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brncao

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  1. I tried removing that portion. It didn't work. It's well hidden. I've looked through many of the files for the magic number "3" (max num of civilians you can kill) but just couldn't find it. I'll continue to look around.
  2. From the FC3_d3d11.dll file iMaxBufferTimeForCivilianKillingBeforeResettingCounter iMaxNumberOfCiviliansKilledAllowedWithinTimeLimit Now all I have to do is locate and change the values assigned to it.
  3. Most of the time these civilians love to hang around in battle zones and hide in wrong places to burden you in hopes you might accidently kill enough of them so they can inflect their death karma upon you (insert troll face). Is there a way to stop this from happening? I've been scouring the files, but I can't find it!
  4. Oh I thought it was an industry standard. The best you can do is turn music off. Or if you lower the volume by editing the files in an audio editing program (Audacity), but you'll want to contact Zench on Xentax (not free) on how to convert Wav files back to SBAO and spk.
  5. It's either inside a .spk file or a SBAO file. If it's the latter, you're out of luck as there is no program to convert it back. If it's .spk file, then you'll have to dig for it. It's either in the common\soundbinary or fc3_main\soundlibrary for .spk files. SBAO files are in sound.dat. They're not loop cue points per se. When you "start" firing an automatic weapon, it plays the sndStartAutoBulletShot sound file. When you let go of the trigger, it plays the sndStopAutoBulletShot sound file. The one you're interested in is the sndSingleBulletShot (it's set as 0xFFFFFFFF which is null). What you want to do is take the Start and Stop sound files and combine them into a new file*. How to add a whole new variable (i.e. 0x001035CD) is outside my scope. You'll have to teach yourself that. *Open the Start and Stop sound files for the respective weapon in an audio editing program like Audacity (after you convert the spk files of course). Place them together so that they're seamless. Save it as a new sound file. fc3_main\graphics\__fc3_graphics\_common\_textures\weapons\_shared sight_01_d fc3_main\worlds\fc3_main\generated\entitylibrary\weapons\FC3 Frag_Grenade and 40mmGrenade Find: <field name="selStimType" type="Enum">Explosion</field> Change the fLevel to a lower value. Raise the fLevel on the Generic stim type. I have never tried it so it's only in theory. I know for a fact that the AMR uses a high value under the explosion stim, which explains why vehicles explode so quickly and why enemies are sent flying as if they were struck with an explosive round. Note: if it is not found in patch.dat, then extract the entire contents of fc3_main and save the files into patch.dat.
  6. It's in the game menu under Options -> Audio
  7. It can't be done yet. Someone needs to create a program that can convert Wav to SBAO. I could only convert it from SBAO to Wav. I'm so close... Damn proprietary formats.
  8. Then download Ziggy's mod and have a go at it.
  9. patch\domino\system LockedContentCheck.lua SetTimeScale(1.0); I don't know if it will work so try it.
  10. Drag the fcb files to Gibbed.Dunia2.ConvertBinaryObject and use that same exe to convert it back (drag the xml file into it).
  11. Oh wait sorry I was thinking of deploying the wingsuit. To deploy the parachute press C, but make sure you actually deploy the wingsuit first.
  12. Look for crocodiles in rivers. There's several at the lumber yard.
  13. The idea behind this is to disable the flag that removes the quest or mission givers when you complete the mission or quest. The second part is to reinstate those mission and quest givers if you have already completed them pre-mod. Many of these scripts can be found in the Domino folder (LUA files). I'm no expert, so I'm going to need the help of the modding community. I'll be doing some research on how these scripts work together. Objectives Allow replayability of the following: Side QuestsPath of the HunterWanted DeadMain MissionsRe-enabling Wanted Dead and Side Quests should be simpler. It's probably a matter of disabling the flag that will mark it for removal (i.e. posters and quest givers) after completion. No rare animal replays in Path of the Hunter because these cannot be sold nor re-crafted. However, if another mod allows you to sell rare animal skins, then it should be doable. Main Missions are a little trickier. So here's the breakdown of how these missions can be initiated. Make A Break For It Down In Amanaki Town Harvest The Jungle Secure The Outpost These missions will not be included. They cannot be initiated on the map. You'll have to start a new game. Mushrooms In The DeepTo start this mission: Talk to Dr. Earnhardt in his greenhouse The Medusa's CallTo start this mission: Go to the Medusa. In theory, you'll most likely have to quit the mission after you complete it because it'll immediately replay the mission if you're inside the area. Playing The SpoilerTo start this mission: Talk to Dennis in Amanaki Village. Will the weapons depot respawn? Prison Break-InIsland Port HotelKeeping BusyTo start this sequence of missions: Go to Sunset Cove/Pirate's Cove Meet CitraThis mission will not be included as it conflicts with the other Citra meetings later on. Bad Side of TownThis mission will not be included as it conflicts with the next mission and the side-quest (Faces of Death). Kick the Hornet's NestTo start this mission: Talk to Willis in his shack A Man Named HoytTo start this mission: Talk to Willis in his shack There's a conflict here. How do you guys want to approach this problem? Saving OliverTo start this mission: Go to the area where you're suppose to intercept the convoy carrying Oliver (note: the mission starts in the forest with the komodo dragons, not at the docks) Piece of the PastTo start this mission: Talk to Buck in the bar (Badtown). Will the Ship respawn? Down in the DocksTo start this mission: Talk to Buck just outside the bunker The MotherlodeTo start this mission: Talk to Buck just outside the mines Lin Cong I PresumeTo start this mission: Talk to Buck outside the cenote Unhappy ReunionTo start this mission: Go to Buck's hut The Social ClubTo start these optional missions: Pop a pill to play the first scene. Pop another pill to play the second scene. Pop a 3rd pill to play the 3rd scene. It should reset to the first scene once you've taken all three. This Knife's For YouThis mission will not be included as it conflicts with the other Citra meeting later on. AmbushWarrior Rescue ServiceTo start this sequence of missions: Talk to the Rakyat leader in Church Town New Rite of PassagePaybackCitra's Favor*To start this sequence of missions: Talk to Citra *You won't be able to speak to your friends because the entrance to the cave is blocked off unless someone figures out how to remove it Fly SouthThree Blind MiceTo start this sequence of missions: Go to the yellow ! in Amanaki Outpost DoppelgangerTo start this mission: Talk to Sam in Thurston Town. Jason will now wear the Privateer Outfit. Triple DeckerTo start this mission: Go to the old temple Defusing the SituationTo start this mission: Go to the plantation DeepthroatTo start this mission: Go to the gorge All InTo start this mission: Talk to Sam (note: you'll find two Sams here. He's the one leaning against the sandbags/door). Will the Compound revert back to its original state? Paint It BlackTo start this mission: Go to the communications center Black GoldTo start this mission: Meet with Sam outside the fuel depot Aced in the HoleBetting Against The HouseThe Doctor Is OutHard ChoicesTo start this sequence of missions: Talk to Sam (note: you'll find two Sams here. He's the one NOT leaning against the sandbags/door). Jason will now wear his original outfit plus a missing finger. Other details You will visit your friends in the cave 4 times (after rescuing Liza, Oliver, Keith, and breaking the bad news to them). We can't have 4 Daisies, 4 Lizas, 3 Olivers, and 2 Keiths in this cave at once ;D Any suggestions? There will probably be some areas that will be sealed off. I don't know for sure if some of these scripts will undo it or not. If not, it's going to take awhile... Well what do you guys think? I'll work on this during my free time. Others can pitch in as well.
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