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Post by bontainer on Apr 12, 2015 10:16:12 GMT
This is a copy of my post in the old forum.
Suggestion to JRavens
Why not leave 1.9 and Yeti alltogether, and instead concentrate on what is already known. Everyone can download the old 1.8 files from the nexus servers so that you could continue modding 1.8. I for my part am alternating between 1.8 for FC4 with Beta 20 6-1-1-1 and 1.9 Yeti with the 1.9 mod. Yeti is ok with 1.9 as it is, IMHO.
So you could continue with the knowledge you already have amassed, without having to be frustrated by Ubisoft ever again. Staying with 1.8 for modding would save you any nasty surprises for the future.
Of course it would be nice to have Yetis pop up in Kyrat, but the choice between no mods anymore and continuing with 1.8 is an easy one for me to make ;-)
Wishlist:
Mainly I would like to see higher, more challenging difficulty levels.
That means an adaption of Ziggys values for equipment, i did send you a list with the factors. I learned how to change the prices so that is no concern for me anymore (if anyone wants to know how to do this I wrote a primer - Modding 105 - right now I am playing with Ammo prices at x100, what basically means that you cannot buy ammo, which makes the MS16 a very interesting gun - and the P416 or Buzzsaw something to be avoided, because they burn ammo at prodigiuos rates. It also makes the solving of quests with equipment chests more interesting). In this regard cancelling the ammo drops by dead enemies would make the game much more difficult, too.
The rest is pretty much perfect, XP and Karma are just right, you CAN grind if you like to, or you can do it the hard way by solving quests.
What I would like to see is lower hitpoints for Ajay, e.g. 50 or 66 per level instead of 100, at least on a higher difficulty level. I know I could just NOT buy the levels 4 to 6, but for a higher difficulty level this could be interesting. What I learned by playing Ziggys mod by simulating the (never realized) Nightmare level, is, that the game becomes much more interesting if you are forced to watch your surroundings more closely because a hit can be deadly.
Paying ammo for what is really needed. I don´t like to buy for 60 or 100 shots if i need only 10 to up my stores. Also showing real prices per shot in the store window, not the group prices.
Getting rid of the big red warning sign if you leave the zone would be nice, I can live with the timer but the on and off flashing red gets on my nerves.
The Buzzer, neverending story, is still too overpowered, it would help if you could get rid of the standard buzzer near the first outpost.
And, last not least, a faster running speed if you get the corresponding tiger skill (last one in the lowest row, don´t remember the name).
Since we do not have any chance to change DLLs I leave the sound wishes (stop the droning) out.
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Post by JRavens on Apr 12, 2015 13:39:24 GMT
Hey P can you possibly resend me that list again? I apologize but the OS reset on my new PC caused me to lose all my old mail. I likely still have it all backed up on a huge .pst file of my old email, but I've yet to find it and try to restore it (not looking forward to sorting that mess out - sometimes a clean break is the best if you are a hoarder like me )
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Post by bontainer on Apr 12, 2015 15:45:56 GMT
Ziggys parameters from Tier 1 to Tier 5 (Tier 5 is the Supertier that can only be achieved once with several special hides)
Loot 48, 72, 96,120,150
Ammo 4, 6, 8, 12, 16 clips Assault rifle + SMG 120,150,240,360, 480 Handguns 32, 48, 64, 96, 128 LMG 200,300,400,600, 750 Shotguns 24, 36, 48, 72, 96 Sniper 20, 30, 40, 60, 75
Arrows 10, 15, 20, 30, 40
Grenades, C4, Molotov 3, 4, 5, 7, 9
Rockets 4, 5, 6, 8, 10
GL 8, 10, 12, 16, 20
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Post by mikeweeks2346 on Apr 14, 2015 0:44:03 GMT
Some general initial thoughts on my wishlist:
If possible stay with the more stable patch 1.8 as base (as it stands now). Simply don't know how easy it would for those interested in a modded game, if they have continued to upgrade, to roll back to 1.8.
If it's at all possible (apparently not), a priority is to get rid of all those annoying noises ubisoft insists in inserting in the game. I hadn't noticed until last night that even when you bring up the sniper rifle to view thru the scope, you get a noise ... geez!!
Lower the bulk minimum for purchasing ammo. Say, packets of 10 rounds. A shopkeeper isn't going to sell you just one round; "Here, the ammo is bagged for you, 10 rounds a bag."
Would be simply great if the buzzer (or any vehicle you are using) doesn't de-spawn, either by you moving away from it (unless a very great distance), or exiting the game at a normal re-spawning location.
Leave the buzzers at the current fixed locations as already established in the game, but certainly could make it take less damage to be un-flyable.
For any standard release of the mod, even hardcore, ammo drops by dead NPCs should remain. Surprisingly ubisoft did a good job with it, as compared to always a full clip in FC3.
If there's any way to have dead NPCs remain, unless you move off a much greater distance, that would nice. Then new spawning enemies have a greater chance of coming across them, and you as a player have some decisions to make. Now, move off a bit, bodies gone and it's "now serving up the next patrol for takedown".
For the standard hardcore release, a similar reduction in what you can in the way of GL/rocket ammo, grenades, etc, as done by Ziggy would be good.
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Post by sgrhill on Apr 15, 2015 12:24:41 GMT
I'm a hardcore ziggymod player in FC3. But lately I play only FC4 with FC4E Hardcore. Respect to ziggy and jravens for bringing these fantastic games to a higher level! You two should be working for Ubi.
I have 4 requests regarding the FC4E mod.
Request 1 - All weapons (yes the hidden weapons too) unlocked at game start Request 2 - The full map accessible at game start
It's not right you have to play through the whole game to unlock some weapons. It's quite pointless to earn a special weapon while the game is allmost finished. Thats why request 1. Request 2 has to do with request 1. These requests gives the player more freedom.
The following annoying things I see in FC3 and FC4: - Wen you kill an animal/enemy and you don't immediately skin/loot them, a few minutes later their gone. Why? - When leaving a vehicle to do something, after some time this vehicle suddenly is gone. Why?
Request 3 - Killed animals/enemies remain longer on the playground Request 4 - Used vehicles remain longer on playground
I have no idea what's now the trigger to remove these objects, I guess it makes more sense to remove these game objects when you are at a certain distance of them.
I have no idea if these requests are applicable.
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Post by bontainer on Apr 15, 2015 13:13:27 GMT
At first, all mods but the 1.9 ones require the 1.8 files. If you want to play Yeti 1.9 is the only mod version working. Request 1: Try FC4 Attachments Unlocked v1.8.0 at www.nexusmods.com/farcry4/mods/9/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffarcry4%2Fajax%2Fmodfiles%2F%3Fid%3D9&pUp=1That will come quite close to what you are looking for. It is the last (fourth) file in the list. If you want to take a look at the code yourself there is a section of this forum with modding tutorials. The shop file has a variable that is called UnlockOnMissionComplete="" If there is a content between the "" it has to be deleted. That will make all weapons available form the start, only exception are the signature weapons that need special actions to be acomplished, to be available in the store. Request 2: The beta 20 6-1-1-1 has a reworked timer. Instead of 10 seconds you now have 100 hours until the game throws you back. Its not perfect, but it is the only solution right now that lets you enter and stay in the North before the "Bridge to the North" mission. Request 3+4: sorry, no chance to solve this until we get our hands on the code, what will not happen. Its basically the game realocating memory when you leave one map cell and enter the next. The game will then automatically delete the player generated content of the cell before last (the one you can`t see anymore) and reset it to standard.
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Post by JRavens on Apr 15, 2015 13:48:08 GMT
#1 Would have come with a harder game mode. Unlocking everything actually decreases the challenge at the moment. You can of course change this yourself as Bontainer points out.
#2 I found the correct lua command (and it's really simple - something like unlocknorth=1 have to find my notes), but the lua files don't seem to take changes... the game simply discards them. So yeah at the moment there's no easy way to open the north.
#3 & #4 Yeah this is a problem in both games. I think they increased the distance from FC3. I seem to remember using the camera and setting a waypoint and at about 120m the objects would disappear... in FC4 it's around 200m I believe, but it could be dependent on how many objects are on the screen at once. When it spawns new entities it likely deletes old ones to free up memory.
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Post by mikeweeks2346 on Apr 15, 2015 18:06:49 GMT
A continuation -
Fully understanding the possible coding challenges, I wonder if in the shop file it would it be possible to replace for display purposes the weapons stats colored bar with its numeric representation?
Comparing weapons within the same screen isn't an issue, it's when attempting to compare any signature weapons to any standard weapon.
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Post by JRavens on Apr 15, 2015 18:52:38 GMT
The shop screen in game (like all the Far Cry 3 & 4 screens) is actually a flash file. So unfortunately it's display method of the weapon stats is fixed to however the GUI designer created it. Which in this case means it's bars only The only work around I can think of is to remove the weapon stats and use the OASISSTRING of the weapon description to include numeric data. But even this has bugs and limits (lip synch bug when modifing the oasisstring file, limited number of lines allowed in the description, etc.) This is similar to the approach Ziggy used on his weapon stats in FC3 I think. I did use this method to include the ammo info, etc in prior mods. But yeah I know what you mean about trying to compare 2 weapons on different tabs. Shame they didn't set up the built in comparison tool to allow for that. This might be a possible candidate for a bug report with Ubi to get them to change that, although this late in it's life cycle I don't know how receptive they still are to additions and changes.
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Post by mikeweeks2346 on Apr 15, 2015 19:42:23 GMT
From my previous experience in reporting "bugs/improvements" to Ubisoft, there'd be no interest, as it was designed the way we see it and it's working as intended.
As I stated, fully understand.
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Post by sgrhill on Apr 16, 2015 7:42:38 GMT
#1 Would have come with a harder game mode. Unlocking everything actually decreases the challenge at the moment. You can of course change this yourself as Bontainer points out. #2 I found the correct lua command (and it's really simple - something like unlocknorth=1 have to find my notes), but the lua files don't seem to take changes... the game simply discards them. So yeah at the moment there's no easy way to open the north. #3 & #4 Yeah this is a problem in both games. I think they increased the distance from FC3. I seem to remember using the camera and setting a waypoint and at about 120m the objects would disappear... in FC4 it's around 200m I believe, but it could be dependent on how many objects are on the screen at once. When it spawns new entities it likely deletes old ones to free up memory. I'm a player who uses minimal equipment. Normally I carry a MS16, a bow (main weapon) and a silenced 1911. I was wondering with request 1 I stated I could earn a auto-cross when I start a fresh game and not have to liberate 17 (!) bell towers first.
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Post by sgrhill on Apr 16, 2015 7:57:44 GMT
At first, all mods but the 1.9 ones require the 1.8 files. If you want to play Yeti 1.9 is the only mod version working. Request 1: Try FC4 Attachments Unlocked v1.8.0 at www.nexusmods.com/farcry4/mods/9/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffarcry4%2Fajax%2Fmodfiles%2F%3Fid%3D9&pUp=1That will come quite close to what you are looking for. It is the last (fourth) file in the list. If you want to take a look at the code yourself there is a section of this forum with modding tutorials. The shop file has a variable that is called UnlockOnMissionComplete="" If there is a content between the "" it has to be deleted. That will make all weapons available form the start, only exception are the signature weapons that need special actions to be acomplished, to be available in the store. Request 2: The beta 20 6-1-1-1 has a reworked timer. Instead of 10 seconds you now have 100 hours until the game throws you back. Its not perfect, but it is the only solution right now that lets you enter and stay in the North before the "Bridge to the North" mission. Request 3+4: sorry, no chance to solve this until we get our hands on the code, what will not happen. Its basically the game realocating memory when you leave one map cell and enter the next. The game will then automatically delete the player generated content of the cell before last (the one you can`t see anymore) and reset it to standard. ThnX for the info. At this time I'm not interested in update 1.9 in combination with the Yeti expansion. I wil give the Attachements Unlock a try. Hopefully I can unlock the auto-cross with that. I had no idea that beta 20 6-1-1-1 has the partially-unlock-North option. I give it a try. Request 3 and 4: I guess I have to live with that.
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Post by willyr1100 on Apr 17, 2015 19:57:05 GMT
my only request at the moment would by for the signature cannon revolver,from my personal experience for a tuned hand gun the trigger pull and reload speed is to slow,if your interested to see this in action please Google Jerry Miculek he is sponsored by S & W, and is the best revolver and semi auto pistol shooter around, maybe the in game values could be tweaked to the experience level of AJ at the time it is unlocked on a sliding scale upward as the game progresses, my 2 cents worth if that makes any sence
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Post by bontainer on Apr 17, 2015 20:29:32 GMT
willyr: There is a skill called ammo wrangler, which makes reload speed much faster. Its Tiger, third row, last skill.
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Post by willyr1100 on Apr 17, 2015 22:31:47 GMT
thks bontainer, i have gotten to it in the past,but will have to do so again this play thru, as the latest update hosed my HC19X saved game and see if there is a difference between the stock and the signature once ammo wrangler is reached, thks again
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