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Post by bigtinz on Jan 27, 2018 8:35:15 GMT
I really like the unique ammo and proper names of Bot's Enchanced Weapons and attachments mod, and I would like to combine those things with JRaven's open world "immersive" mod. www.nexusmods.com/farcry4/mods/17www.nexusmods.com/farcry4/mods/26I have extracted both patch_hd files, but I have no clue which files from Bot's mod (ammo, shop inventory for ammo but not attachments, weapon names) should be imported into JRaven's. Can anyone help with this?
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Post by JRavens on Jan 27, 2018 15:16:18 GMT
The shop stuff is all very intertwined so unless you are willing / able to dig through the XML files it will be almost impossible to take some elements from one and add to the other (like only attachments, etc). In fact that's kind of true of a lot of elements. Only graphics are really "modular" since most changes involve either the master CEF file, the Oasis.bin and/or the shop / crafting files. It's all very interconnected. For example to add the ACE signature weapon back I had to edit 3 separate xml files (one of which is the shop file). You can't easily take just that weapon and drop it into another mod without changing a lot of stuff.
Basically you can safely take anything from my \graphics\ and \ui\ folder and drop them into Peter's mod. That will cover "immersive" stuff if it's not already in his (removing icons and whatnot).
There is simply no easy way to combine the shop stuff though. It's time consuming and finicky.
Oasis.bin in languages will cover weapon names. It may or may not have "reduced prompts" (It's honestly been too long since I looked at these mods...)
Open North at start is covered by a lua file in mine. I can't remember which one without digging around. Timescale is too I think.
Sorry this isn't a very technical explanation. There are a myriad of files and many of them depend on one another for a certain "feature". Plus I'm just now getting back into looking through the files... :/
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Post by bigtinz on Jan 27, 2018 18:59:13 GMT
Thanks for the response. I appreciate any info on this.
I'm not necessarily looking for a quick fix. I spent a looong time tinkering with the FC 2 files before I finally made my perfect mod, so I don't mind lots of tinkering.
My real roadblock right now is that almost every file inside these patch_hd are .FCB files that even after I "unpack" are in hex and I can't see what's what.
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Post by JRavens on Jan 27, 2018 22:20:18 GMT
Try using Fino's Dunia Tools (they are still on Nexus here - www.nexusmods.com/farcryprimal/mods/5)They should do the trick. Back in the day we didn't have proper project files so had to manually hand convert lots of fields. Really sucked. If I have to do that again in Far Cry 5 I may not even bother... it was a massive headache.
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Post by JRavens on Jan 27, 2018 22:29:56 GMT
Also use his to unpack as you will get more proper file names and paths (or should anyways...) For example the shop file SHOULD be found under \generated\databases\generic\shopitemtype.ndb Rename this file to .rml and use the XML converter to turn it into XML (when reversing it be sure to rename it back to the .ndb file extension) The individual weapon data (damage, etc) is in the ark.fcb files and that's a little trickier to work out, but again they will be XML files as you have seen. You just need them to be a little more legible Not every field will convert as we simply didn't work out every single new field added in Far Cry 4, but the most important ones (fLevel = damage, iRate = rate of fire, etc) are the same as Far Cry 3 which is just an extension of FC2 and so on. There's loads of info buried here in the forums or feel free to ask. As I said I myself am just coming back to working inside the files after a very looonnnggg hiatus from them so I'm kind of rusty But I'll give advice where I can. Peter (Bontainer) may pop in. You can try messaging him on Nexus (don't tell him I sent you to bug him... ah heck that's no fun - intentional DO tell him I told you to bug him ). I think he moderates DZiggy's mod now or helps with it... not sure. Been away from the game too long. There are other folks who haunt here as well that may be able to give some good advice so please don't be afraid to ask. Welcome and good luck! Have I ever told you the definition of insanity?
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Post by mikeweeks2346 on Jan 27, 2018 22:55:09 GMT
.. I think he (Peter) moderates DZiggy's mod now or helps with it... Simply a FYI - Peter hasn't popped up on DZiggy's mod Nexus forum in quite some time.
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Post by JRavens on Jan 28, 2018 1:37:40 GMT
Oops my mistake. Yeah ignore that bit then.
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Post by bigtinz on Jan 28, 2018 3:57:28 GMT
These new Dunia tools certainly look like they'll make this process much easier!
Time to dive in...
EDIT: Haha, yea. Within five minutes this is already making more sense.
You da man!
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Post by bigtinz on Feb 5, 2018 7:00:00 GMT
OK. So, I can easily open/convert the oasis.bin from Bot's mod to XML, but when I try the exact same thing with your open world immersive mod, Dunia Tools crashes. I tried this with a fresh untouched download, my current files, ran as admin etc. Nothing works.
Any idea why, or how I should proceed?
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Post by JRavens on Feb 5, 2018 17:25:35 GMT
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Post by JRavens on Feb 5, 2018 17:40:12 GMT
Ayep I cannot convert them with anything I have either... I suspect for this mod in order to avoid the lipsynch bug I used a hex editor to copy and paste a blank entry over the various prompts I wanted to remove. If that's the case the Oasis editor may not be able to properly read the sizes since I mucked around inside the tables without actually changing the pointers... or something Honestly not 100% sure. I think your best bet is just to use Bontainer's file and convert it then go through and find all "press [interact] search" etc and either change them to something less obtrusive like a period "." or asterisk "*" or just empty them out completely so there is no prompt "" Me personally I also remove the "press [heal] to heal" and "press [reload] to cancel arrow" and anything relating to driving. Maybe even the sniping ones. One trick I used to do was to keep a copy of the file with notes in it of what the original line said. You can use // at the end of a line to hold the original text like so: <string enum="0xCBB00564" id="249596" value="" /> // [Reload] Cancel arrow Those notes on the end will be removed from the Oasis.bin version (Always keep a copy of your notated XML file because if you reconvert that Oasis.bin back to XML the notes will be gone) Sorry there isn't an easier way to fix that one...
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Post by bigtinz on Feb 5, 2018 19:36:22 GMT
Yes, that's the version I'm using. Glad I'm not crazy. That was driving me nuts last night.
Your mod is far superior, and contains so many different fixes that improve gameplay. I'd like to keep it as the "base".
So, are you saying I can transplant Bot's Oasis.bin into your mod (after manually editing prompts), and it will work?
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Post by JRavens on Feb 5, 2018 21:39:32 GMT
It should... I don't think there would be any conflicts there. Bontainers will have renamed ammo and such (unless you manually change those). My Oasis just reduced the amount of on screen prompts. I don't think I changed the name of anything.
PS - Also I probably shouldn't say anything but I may or may not be working on something for v1.10 which will release "soon-sh". I would rather not pin down exact details because I'm not ready for a full blown announcement quite yet.
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Post by bigtinz on Feb 6, 2018 5:23:54 GMT
I'm so close now. Used bot's oasis file, manually removed all the "." and "**" prompts, was able to keep gun names and real ammo function!
The ONLY thing left to do, besides adding a holster function (spoofing & binding "safe area code" to a key??) and disabling the insta-kill from civi collateral damage, is to re-implement something from your mod that I can't figure out.
By default, FC4 hard crashes if you kill golden path members without the karma notifications enabled. Your Open World Immersive mod does not have this issue. Do you recall how you did that?
Thanks!
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Post by JRavens on Feb 6, 2018 5:55:30 GMT
Unfortunately I don't... wasn't even aware that was a bug. Huh. I'll try and replicate it with my current mod and see if it triggers. I've also tried everything under the sun to try and holster weapons, but had no luck. Insta-kill is *possibly* in the lua files somewhere, but it might be a hard coded function... I seem to recall you could not kill too many of the villagers or rakyat in FC3 either without repercussion. If you figure out the specifics of either (or both) please do share
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