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Everything posted by Nolanoth
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Imagine Far Cry 3 with a true 'realism' based Mod.
Nolanoth replied to Zanitose's topic in Far Cry's Far Cry 3
Pfffffffffffbahahahahaha! xD -
I just think that sometimes you have to pull that trigger even without aiming, since that choice can save your life especially up close when some guy is trying to ram a machete right in your face. Oh man I was modding the wrong pirates. I've just noticed that I should have been taking care of both beheaders and chargers. The same class with 2 different names. I was going berserk with this stuff since I got a meeting this weekend and I've done all kind of weird things with the game. Thought I could finish modding before I depart. I meant player view distance. If you can view to 200 meters and that's the limit then there's barely any point in having bullet drop anyway. About the animals. There seems to be a way, but it's tricky. I was thinking you have to boost piercing resistances of all human NPC's. Like if a gun causes normally 100 damage. Just up it to 300 and set all current piercing values on pirate and mercs to -66% of their current values. 300 - 66% = 102 for humans, but for an animals it will be still 300.
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Imagine Far Cry 3 with a true 'realism' based Mod.
Nolanoth replied to Zanitose's topic in Far Cry's Far Cry 3
I have checked this modification and I gotta say that although the work is admirable, the mod it's still far from true realism. Why would you possibly put damage reduction on a supressor? It's beyond me. It's anti realism as far as I'm concerned. Too much Battlefield nonsense. Supressors make controllability a pain in the ass because they remove the standard muzzle device. Most weapons already have compensators. When you remove a compensator or a hybrid muzzle device the gun can go crazy on the felt recoil! If a muzzle device reduces recoil but around 31-33% or even more, then replacing it with a silencer adds that extra recoil + you have the extra weight at the end of the barrel. Compensators extednd the barrel adding extra range and velocity/damage (not much), but lower controllability. Why does everyone not implement the effects of recoil reducing mechanisms? Wepaon names where broken ever since vanilla... and it looks like I'm the only one trying to put such things right. Like the AK-74. There's no AK-47 in the game. Can't people tell the difference between these models? Friendly fire accidents... so many friendly fire accidents it's a suprise anyone is still alive on the island. Since there is plenty and I mean "plenty" of green on the island - having factions wear colorfully similar clothing has led me to a series of frendly fire accidents. If the AI was acting just like a normal human would in such a situation... it would open fire countless times to friendlies. Without some kind of specific markings and color all the factions look almost the same. I can't even say how many times have I ended up shooting the wrong guys in a fire fight which already started. Towers... I liked the tower idea. It made sense that "you" this stranger among native islanders would have to earn your place. If you'd help the traders they would help you in return by providing free weapons, food, medicine, ammo, maybe even body armors. I hoped that someone would enchance that element, not lessen it. After all if the traders can't communicate with the outside world... it huts their buisness. If they can't run their buisness, then you simply have to earn the money to pay for the guns. By providing services your getting it all free. Yet the worst part I think is you have the felling that "Dennis lied to you". Fethers... Seriously feathers for upgrades? Or turtle shells? I've expected soething at the lines of actual leather. Like pigs + boars > komodo dragons > large cats and bears > unique predators. I'm not sure how would I even.. combine the skin of totally different species or... how woulkd feathers help me make a better sack or a turtle shell. I certainly haven't seen a bag made out of a turtle shell yet. I doubt it would be practical. Trust me. I haven't even finished the game yet in hopes there would be an actual realistic mod made, but I just don't see it. So I'm doing it myself. Calculating recoil energy, sway based on wepon weight, adding parameters for muzzle devices and recoil absorbing stocks and "actual" ballistic data. Not the "Hehe hehe hehe I know ballisticz! Bigger bulletz more pew pew! Smaller bullets pew pew less!" approach. I mean has anyone actually used this - http://brassfetcher.com/ ? Bullet penetration and behavior videos. Good data on the performance. Pick a standard round like the M855 which has a terrible reputation or the M193 which would blast your insides and paint any nearby wall. One has more penetration, the other more lethality when your shooting soft targets, but not so good with body armor - then implement it to the game. Don't just guess everything and lable it as realitstic. -
Well according to BulletFalloffCurve there should be some drop... but... perhaps it wasn't fully implemented? Or it was implemented in such a way the bullets would be like a laser sine they where trying to save time and move on to Blood Dragon? The mechanics are definitely there like arrows. Those are affected. I also tried tinkering with hip fire: <object name="HipFire"> <field name="fMinDistForInfluence" type="Float32">0</field> <field name="fMinDistForMaxInfluence" type="Float32">3</field> <field name="fMaxDistForMaxInfluence" type="Float32">10</field> <field name="fMaxDistForInfluence" type="Float32">20</field> </object> Set all those to 0... no effect. Any idea what could tighten the hip fire? I just want a decent CQ spray at point blank. Last time I've tried shooting some guy with a moded (not by me) file. The round ended up on the sealing. Wait... so... what's the max view distance for enemies? Like 200? You can still get a fairly straight trajectory for that with any ingame rifle. Even a pistol. Just look at this guy: Crazy range for a .45 to actually hit. Yet I guess the force would be anemic. Elmer Keith sights method xD Oh! I think I made some progress. Try checking this. The HP on every enemy should be equal to 100. The only difference could be the penetration resistance. I'm not 100% sure. I've only set the AK-74 to have 100 damage per shot 1.5 head (1 shot kill), 1.0 torso (1 shot kill) and 0.75 limbs (2 shot kill). Still nothing on the animals though. They have to have some stat. I'm tired of shooting tigers in the head with a SVD and not getting a kill. I should even take them out with a single torso hit. And of course something already went wrong... the melee pirates seem to have more HP. I have to hit them with at least 2 shots to the chest instead of one.
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I found a file called BulletFalloffCurve, but I have no idea if it's responsible for bullet drop or not. Can someone explain to me how it works? <?xml version="1.0" encoding="utf-8"?> <object hash="256A1FF9"> <field name="disLibItemId" type="Id64">7681052108268</field> <field name="Name" type="String">ShootingSystem/BulletFalloffCurve</field> <object name="Entity"> <field name="hidName" type="String">Curves:ShootingSystem/BulletFalloffCurve</field> <field name="disEntityId" type="Int64">167</field> <field name="text_hidEntityClass" type="String">CCurve</field> <field name="hidEntityClass" type="Hash32">68745CCF</field> <object name="curveCurve"> <field name="hidNumKnots" type="Int32">2</field> <field name="hidAllowedTypes" type="Int32">7</field> <object name="Knots"> <object name="Knot"> <field name="Value" type="Vector4">0,1,0.999999,0</field> <field name="Info" type="Vector4">6.2832,1,0,0</field> <field name="Type" type="Int32">0</field> </object> <object name="Knot"> <field name="Value" type="Vector4">1,0,-0.999999,0</field> <field name="Info" type="Vector4">6.2832,1,0,0</field> <field name="Type" type="Int32">0</field> </object> </object> </object> </object> </object> All I want to do is see if I can add some bullet drop.
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Found the piercing modifiers, but where are the ones for the animals? I have looked for them literally everywhere and what about standard hit points? The enemies have to have some hit points right? Like if a rifle causes 100 damage, then how much of that damage can a pirate take? I also know about body armor protection levels. You can even shoot a heavy ingame in the back of the head since the armor there is exposed and a shot will fully penetrate and instant kill. I'm also not sure how much a wielding mask would withstand, but if it was properly reinforced I'd say it could even take a few .45ACP hits. There are a lot of folders out there with additional weapon behavior stats out there - try entitylibrary/Curves/ShootingSystem You even have a BulletFalloffCurve Btw where is the stuff responsible for hip fire anyway? I can't seem to find it at all. Ah... no entitylibrary/WeaponProperties/FC3/whatever weapon is not where ballistic data is stored. It only shows range of the weapon like if you set it to 200 that's where the bullet will suddenly vanish - not drop! Just "poof" it's gone. And how much damage will be lost after a certain range. Damage drop is not bullet drop, but I was also asking you how are you personally calculating a damage drop? If the maximum range (not effective range, just maximum range) of a bullet is around 1321m how much damage would it have lost at 265m? Around 20%? Because that's just how far a 5.45 can go. I'm not saying it's gonna be accurate at that range - just the distance before it hits the ground. I remembered that post of yours and I just don't see any bullet drop. I see damage drop + max range before the vanishing. That's about it. What I want is to do - adjust weapons in such a way the bullet would drop after like 100m. Maybe it's in BulletFalloffCurve or DistanceAccuracy, but I just don't know. There's even a file called DistanceAccuracy_AK47. Some stats have to be there responsible for bullet behavior.
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I see, but I'd still like to hear "your" personal opinion, since you have more experience. Well I made some progress, but a few things still bother me. I believe I have proper range on the weapons. With minimal adjustments to the scope an AK-74 would have around 264m range and the Sig/HK 231m... assuming the weather is really good, but there's no violent weather/wind and bullet drop in Far Cry 3. It can't be implemented either can it? Anyway I ran in to a problem. The hit points on the pirates, mercenaries and animals are either too high or too low. I want to boost the HP on enemies with body armor, so that they would go down after 4-6 assault rifle rounds. While heavy hmm even up 12-18 perhaps. A lot of body armors these days can take a beating. Even from an AK-47 point blank. 5.54 would seem to have the most penetration though. In short - how to adjust HP and body armor on enemies including animals? To be honest with you I want to make the body armor basically mandatory for firefights. A silly pirate with no body armor will go down with 1 shot 5.45 , 2 shots 5.56 and .45ACP, 9mm 3 shots etc. etc. but the armored guys will be a problem. Also if HP is adjustable, then is body armor on enemies adjustable as well? What is: fPiercingMultiplier (bullet penetration?) fGroupingFactor (additional accuracy - bullet grouping?) fBloodBulletMaxDist (the distance at which the target will bleed from a shot?) This thread could use some more modders... it's like no one else wants to look in here because of the typo. And how to adjust hip fire? I want to make the cone tighter and more controllable for those close encounters. Right now with the mods I'm modding lol most of the shots end up being scattered everywhere just not the enemy who's 2m in front of me. Ah I've almost forgot! How do you calculate the drop in power/effectiveness of a round? Let's say a 5.56 was shot from an AR-15 11.5inch barrel. How much killing power would it have lost at 100 and then 200meters?
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An AR-15 with a weight of around 7.191 lbs and a A2 attachment would have around: <field name="fLeftRecoilPerShot" type="Float32">0.2789</field> <field name="fRightRecoilPerShot" type="Float32">0.2789</field> <field name="fVerticalRecoilPerShot" type="Float32">0.7342</field> <field name="fLeftRollPerShot" type="Float32">0.2789</field> <field name="fRightRollPerShot" type="Float32">0.2789</field> (sway for iron sights - while standing) <field name="fWeaponSwayHSizeMultiplier" type="Float32">0.1941</field> <field name="fWeaponSwayVSizeMultiplier" type="Float32">0.4314</field> <field name="fWeaponSwayHSpeedMultiplier" type="Float32">0.2135</field> <field name="fWeaponSwayVSpeedMultiplier" type="Float32">0.4745</field> I haven't figured out how to do the rest of the sway yet and I gave the A2 a very generous recoil reduction %. So it still might not be spot on, but closer to what you experienced. Speaking of sway I would really like to know how you feel about sway and recoil when crouched? How different it is for you when your when your aim down the sights while: A) Walking normally. B) Crouching and moving at the same time. Personally I find standing more comfortable and effective then crouching in general. Especially when I plan on shooting on the move. How about you? And your right. I don't see any part of the code I could use to influence sway and accuracy as ammo depletes. So I'll just have to compromise. Well there is a very tiny difference between recoil and sway between a rifle with just 1 round and 30 rounds. The mag has most of the added weight (usually) and not the bullets. It's about 2% difference, but I'm trying to be as accurate as I possibly can. That's why you haven't really noticed it. Also shooting any support weapon in a prone position and using a bipod or tripod does make a huge difference. You'd have to be standing to feel the difference. The heavier the weapon - the less recoil you feel. Remember that M16 youtube vid from the 1st post? The added muzzle device and weight basically almost eliminated all the recoil and the added grenade launcher makes the front so heavy muzzle climb was almost fully eliminated. You know... I always wanted more realism in these games. I hate what Battlefield 3 and 4 did and just how inaccurate these games are. I don't wanna run around for 30+ minutes looking for a group of enemies in games like ARMA. Everything there is fairly accurate, but could still use some tweaking here and there, but waiting so long and just running and looking for a decent fight kills all of the joy. I want an arcade style game with realistic weapons and weapon behavior. When ever I see a battle rifle going up up and away I wanna vomit! Ye these rifles will always kick harder then assault rifles "BUT" when you have a really good stock giving that solid 70-71% recoil reduction and effective muzzle devices - then the difference is not as huge as it used to be. Enough is enough. I want to finally play a game with enough realism for me. At least every once in a while.
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And I'm back! There's a few more things I had to consider. 1) This is not your standard M4/AR-15 platform. The design suggests it's more like the HK416. Real HK416 - http://www.diamanco.gr/Upload/2.5643x_web1.gif AR-15 - http://upload.wikimedia.org/wikipedia/commons/e/e0/AR15_A3_Tactical_Carbine_pic1.jpg Game - http://static4.wikia.nocookie.net/__cb20130907102711/farcry/images/4/42/FC3_cutout_rifle_p416.png Since it bears more similarities to the HK416 it would have different performance. 2) Muzzle device. While the AR series uses the A2 flash suppressor/hybrid - it will have a lot less recoil reduction then an actual compensator or muzzle brake. The ingame muzzle device suggest it's more of a muzzle brake/hybrid. A standard A2 will provide around 26-31% recoil reduction... or at least that's what I see from this vid: A better hybrid which is meant to be more of a muzzle brake will have up to 42-46% recoil reduction. A top of the line muzzle brake will have up to even 54% recoil reduction. 3) Stock. So far the AR series stocks didn't have a good recoil reduction, but the HK's do. They make expensive and effective toys. A good stock can even reduce recoil up by 65-85%. Although I'd say 70% is the most you can get out of them thus far. Of course this means mercenaries and pirates will have similar performance, but I'm thinking about giving them a 20% penalty to both recoil and sway. There will also be damage differences like the AK-74 is going to deal more damage per shot (5.45 does more damage then a 5.56), but more recoil and less RPM's due to the design. I was also thinking of adding 45 round magazine upgrades for some of the rifles, but as far as I can tell only the AK's have no problems with them. The AR's have some issues with those, so 40 would seem like the best choice. Have you by any chance found some part of the code that could increase recoil and decrease spread once a shot is fired? Any weapon has less recoil when it is fully loaded. Heavy weapon = less recoil - but more sway Light weapon = more recoil - but less sway If I can get the weapon to behave differently once it starts running out of ammo the more realism you will get. Otherwise I will have to subtract the weight of 15 rounds from the mag. Approximately 0.2126 lbs since that will be as close to realism as the game can get. Would you also happen to know if it is possible to have an upgrade like an expanded mag decrease recoil and increase sway? I've seen something like this in Ziggy's mod, but it was for the silencer. It was terrible though, since it was unrealistic and decreased the damage instead of controllability. Also the M4 doesn't have that much RPM, the HK does: http://world.guns.ru/assault/de/hk-416-e.html I think I posted this before along with 5.45 ballistic testing. I would also prefer a 600 RPM weapon myself, but that would leave no 5.56 caliber competition for the FAMAS. The AK (650 RPM) is better with damage delivered per shot, the SIG (700 RPM) is a combination of decent firepower and excellent controllability, the HK (900 RPM) is a devastating weapon which is still controllable, FAMAS (even up to 1100 RPM) is insane, but it will burn threw ammo really quickly and finally the ACE (650 RPM)... it's a battle rifle - completely different beast. I think that the M14 should be moved to the sniper category and given proper upgrades, but I don't know how to do it. I've also made a small discovery. <field name="fRecoilRecoveryTime" type="Float32">0.2381</field> <field name="fRecoilAchieveTime" type="Float32">0.1538</field> The fRecoilRecoveryTime tells the gun how fast will it come back down after shooting a few rounds. Like - how fast will it recover from muzzle climb. And fRecoilAchieveTime tells the weapon how fast does it climb up once a round is fired. A question still remains how ever. Is: <field name="fRecoilAchieveTime" type="Float32">0.1538</field> representing time in minutes/seconds? Where 0.xxx <- xxx would be the fraction of a minute? Like 0.90 would be the 90% of a minute? So if an AK shot at 650 RPM I'd have to calculate the muzzle climb time like this: 100 : 650 = 0.1538..... Correct or am I wrong?
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Hey Flanker. Sorry I haven't had a chance to write you sooner, but I've done some calculations and adjustments to the guns. Would you be able to tell me how they feel if I gave you the stats? Just set the P416 to: <field name="iFireRate" type="Float32">900</field> <field name="fLeftRecoilPerShot" type="Float32">0.093</field> <field name="fRightRecoilPerShot" type="Float32">0.093</field> <field name="fVerticalRecoilPerShot" type="Float32">0.232</field> <field name="fLeftRollPerShot" type="Float32">0.093</field> <field name="fRightRollPerShot" type="Float32">0.093</field> <object name="Sway_default"> <field name="fWeaponSwayHSizeMultiplier" type="Float32">0.2437</field> <field name="fWeaponSwayVSizeMultiplier" type="Float32">0.4875</field> <field name="fWeaponSwayHSpeedMultiplier" type="Float32">0.2437</field> <field name="fWeaponSwayVSpeedMultiplier" type="Float32">0.4875</field> And tell me how it feels. I based it on the HK416 stats from http://world.guns.ru/ and included the mag weight which is around 1+ pound fully loaded. I've also included recoil reducing mechanisms - the muzzle device - around 30% recoil reduction and the recoil absorbing stock - 65% less recoil. Should make it as controllable as the real thing, if not then tell me what do I need to work on.
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Personally I see Jason as this kind of warrior prodigy from a far away land. He quickly turns in to a war machine as if killing was as easy as breathing and since he is special in some kind of way he becomes a natural predator. Doesn't matter if he's using a gun or a knife, he will always master the art with little training. Like some of those artist who never went to school, but still managed to be some of the best the world has ever seen. If it wouldn't be too much of a problem could I have your patch files? You seem to have a lot of combat experience. Although I'm not sure if you shot an AK-74 before. I remember some of the old ballistic tests I've seen. I even managed to dig up the vid on youtube: http://www.youtube.com/watch?v=YWmwS29-tBc The 5.45 is nasty! In terms of damage to the human body and penetration it's superior to a standard 5.56. The biggest difference I've seen so far is that the AR-15 series have all kind of fancy stocks which help absorb a lot of recoil, but how much exactly? The other would be the rate of fire. The AK round does more damage and deforms in such a way it could go threw your stomach and come out in the area of your upper spine, but the rate of fire is quite slower. Around 650 and you don't get a fancy stock to help you control the rifle. As far as I can tell the AK416C http://www.popularairsoft.com/files/images/hk416c.jpg is an upgraded, much more reliable version of the AR-15. Yet the ingame version has a nice stock: http://static2.wikia.nocookie.net/__cb20130907102711/farcry/images/thumb/4/42/FC3_cutout_rifle_p416.png/250px-FC3_cutout_rifle_p416.png Just like some of that custom stuff you can get: http://www.themakogroup.com/product_p/gl-shock.htm My problem - what is the average recoil reduction of that stock? And what would be the recoil reduction of the muzzle brake? Not just on that particular weapon, but on everything we have in the game. As far as I know the Russian one - on the AK would give 45% - 47%. The German... eh... 50%? But the stocks confuse me. Some offer even up to 85% felt recoil reduction. Could be bs, but they do look like they could take about 70%.. maybe even 80% recoil off your hands. I'm simply trying to be as accurate as I can for this and keep the info for future games. I'm also using a recoil energy calculator: http://www.shooterscalculator.com/recoil-calculator.php To help me do some quick math. ------------------------------------------------- Anyway yes I'm using Dunia 2. I have everything extracted and I'm messing with all of the files. Like I said earlier the AK-47 is actually the AK-74. Generally the Russians thought the M-16 was a good idea, but poorly executed. So they made a better, newer version of the AK. They tweaked the accuracy significantly as well as the stock and comfort of holding the weapon, then made a new round for it, which as you seen... it's pretty crazy. Then 5.45's range will be a little bit worse, but it got quite a devastating effect on any living thing that gets in it's way. It easily deforms while still having a lot of penetration. Plus the muzzle device is really good: http://www.thetruthaboutguns.com/2012/12/chris-dumm/ak-muzzle-device-test-part-1-recoil-reduction/ Those are tests on the AK-47, but you can imagine just how comfortable would it feel if it shot a smaller round. Correct me if I'm wrong, but most of the rifles nowadays are virtually nearly recoilless. Also another important thing - sway from side to side (horizontal) and how would you rate the up and down sway (vertical). Like let's say: Vertical sway is 1.0 by default - then what kind of horizontal sway would you most likely experience (while standing)? Somewhere around 0.4? ------------------------------------------------- I'm extremely tired at the moment so forgive me for any typo's or something I might have not answered. I'm not much of a modder either, but I have no idea what: fMinRange is for... minimum range? How is that even supposed to work? fMaxRange that's Max range including bullet drop or just a straight line bullet range? Because the maximum range of any bullet shot from a good assault rifle is impressive. A bullet can go as far as 700 meters or more. Yes. Somewhere around 200m you'll experience a significant drop, but up to 300m with good weather, no/almost no wind you can even shoot a guy in the head - as long as you have a good scope. And what is the measurement used for max range? Also meters? vectorEffectiveRange" type="Vector2">1,200</field> This is... 1 power? 200 rage? I don't get it why is there a separate range stat then? vectorEffectiveRangeIS" type="Vector2">200,500</field> Wouldn't this mean the bullet power went up from being 1.0 or 1 to 200x the damage amount at a range of 500 meters? I'm... confused to say the least. fStartMultiplier Ehhhhhhhhh :S ? fEndMultiplier ...? Maybe it's referring to speed? Actually where is the bullet speed? Here's a Russian chart in meters that shows the drop for the 7.62x39 (red), 5.45 (blue) and 5.56 (yellow). http://cdn.firearmstalk.com/forums/attachments/f19/46048d1337297647-time-blow-away-most-rampant-ak-myth-762x39vs545x39vs223.gif Surprising trajectory... Maybe we can work together on this and work out something truly accurate?
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Great I messed up the title again huh? Any chance a moderator could fix that? As far as the gun holding goes - leaning in and proper gripping. I'm not sure what you mean with the weapon sway itself. Yes weight does affect weapon sway. By pressing the rifle's stock to your shoulder you essentially remove most of the sway from side to side (horizontal), but it's still tiering to hold the weapon up all the times (vertical). Anyway I have no idea - since I just don't remember how weapons behaved in BF3 and I have no idea if/how that could be implemented. Most peaces of this code are simply hard to understand.
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So far all of the weapon I have seen so far make every single very weapon in the game extremely unrealistic by boosting the recoil of the weapon and reducing controllability. Please tell me. Where is all of the recoil? In real life? Is it here: Doesn't look like it. Is it here: Can't say I see it. Why? That depends. On what you'd ask? Well... 1) The 5.45 and 5.56 rounds make the weapons extremely controllable. 2) When you are physically "fit" (and don't have some floppy arms) and you know how to grip the weapon: http://www.usacarry.com/proper-grip-guidelines-techniques-recoil-control/ you'll know how to handle it without putting too much force in to pulling it down. 3) Recoil reducing mechanism like the the added muzzle brakes, compensator's and hybrids: http://www.recoilweb.com/preview-flash-suppressors-muzzle-brakes-compensators-tip-barrel-5927.html Those give around 45% reduction in recoil. Some of these mechanism became so good that even a 7.62 doesn't seem to be much of a problem these days: So you could say I had enough of this surrealism nonsense where each gun must go "WAGAAAAAAAA LOOK AT ME I'M GOING OUT OF CONTROL JUST LIKE THE REAL THING! UP UP TO THE SKYYYYYY! YEAH REALISM!!!!!". I don't know what's going on in the head of those people, but let's make one thing clear - it's not real. Especially when you replace a compensator with a silencer and expect the weapon to have "less damage". How is this magical damage drop happening? There is no damage drop with a suppressor. What is this BF3/4 crap? Whet a silencer does - is that it (usually) replaces the suppressor. The gun gets more accurate, has like 1% more damage due to the barrel extension, but the added added weight and lack of recoil reduction make the weapon roughly 50% less controllable. No one even bothered to give all the weapons proper or more proper names. Like the AK47... that's not an AK47! That's a AK-74 which uses the 5.45 Soviet/Russian ammo. A really accurate rifle which is superior to the AR15. http://www.youtube.com/watch?v=TZO11glbkr4 Similar accuracy, completely different reliability. ------------------------------------------- Now I've already started editing the: "oasisstrings" file. It's the one holding all of the descriptions. I'm also doing some work on the: "entitylibrary" file. My questions are: 1) Where are the stats responsible for weapon range/bullet range? 2) Where are the stats responsible for added weapon upgrades like suppressor, scopes and all sights upgrades? 3) How to properly adjust weapon controllability? I have no idea what the hell is this: fRecoilRecoveryTime fRecoilAchieveTime fRecoilAnimationWeight fRecoilMaxPitch fRecoilMaxYaw And how the sway works or cover or fRange (I guess that's range right? But how much is it in game like if I gave it 450... 450 feet? meters?), vectorEffectiveRange, vectorEffectiveRangeIS. It's a mystery to me just like the adding of attachments and their effects on performance.
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Found it. If anyone else is interested it's: 1F 32 00 00 00 2C 04 16 07 8C 03 1B E2 43 00 00 For the Kinetic Strike Module. I've also decided to leave the MEC upgrade just the way it is and adjust the progression in the ini file. I've settled for a 12 basic movement + 3 from the upgrade. It should be enough for a walking tank. Thanks for all the help!
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Is there any way to simply disable them? By replacing HasUpgrade(number??? like 0?) or something? The number of extra movement points must be there somewhere too. And actually now that I think of it I guess this could be also useful: HasItemOfType(22)) Change the number to 1 or something like that. It would simply disable the extra moment from Kinetic strike right? If I understand it the code says something like this: If the character has augmentation (is a MEC) and has kinetic strike module (Item Type 22) in the inventory, then give him extra movement points. Correct? Then if this item was 0 (no idea what item would it be) the the MEC would have no extra movement. Or am I simply totally wrong?
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I have tried messing with these, but alas... I failed miserably yet again. I was trying to nerf both of these abilities. Remove the Kinetic Fist/Strike movement increase completely by setting it to 0 and make the Advanced Servomotors icrease the movement factor just by 1 point. XCOM units are simply too good. The extreme mobility and a ton of HP just allow the player to abuse flanking... Add additional passive/skill defense and people simply start replacing regular trooper's with MEC units all the time. Could anyone please help me find what I'm looking for?
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Annette and Zhang HP/Accuracy/Will nerf
Nolanoth replied to Nolanoth's topic in XCOM's Enemy Unknown
I made a very frustrating discovery - when making the changes you have to be aware of the character's rank like: Rank 4 Liutenant Why? Well the stats for Aim and Will which are set in the heroes personal stats start to grow with new levels only after the new rank is gained. So if you set aim it at 66 it will stay at 66 until you get rank 5. So when my other soldiers who reached rank 4 had about 85 aim Zhang only had 66. So you have to set aim and will for previous ranks. I so need to do more testing :S anyway I hope this info helps someone with the same problem. -
Annette and Zhang HP/Accuracy/Will nerf
Nolanoth replied to Nolanoth's topic in XCOM's Enemy Unknown
Huh so it would seem there's like 2 or 3 extra expansions incoming? That would be interesting. Anyway I converted some values from hex to decimal and it seems to be working. So thanks for the help I should be uploading the mod on here first. There's still some messy things about it. I'd need someone someone to check out the DGC.ini Btw how do you find these values so quickly? It took me over an hour to find Ann: 0F 35 DC 03 00 00 E4 03 00 00 00 01 00 8A 02 00 00 2C 05 0F 35 DB 03 00 00 E4 03 00 00 00 01 00 8A 02 00 00 2C 46 0F 35 DA 03 00 00 E4 03 00 00 00 01 00 8A 02 00 00 2C 50 -
I am so sick and tired of these two being the best operatives just because they are somehow "special". Enough is enough. I want to adjust their HP, accuracy and will to be exactly the same as that of normal soldiers I've named after the people I know. These two are just replacements that drop by when my main chars are wounded. I don't want them better in any way. I want to set their: Aim to 67 (I made adjustments to not born equally) Will at 42 And set HP to a stable 4 and nothing more since I disabled HP progression. I also wanted to change Zhang's class to Assault and I did that thanks to a previous thread: http://forums.nexusmods.com/index.php?/topic/1229148-toolboks-mods-for-changing-zhangs-class-and-changing-the-number-of-abductions-you-have-to-choose-from-in-ew/?hl=+zhang And that works fine. So I guess this: 03 00 00 00 01 00 8A 02 00 00 24 04 0F 35 DF 03 is the code for Zang ingame (after the class change) right? But does this code also hold his stats? And how can they be changed? For both him and Annette.
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Shredder Rocket explosion radius (even smaller?)
Nolanoth replied to Nolanoth's topic in XCOM's Enemy Unknown
Dealt with the problem by adjusting rocket damage and enemy HP. A single Shredder Rocket does basic: Weapon damage - 33% / 34% So a rocket launcher with a damage of 10 will have 10 - 33% = 7 damage with a Shredder Rocket. At first I wanted to adjust the radius, but I'm satisfied with the explosion damage nerf. Good enough to weaken a tough target, but it won't kill a Muton with 10HP. The thread can be closed now. -
I've dealt with the problem thanks to increasing the shield value. So this thread can be closed and of course I can confirm the perk works on XCOM troopers. Thank you so much for the help!
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It's been days and so far I haven't been able to change anything. I open XComGame.upk with UE Explorer, scroll down, find XGAbility_Targeted > Functions > CalcDamage: The line is right there: else { // End:0x385 if((GetType()) != 53) { m_iActualDamage = XComGameReplicationInfo(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kGameCore.CalcOverallDamage(m_kWeapon.GameplayType(), m_kUnit.m_aCurrentStats[12], m_bCritical, m_bReflected); } } } } And each time I make some change to it I fail. I have no idea what to do. I have exported the binary code: 7D FE FF FF 00 00 00 00 BA 8A 00 00 BD 10 00 00 00 00 00 00 00 00 00 00 00 00 00 00 04 00 07 00 1C 05 00 00 5B 3A 88 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 But it's worthless when you have no idea where -> m_iActualDamage = XComGameReplicationInfo... begins and where it ends. What's worse how do I even type in your code as a binary one? Anyway it would only change basic weapon damage right? No PSI ability or anything else?
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Well I guess the only other options would be either: 1) Simple - Make the guns cause critical hits all the time and just change their description. Which is possible right? Just by setting iCritical=200 or some other absurd value I think. 2) Hard - Add new Reaper weapons. Which is not as easy... isn't it?
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Any chance you could whip me up a little hex code I could just use in the upk file? Just so I could buff that poor little Mechtoid. Please? And the ePerk_ReinforcedArmor hmm I'd have to place it in the perk slot of the Mec wouldn't I? There's no way to attach it to the armor itself?
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Well one last thing I have on my mind right now is the Reinforced Armor passive trait on the EW Sectopods. Is there any way to copy this ability on to Mec units and Mechtoids? They are after all heavy robotic units with a lot of armor.