part of the equation than the weapon itself. There's no way to model skill and stance in game so it's up to the Devs/modders to pick a numbers modeling system and apply it consistently across all the game weapons. You're the Boss! If you like it, and you're using it consistently for all your weapons...................it's right!
  22. Like I mentioned in my last post...........................this stuff is all subjective in the end. If you want to mod your P416 to model the HK 416 rather than a standard M4.....................go for it. I've modded my PKM's in game performance to mimic an M60E4/E6. Can't do anything about the in game weapon model but it's been fun. The same goes for what I said earlier about modding various weapons ballistics to different calibers (than the stated vanilla game calibers). You're correct about the two recoil parameter lines, the differences between a flash suppressor/compensator (aka muzzle brake), and the generalized affect of weapon weight on muzzle climb vs sway. The P416/M4 recoil numbers I listed in my last post provide in game recoil that's less than either of the real life M4s I carried. And, I have no complaints about the recoil on either of those..............very easy shooting rifles! I don't believe there's a way to accurately model in game weapon recoil based on how many rounds are left in the magazine. That would be some sort of sliding arithmetic, or logrithmatic scale which the game engine appears incapable of modeling. As the in game recoil parameters are set numerical values; if you really want to try this.....................I'd pick a maximum/mag empty numerical recoil value, and a minimum/mag full numerical recoil value...............then pick the average of the two and set that as my compromise value. I have never noticed any increase in weapon recoil, due to decreasing weight from expended ammo, with any weapon I've ever shot. What you say about it makes sense; I've just never noticed it. I can see where it might be a factor with the belt feds, as the amount of ammo/belt weight they carry is a lot more than any of the mag fed weapons. The only belt fed I've shot to any degree from an off hand (standing) position is the M249 SAW. That was with the 200 rd hard pack; and I don't recall feeling any increase in recoil as the weapon became lighter over the course of the 200 rounds. All my M240 and 90% of my PKM experiences were prone on the bipod (makes a HUGE freakin' difference in accuracy and stability). Another issue with what you say about buttstocks, flash suppressors/muzzle brakes, and sound suppressors is if you want maximum in game weapon modeling accuracy......................you'd need to get back into the game files every time you played..........................based on whatever weapon/specific configuration you were going to play with. Too much work for me..................I'm more than satisfied to pick a number for any given parameter and live with it.
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