Aperkat Posted March 13, 2013 Share Posted March 13, 2013 First unpack patch.dat using Gibbed Tools Dunia 2. Then go to unpack_patch/generated there is an nomadobjecttemplates.fcb file go and convert it by draging to Gibbed.Dunia2.ConvertBinaryObject.exe then the nomadobjecttemplates_converted folder will appear go and open it the is an encounterService.xml file open it you need to find "ambient encounters" "Lite encounters" and "Staged encounters" you will se fBudget and change the value from 3 to any value you want it looks like this<object name="AmbientEncounters"> <field name="fBudget" type="Float32">3</field> -avg amount of encounters value is 3 <field name="nMaxPrefabToSpawn" type="Int32">5</field> -maximum number of encounters value is 5 (this is related to both enemy and allied NPCs)and there is at the bottom of that file<object name="VehicleEncounters"><field name="fBudget" type="Float32">1.75</field> -avg amount of encountering vehicles its 1.75 if you change it to 1.95 2 cars in cars in 30 sec <field name="nMaxPrefabToSpawn" type="Int32">5</field> -max about of cars to encounter if you change it from five to 7 the will be a lot of things to blow out on both islands -note you cant set nMaxPrefabToSpawn to 8 or Fbudget to 8 the number of enemy and allied NPCs will stay the same so you need to change this at the top of the file<field name="fOverflowBudget" type="Float32">8</field> -change it to any value you want it to be <field name="fQuestBudgetReserve" type="Float32">8</field> note the value of this thing must be the same as the one below if you dont change the value to the one below it will stay the same! <field name="nMaxNumDeadNPCsToCount" type="Int32">9</field> -change it to any value you want but it must be the same as the values "fOverflowBudget" and "fQuestBudgetReserve" or bigger but i prefer that the value for this is bigger for +1! SAVE IT after that drag nomadobjecttemplates.xml file to Gibbed.Dunia2.ConvertBinaryObject.exe you will get an nomadobjecttemplates_converted,fcb rename it and replace the file in unpack_patch/generated then pack it by dragging the unpack_patch file to Gibbed.Dunia2.Pack.exe you will see unpack_patch.dat and unpack_patch.fat rename it to patch.dat and patch.fat and youre god to go! ENJOY THE ULTIMATE FARCRY 3 EXPERIENCE! -----Allways remember to backup your patch.dat and patch.fat and the nomadobjecttemplates,fcb ofcourse----- !It worked for me! Link to comment Share on other sites More sharing options...
brncao Posted April 1, 2013 Share Posted April 1, 2013 Thanks! Link to comment Share on other sites More sharing options...
Carpio Posted April 3, 2013 Share Posted April 3, 2013 Brilliant find, I wondered where Inakrin got the Encounter value's from in his mod. Thanks to you I know now where to look. Thanks! Link to comment Share on other sites More sharing options...
aZmoDen Posted April 20, 2013 Share Posted April 20, 2013 Hey, very nice work, thank you! i put a x10 multiplier on everythign you suggested and its nuts!. However id like to fine tune some things and ran into a problem. I dont know what type of encounter generate what encounter (with teh exception of vehicle and wildlife encounters) What do these lines generate? Ambient EncountersLight EncountersStaged Encounters Cheers for your timeaz. Link to comment Share on other sites More sharing options...
aZmoDen Posted December 21, 2013 Share Posted December 21, 2013 Ok im going to attempt to increase AI reinforcements. I have nfi how to program so here goes nothing (if anyone would like to chip in who knows whats what, that would be fantastic) A)looking through all the outpost files, ive decided to increasel0.AIBudget = to 9for all outposts and im considering adding more reinforcement_blah groups. Do you think adding more groups would do this or is there more to change?(im going to try and avoid editing the groups since i have nfi how or where to do this ;P) B)l0.Reinforcement_1 = "2075034726036412007";l0.Reinforcement_2 = "2075034942470887029";l0.Reinforcement_3 = "2075034940193379953";l0.Reinforcement_4 = "2076746489220051664";l0.Reinforcement_5 = "2076746501379338964";l0.Reinforcement_6 = "2076746502805402328"; I wonder if i could increase these (say up to 10) and just reuse the = "2075034940193379953"; part.(altho it seems the numbers at the end of these are different for each reinforcement as well as each outpost) C)l0.IF2Wave1Use = true;l0.IF3Wave1Use = true;l0.IF2Wave2Use = true;l0.IF3Wave2Use = true; Could adding more of these work? or would you have to go through other files to add counterparts? At the end of all this im left shaking my head, im no closer now than i was before and all this seems like gibberish :PAnyone else got any ideas? Link to comment Share on other sites More sharing options...
Edgarhighmen Posted January 11, 2014 Share Posted January 11, 2014 (edited) Testing this, here's my numbers:(take note there are 2 areas in this file: fxcoop (co-op?) and fxsingle (singleplayer)So the values we're changing are under fxsingle Test results> I definitely encountered at least 30 people at an outpost on 2nd island, So I pumped the 3 30's I have there into 70's. This will be fun. But I wish I knew which Prefabs were for which animal, so I could set them the way I'd like (more stronger animals, closer to my person less rabid dogs, more dingoes or "PACKS" (yes packs) of Boars/dingoes, like 15 or so, (could I make them more agressive or attack as a group?) I'd also like to increase the health of Bears. Alot. and add more Black Panthers, because the rare one you hunt was freakin beefy (maybe replace jaguars or tapirs, idk) When you see deer there are usually like 10) w/ default files near the first amanaki outpost you capture. ="BinHex">472FE13C02070000</field> <field name="fSpawnDistanceFromEncounter" type="Float32">5</field> <field name="fSpawnProbability" type="Float32">0.36</field> </object> <object name="Predators"> <field name="pfabPrefab" type="BinHex">C8CDE8CB01070000</field> <field name="fSpawnDistanceFromEncounter" type="Float32">5</field> <field name="fSpawnProbability" type="Float32">0.36</field> </object> <object name="Predators"> <field name="pfabPrefab" type="BinHex">0000000000000000</field> <field name="fSpawnDistanceFromEncounter" type="Float32">15</field> <field name="fSpawnProbability" type="Float32">0.7</field> </object> </object> <object name="AmbientEncounters"> <field name="fBudget" type="Float32">4</field> <field name="nMaxPrefabToSpawn" type="Int32">8</field> <field name="fConsideredSeenDistance" type="Float32">50</field> <field name="fMinSpawnDistanceToRoadEnd" type="Float32">10</field> <field name="fMinSpawnDistanceToRiverEnd" type="Float32">10</field> <field name="fMinSpawnDistanceToPathEnd" type="Float32">5</field> <field name="fTimeUntil360Spawning" type="Float32">5</field> <field name="fIntervalTimeMultiplierWhen360Spawning" type="Float32">3</field> <field name="fMinSplineRadiusForSpawn" type="Float32">20</field> </object> <object name="LiteEncounters"> <field name="fBudget" type="Float32">3</field> <field name="nMaxPrefabToSpawn" type="Int32">5</field> <field name="fConsideredSeenDistance" type="Float32">32</field> <field name="fDistanceUntilMarkerReused" type="Float32">200</field> </object> <object name="StagedEncounters"> <field name="fBudget" type="Float32">3</field> <field name="nMaxPrefabToSpawn" type="Int32">8</field> <field name="fConsideredSeenDistance" type="Float32">32</field> <field name="fDistanceUntilMarkerReused" type="Float32">200</field> </object> <object name="WildlifeEncounters"> <field name="fBudget" type="Float32">5</field> <field name="nMaxPrefabToSpawn" type="Int32">12</field> <field name="fConsideredSeenDistance" type="Float32">50</field> <field name="fMinSpawnDistanceToRoad" type="Float32">10</field> <field name="fTimeBetweenPredatorSpawns" type="Float32">60</field> <field name="fMinPredatorSpawnDistanceFromPrey" type="Float32">16</field> <field name="fMaxPredatorSpawnDistanceFromPrey" type="Float32">24</field> <field name="pfabFishBoidPrefab" type="BinHex">AC71F1B308070000</field> </object> <object name="VehicleEncounters"> <field name="fBudget" type="Float32">3.95</field> <field name="nMaxPrefabToSpawn" type="Int32">15</field> <field name="fConsideredSeenDistance" type="Float32">50</field> <object name="SpawnSettings"> <field name="hidSingleObject" type="Boolean">False</field> <field name="bCanBeShared" type="Boolean">True</field> <field name="hidName" type="String"></field> <field name="hidKey" type="Hash64">00000000FFFFFFFF</field> <field name="fSpawnDistanceMin" type="Float32">92</field> <field name="fSpawnDistanceMax" type="Float32">128</field> <field name="fSpawnAngle" type="Float32">360</field> <field name="fTimeBetweenSpawns" type="Float32">1</field> <field name="fTimeBetweenSpawnRandomOffset" type="Float32">0</field> <field name="fEncounterSeparationDistance" type="Float32">3</field> <field name="fWildlifeSeparationDistance" type="Float32">3</field> </object> Edited January 11, 2014 by Edgarhighmen Link to comment Share on other sites More sharing options...
Lighthorse Posted November 18, 2014 Share Posted November 18, 2014 HiI am wondering if someone can tell me which file has the slope angle that can be walked on.I would like to change it to be like Ziggys mod, I am using Rebalanced and have unpackedeverything but cant find where to change the values.I have both unpacked but still need to know which file. Link to comment Share on other sites More sharing options...
2Wycked Posted May 24, 2015 Share Posted May 24, 2015 I'm not sure if there's a way to increase the #s of specific animal spawns without knowing which hex addresses refer to which species. Similarly, I'm not sure how to add heavies or snipers to random encounters as I have no idea how to edit the makeup of the encounter groups. Anyone know? Link to comment Share on other sites More sharing options...
crystalfisk282 Posted December 9, 2015 Share Posted December 9, 2015 I wish I realized which Prefabs were for which creature, so I could set them the way I'd like (more more powerful creatures, nearer to my individual less massive dogs Link to comment Share on other sites More sharing options...
FarScouts11 Posted February 12, 2018 Share Posted February 12, 2018 Is there a way to decrease the amount of rabid dogs spawns? The encounters are far two frequent and tedious. Any help? Link to comment Share on other sites More sharing options...
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