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Post by krs96 on Jul 18, 2015 18:06:28 GMT
Hey all,
I wanted to install two FC4 mods but I realized that they both affect the patch_hd and patch_hd.fat files in the data_win32 folder of FC4.
With no possible way to merge the two mod's files, I assumed that I can only have one mod running at the time (as the other mod would overwrite the other mod's patch_hd files).
Is this true? Is there a way I can have multiple mods running at the same time (such as Attachment's mod and Regular Enhanced mod).
Thanks!
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Post by JRavens on Jul 19, 2015 16:09:13 GMT
Yeah unfortunately Far Cry wasn't really built with any modding support like say Skyrim. So we found in Far Cry patch.dat loads last and any modified files in it supersede all the other files. So if you wanted say a pink cassowary then you just recolor your cassowary texture and put it into the patch.dat and when your game loads all the cassies are pink. With Far Cry 4 they added an additional patch_hd.dat which is just extra files to support users who run in ultra graphics (maybe also high not sure). So we put files in there instead since it also loads last (even after the regular patch.dat). The upside is we don't have to mess with most of Ubi's patched files (well usually LOL) The downside is everything you want has to be in one patch_hd file. I did ask if they would add support for patch_01.dat patch_02.dat patch_03.dat etc. so we could add different things to different patches, but no response on that. I think the upper ups don't want official modding and want users to stick with the map editors of the games. Anyway you can find out how to pack and unpack files from this thread: farcrymods.freeforums.net/thread/5/modding-101-packing-unpacking-patchSpecifically to your original question the most probable way to combine those mods (I assume you mean my Far cry Enhanced Regular mod and bontainers Weapons and Attachments mod) would be to unpack both and then move the contents of the attachments INTO the regular enhanced mod OVERWRITING the regular enhanced files. Pack those files back up and you should have what you want (with fingers crossed that everything just "works" - it should)
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Post by krs96 on Jul 19, 2015 19:41:39 GMT
Yeah unfortunately Far Cry wasn't really built with any modding support like say Skyrim. So we found in Far Cry patch.dat loads last and any modified files in it supersede all the other files. So if you wanted say a pink cassowary then you just recolor your cassowary texture and put it into the patch.dat and when your game loads all the cassies are pink. With Far Cry 4 they added an additional patch_hd.dat which is just extra files to support users who run in ultra graphics (maybe also high not sure). So we put files in there instead since it also loads last (even after the regular patch.dat). The upside is we don't have to mess with most of Ubi's patched files (well usually LOL) The downside is everything you want has to be in one patch_hd file. I did ask if they would add support for patch_01.dat patch_02.dat patch_03.dat etc. so we could add different things to different patches, but no response on that. I think the upper ups don't want official modding and want users to stick with the map editors of the games. Anyway you can find out how to pack and unpack files from this thread: farcrymods.freeforums.net/thread/5/modding-101-packing-unpacking-patchSpecifically to your original question the most probable way to combine those mods (I assume you mean my Far cry Enhanced Regular mod and bontainers Weapons and Attachments mod) would be to unpack both and then move the contents of the attachments INTO the regular enhanced mod OVERWRITING the regular enhanced files. Pack those files back up and you should have what you want (with fingers crossed that everything just "works" - it should) Perfect. Thank you very much!
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Post by krs96 on Jul 21, 2015 6:28:08 GMT
Yeah unfortunately Far Cry wasn't really built with any modding support like say Skyrim. So we found in Far Cry patch.dat loads last and any modified files in it supersede all the other files. So if you wanted say a pink cassowary then you just recolor your cassowary texture and put it into the patch.dat and when your game loads all the cassies are pink. With Far Cry 4 they added an additional patch_hd.dat which is just extra files to support users who run in ultra graphics (maybe also high not sure). So we put files in there instead since it also loads last (even after the regular patch.dat). The upside is we don't have to mess with most of Ubi's patched files (well usually LOL) The downside is everything you want has to be in one patch_hd file. I did ask if they would add support for patch_01.dat patch_02.dat patch_03.dat etc. so we could add different things to different patches, but no response on that. I think the upper ups don't want official modding and want users to stick with the map editors of the games. Anyway you can find out how to pack and unpack files from this thread: farcrymods.freeforums.net/thread/5/modding-101-packing-unpacking-patchSpecifically to your original question the most probable way to combine those mods (I assume you mean my Far cry Enhanced Regular mod and bontainers Weapons and Attachments mod) would be to unpack both and then move the contents of the attachments INTO the regular enhanced mod OVERWRITING the regular enhanced files. Pack those files back up and you should have what you want (with fingers crossed that everything just "works" - it should) Perfect. Thank you very much! Hey JRavens, I'm having an issue unpacking and combining all the mods. I get the unpack folder to show up in the data_win32 FC4 folder, but I am confused as to what I do next - do I combine all patch_hd and patch_hd.fat files into the folder? I've tried multiple things but I can't get any of the mods to work... It's just regular FC4, as if I hadn't deleted the original patch files. Thanks! EDIT: Nevermind.... It's been a while since I did anything technical regarding computers. I unpacked both and moved the weapons and attachments into the regular enhanced mod. What happens is, the moment I try to buy weapons from a safehouse, the game crashes. Hmm.. But the weapons & attachments mod works by itself just fine. EDIT #2: Yep, it doesn't matter whether I copy one's contents into another, or the other way around and then repack. The game crashes. Suggestions? Perhaps I should start a new save? EDIT #3: It's late at night... I screwed something up, haha. Combining both mods work fine now. However, when I tried to add in Ceano's sights mod, that's when the game crashes. Suggestions on how to combine all three? Is it possible?
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Post by bontainer on Jul 21, 2015 8:21:29 GMT
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Post by JRavens on Jul 21, 2015 14:36:59 GMT
Yep bontainer has it right. The version of Ceanos you were using probably contains files from an older pre v1.09 patch which cause issues with the shop. You just want his graphics not the patch stuff.
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Post by pj on Jul 21, 2015 15:49:34 GMT
I asked this same question of Ceano re: his v1.10, elsewhere in this forum, and he didn't respond. This is precisely the "copy and replace the next 60 items" issue that one is faced with when someone includes dozens of other files with a mod. krs96: You can use " NotePad++" to open two files at the same time: it will allow you to "Compare" them and will show you any differences that exist between them. " ExamDiff Pro" is similar, but not free. If you follow these most excellent modding tutorials elsewhere on this forum, the process will become much clearer - and then you can experiment, adding to, or even creating your own personal brand of mod. pj
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Post by JRavens on Jul 21, 2015 16:35:01 GMT
This thread makes me want to revisit the "roll your own mod" idea. I wish the mod installer thing had come to fruition. Shame that seemed to disappear into the void as well
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Post by bontainer on Jul 21, 2015 16:50:44 GMT
Yes, I also thought about this quite often. I usually make a new directory when I make changes to the mod elements and fashion the name of the directory after the changes I made. So it would not be a problem (but time) to furnish those files.
I never did it because of the many questions that have to be answered after doing it. Just RTFMing isn`t the way to please people.....
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Post by krs96 on Jul 23, 2015 23:30:42 GMT
This thread makes me want to revisit the "roll your own mod" idea. I wish the mod installer thing had come to fruition. Shame that seemed to disappear into the void as well HJRavens, Is it possible to change a few aspects of your mod? I'd like the ammo to be cheaper, and the weapon damage to be slightly reduced - I'm clearing outposts and fortresses in minutes. Also, does the increased weapon damage affect wildlife? Heavies go down quickly, but bears seem to take a few magazines, which cost a lot to rebuy. Thanks!
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Post by JRavens on Jul 24, 2015 1:45:04 GMT
Your welcome to change any aspects (if you can) a lot of the info is here in the how to mod section. I'm booked up right now trying to juggle several various projects both Far Cry related and not. Specifically how to mod prices is located here: farcrymods.freeforums.net/thread/9/modding-105-changing-pricesWeapon damage is a little tricker, but if you take the weapon archetype files ( found in the folder entityarchetypeslibrary ) from this file: www.nexusmods.com/farcry4/download/48The damages there are based off of DZiggy's Far Cry 3 modifications so higher than default, but not as high as my hardcore. >Also, does the increased weapon damage affect wildlife? Far Cry 4 upped animal wildlife hitpoints even higher than Far Cry 3 values. Some animals are quite... resilient. Besides the obvious huge animals like Rhinos and Elephants, bears and honeybadgers have more health than you would think. Even big cats can be a challenge if they get the drop on you. If a regular human has 100 points then Rhinos have like 5000 and Bears somewhere around 3000-3500 (I think) Yeti's are even higher still and the most difficult of enemies in terms of raw health. I think they have have over 10,000 Not that it helps as much, but some weapons specifically have a bonus against animals. Shotguns also do quite well. And of course there's always the ubiquitous M-79 grenade launcher.
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Post by krs96 on Jul 24, 2015 5:49:51 GMT
Your welcome to change any aspects (if you can) a lot of the info is here in the how to mod section. I'm booked up right now trying to juggle several various projects both Far Cry related and not. Specifically how to mod prices is located here: farcrymods.freeforums.net/thread/9/modding-105-changing-pricesWeapon damage is a little tricker, but if you take the weapon archetype files ( found in the folder entityarchetypeslibrary ) from this file: www.nexusmods.com/farcry4/download/48The damages there are based off of DZiggy's Far Cry 3 modifications so higher than default, but not as high as my hardcore. >Also, does the increased weapon damage affect wildlife? Far Cry 4 upped animal wildlife hitpoints even higher than Far Cry 3 values. Some animals are quite... resilient. Besides the obvious huge animals like Rhinos and Elephants, bears and honeybadgers have more health than you would think. Even big cats can be a challenge if they get the drop on you. If a regular human has 100 points then Rhinos have like 5000 and Bears somewhere around 3000-3500 (I think) Yeti's are even higher still and the most difficult of enemies in terms of raw health. I think they have have over 10,000 Not that it helps as much, but some weapons specifically have a bonus against animals. Shotguns also do quite well. And of course there's always the ubiquitous M-79 grenade launcher. Thanks for the reply! So I've combined all three mods together, but I noticed a bug - which annoys the hell out of me. I started a new game with the mods installed, and when you first climb the grapple to talk to the Golden path woman, and further on when you speak to Sabal in the tower, their mouths don't move; their facial animations stay the same. So, their voice can be heard, but no facial animation, no mouth moving. When I put in the vanilla patch_hd files, the mouths moved normally. When they talked, their mouths moved as well. Strange - could it be the combination of all three mods (Botainer's, yours, and the damage mod you linked)? _________ Also, where do I find the folder entityarchetypeslibrary? Thanks!
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Post by bontainer on Jul 24, 2015 8:36:39 GMT
The lipsynch bug is a known problem. If the socalled oasisstring is modified in any way, lip synch goesdown the drain. Since oasisstring contains ALL text of the whole game, its either changing texts, or no lips synch.
entityarchetypeslibrary is a folder in the main patch.hd directory. You will only find it in mod versions where there have been changes to the weapon characteristics, since it mainly contains weapon data.
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Post by krs96 on Jul 24, 2015 12:40:00 GMT
The lipsynch bug is a known problem. If the socalled oasisstring is modified in any way, lip synch goesdown the drain. Since oasisstring contains ALL text of the whole game, its either changing texts, or no lips synch. entityarchetypeslibrary is a folder in the main patch.hd directory. You will only find it in mod versions where there have been changes to the weapon characteristics, since it) mainly contains weapon data. Thanks for your quick reply! But question - what text is changed? I'd rather have the text vanilla than the lipsync issue being present; quick guide on how to change that, if you have the time (import vanilla oasisstring to overwrite modded file?) Thanks!
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Post by bontainer on Jul 24, 2015 12:59:40 GMT
the oasisstring is in languages/english. Just delete the file oasisstring_compressed
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