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Post by craytose on Jul 30, 2015 21:56:31 GMT
So JRavens, I'm gonna take you up on what you said on nexus about asking where specific things are in the files:
I'm liking the idea of bontainer's enhanced nightmare. But, there are a few tweaks that I'd like to make in order to make FC4 the game I want it to be.
I need to make sure I keep the ability to "remove the remove prompts" part, which is just deleting languages as said in your previous "Immersion" mod's FAQ, but I'd like to know that doing it with both of your guys' mods installed that it's without knocking out something else from his or your mod. I want to be sure and keep the "hold reload for weapon wheel, press reload to reload; hold heal for syringe wheel, press heal for heal; interact = press for interact, hold for grapple, etc. etc." aspect of controls. I want to be sure and keep the enemies from being tagged and from appearing on the minimap and through walls.
That being said, I want to implement bontainer's enhanced nightmare on top of yours without knocking away any of the previously mentioned things; however, I also would like to keep Ajay's speed vanilla, and while I like the idea of not being able to BUY healing syringes, I want to be able to pick up green leaves and auto-craft them, that way it doesn't end up feeling "medkit spawn farming" to me. I would like to keep 4 weapons once I have crafted everything necessary to do so as well. I really like all of the price and shop changes as well as how you "level" your weapons now, seems like it would make each weapon have a purpose instead of being able to skip so many. I also am not big on being able to access areas of the game that the game wants you to open up through campaign progression, but I can make sure and just avoid it, not a concern really when I consider everything else I'm asking you hehe.
OK now you know what I want so I will tell you how I had planned on doing it. First of all it would actually help if you maybe had an idea of which "patch_hd_unpack" file I should have as the overwriting one. Should I overwrite your immersion mod with his enhanced nightmare mod or should I overwrite his with yours? I realize that may be annoying to ask and previously not discussed haha. Either way, my plan was to combine the "unpacks" then add in the timescale domino and the custom knife of my choice that you are having us all check out. Then after I have done those things properly I would begin purging the few things I want to get rid of, starting with the languages file. Again, I'm removing it from the merged mods file so I hope it doesn't remove some other aspect than the prompts thing. Here's where the process gets foggy and I go from being pretty sure I know what I'm doing to having no idea what I'm doing...
I will then need to modify Ajay's speed to the vanilla values, there's a thread here which I have read but I'm just not sure what "reconvert the file with ConvertBinaryObject" means. Then I need to know how to restore the 4th weapon slot. Finally I need to know how to remove the auto-craft disabling of healing syringes, yet leave it so they do not appear in shops and sherpas.
JRavens you don't know how much I appreciate all the time you've spent on helping me get the true FC4 experience I want. Hopefully after this is complete I will be satisfied lol. Although I'm only 10 or so hours in and yet I am asking about and wanting all of these different things, so I'll probably find more I'd like to tweak after some playtime with this version of the "Immersive Enhanced Nightmare!" Thanks to you JRavens and bontainer for some awesome work!
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Post by craytose on Jul 30, 2015 22:05:09 GMT
Oh and on a side note, something happened that was confusing to me. After placing the timescale domino file and the knife mod into my "patch_hd_unpack" this morning, I re-packed the file and placed the dat and fat into my FC4 folder and everything was good to go. The knife was there and the timescale was as I had set it, along with all of the other changes the mod should have had. However, when I took THAT file from my FC4 folder and unpacked it, there was no domino folder nor an entityarchetypeslibrary folder inside the "patch_hd_unpack," nor anywhere deeper in the directories. This happened even though I KNOW I unpacked from a dat and fat that definitely had them working within it.....what's up with that?
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Post by JRavens on Jul 30, 2015 22:56:15 GMT
Whew that's a lot to go through... First this since it's easy to answer: Oh and on a side note, something happened that was confusing to me. After placing the timescale domino file and the knife mod into my "patch_hd_unpack" this morning, I re-packed the file and placed the dat and fat into my FC4 folder and everything was good to go. The knife was there and the timescale was as I had set it, along with all of the other changes the mod should have had. However, when I took THAT file from my FC4 folder and unpacked it, there was no domino folder nor an entityarchetypeslibrary folder inside the "patch_hd_unpack," nor anywhere deeper in the directories. This happened even though I KNOW I unpacked from a dat and fat that definitely had them working within it.....what's up with that? The simplest way to explain it is this: the dunia tools were not updated for Far Cry 4, but they are "smart enough" to pack the files where they need to go. Since they don't have an updated file list however they don't know the correct names when upacking. They will still unpack the files, but they will generally end up in the __Unknown folder with "gibberish" looking names. There will often be instances where you will get a mod (especially from me) and the files are named in their correct file paths, but the packing/unpacking will strip these away. If you get further into modding and you want to learn more about the file paths and how to add more of them to your far cry 4 project file you can read up in this thread where I go a little bit more into it: farcrymods.freeforums.net/thread/14/remove-minute-bus-ride-introFor now though just know that it will work one way (packing) without a problem so keep backups of your original files somewhere as you work on your own version of the mod.
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Post by craytose on Jul 30, 2015 23:06:15 GMT
Ah that makes perfect sense, it's nice that it at least packs them properly though it was not updated. If the list is too daunting, and I apologize if it's too much, I really do, I will be happy with syringes back to normal (if weeding them out of shop/sherpa but leaving them auto-craft-able is way more complicated) and the 4th weapon holster being restored.
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Post by JRavens on Jul 30, 2015 23:14:58 GMT
So JRavens, I'm gonna take you up on what you said on nexus about asking where specific things are in the files: I'm liking the idea of bontainer's enhanced nightmare. But, there are a few tweaks that I'd like to make in order to make FC4 the game I want it to be. I need to make sure I keep the ability to "remove the remove prompts" part, which is just deleting languages as said in your previous "Immersion" mod's FAQ, but I'd like to know that doing it with both of your guys' mods installed that it's without knocking out something else from his or your mod. I want to be sure and keep the "hold reload for weapon wheel, press reload to reload; hold heal for syringe wheel, press heal for heal; interact = press for interact, hold for grapple, etc. etc." aspect of controls. I want to be sure and keep the enemies from being tagged and from appearing on the minimap and through walls. That being said, I want to implement bontainer's enhanced nightmare on top of yours without knocking away any of the previously mentioned things; however, I also would like to keep Ajay's speed vanilla, and while I like the idea of not being able to BUY healing syringes, I want to be able to pick up green leaves and auto-craft them, that way it doesn't end up feeling "medkit spawn farming" to me. I would like to keep 4 weapons once I have crafted everything necessary to do so as well. I really like all of the price and shop changes as well as how you "level" your weapons now, seems like it would make each weapon have a purpose instead of being able to skip so many. I also am not big on being able to access areas of the game that the game wants you to open up through campaign progression, but I can make sure and just avoid it, not a concern really when I consider everything else I'm asking you hehe. OK now you know what I want so I will tell you how I had planned on doing it. First of all it would actually help if you maybe had an idea of which "patch_hd_unpack" file I should have as the overwriting one. Should I overwrite your immersion mod with his enhanced nightmare mod or should I overwrite his with yours? I realize that may be annoying to ask and previously not discussed haha. Either way, my plan was to combine the "unpacks" then add in the timescale domino and the custom knife of my choice that you are having us all check out. Then after I have done those things properly I would begin purging the few things I want to get rid of, starting with the languages file. Again, I'm removing it from the merged mods file so I hope it doesn't remove some other aspect than the prompts thing. Here's where the process gets foggy and I go from being pretty sure I know what I'm doing to having no idea what I'm doing... I will then need to modify Ajay's speed to the vanilla values, there's a thread here which I have read but I'm just not sure what "reconvert the file with ConvertBinaryObject" means. Then I need to know how to restore the 4th weapon slot. Finally I need to know how to remove the auto-craft disabling of healing syringes, yet leave it so they do not appear in shops and sherpas. JRavens you don't know how much I appreciate all the time you've spent on helping me get the true FC4 experience I want. Hopefully after this is complete I will be satisfied lol. Although I'm only 10 or so hours in and yet I am asking about and wanting all of these different things, so I'll probably find more I'd like to tweak after some playtime with this version of the "Immersive Enhanced Nightmare!" Thanks to you JRavens and bontainer for some awesome work! 1) Prompts are handled by \patch_hd\languages\english\oasisstrings_compressed.bin If you remove this file the prompts (and lipsynch) come back, BUT you lose custom names for guns and ammo, etc. You can use the one from my updated immersion mod if you want NO PROMPTS + LIPSYNCH but without custom guns and ammo names (which is kind of important for bontainers nightmare mod) 2) "hold reload for weapon wheel", etc. is handled by the file \patch_hd\__UNKNOWN\misc\4881E4C778199500.xml As long as you have this file from one of the mods you will have all of those keybinding features. 3) Ajays speed is handled by the file \patch_hd\entityarchetypeslibrary\153129968707904202.ark.fcb (the "pawn player" file) You can find details on changing those values here if you want: farcrymods.freeforums.net/thread/80/modifying-ajays-movement-speed4) The "shop file" contains the cost values for items. It is this file \patch_hd\_unknown\misc\CDCB723F8C565609.maybe.rml If you want to remove healing syringes from the shop (and sherpas) find this block of code: <Generic disLibItemId="7655455302705" Name="Consumables/Medicine" hidGUID_Legacy="{B366E9E8-ADF4-4132-9FF0-D53367CB6214}" hidSingleObject="0" bCanBeShared="1" hidName="Consumables/Medicine" disId="1688" locidItemNameId="43078" shpcatCategory="11" shpscataSubCategory1="189" shpscatbSubCategory2="255" shpitpeItemType="87" shpisubtpeItemSubType="255" locidDescriptionId="43003" locidBuyConditionId="1155967360" locidRecommendedUse="629624784" locidLockText="488885344" bIsSingleHanded="0" locidWeaponTypeText="712492064" selAttachmentType="0" ammoAmmoType="none" iAmmoAmount="0" selGadgetType="0" arkArchetype="7682173021822" fRotationSpeed="0.2" fRotationAmplitude="0.03" sName="" fRefillAllAmmoCostMultiplier="1" iXPOnLoot="0" iKarmaOnLoot="0" iSortId="0" UnlockOnMissionComplete="" UnlockFromScript="" ecoUnlockFromShopItem="0" sUnlocksAbility="" bVisibleWhenLocked="0" bVisibleInInventory="0" bShowCurrentCount="1" sShopIconName="TX_Medkit" sHudIconName="" sOptPopupImageName="" bIsLootItem="0" bIsTreasureMap="0" bIsRareItem="0" selCollectibleType="3" bIsWeaponStatistics="0" sULC_Name="" wikiItemId="4294967295" sStatStringToUpdate=""> <DefaultPositionOnScreen vectorDisplayDefaultPosition="-0.21,-0.47,0.32" DisplayDefaultAngles="-12,-22.9,-67.92" vectorDisplayDefaultPositionWithSilencer="0,0,0" DisplayDefaultAnglesWithSilencer="0,0,0" /> <CategoryPositionOnScreen bDisplayAsDefaultItem="1" vectorDisplayDefaultCategoryPosition="-0.2,-0.47,0.31" DisplayDefaultCategoryAngles="-20,-19.9,-67.92"> <DefaultAttachmentsNames> <DefaultAttachmentName Name="" /> </DefaultAttachmentsNames> </CategoryPositionOnScreen> <ShopTypeDatas> <ShopTypeData shptypShopType="1" buyValue="10000" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> <ShopTypeData shptypShopType="2" buyValue="10000" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> <ShopTypeData shptypShopType="4" buyValue="10000" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> <ShopTypeData shptypShopType="5" buyValue="10000" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> <ShopTypeData shptypShopType="255" buyValue="-1" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> </ShopTypeDatas> <PositionOnFullScreen FullscreenpAngles="0,0,0" vectorFullscreenCenterOffset="0,0,0" /> </Generic> and then change these lines in it from this: <ShopTypeData shptypShopType="1" buyValue="10000" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> <ShopTypeData shptypShopType="2" buyValue="10000" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> <ShopTypeData shptypShopType="4" buyValue="10000" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> <ShopTypeData shptypShopType="5" buyValue="10000" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> <ShopTypeData shptypShopType="255" buyValue="-1" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> to this <ShopTypeData shptypShopType="1" buyValue="-1" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> <ShopTypeData shptypShopType="2" buyValue="-1" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> <ShopTypeData shptypShopType="4" buyValue="-1" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> <ShopTypeData shptypShopType="5" buyValue="-1" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> <ShopTypeData shptypShopType="255" buyValue="-1" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> More details on modifying the shop (if you want to delve further) here: farcrymods.freeforums.net/thread/20/modding-106-mod-shop-fileI wouldn't try to put one over the other as you're mostly "reinventing the wheel". Bontainers Nightmare mod is built up from my Hardcore mod so most of the features are already there. You just need to adjust what you want changed. We can help you with most of that like I'm doing here on this thread. More soon...
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Post by JRavens on Jul 30, 2015 23:31:56 GMT
More "answers" 5) "reconvert the file with ConvertBinaryObject" means. Gibbed Dunia 2 Tools has two different tools you can use to convert files. Gibbed.Dunia2.ConvertXml.exe will convert xml and rml files back and forth. For .fcb files you'll need to use the other tool which is Gibbed.Dunia2.ConvertBinaryObject.exe and it will convert the files to xml and back so you can edit them. 6) Removing the 9999 minute out of bounds timer (i.e. removing going into the North early) This is talked about in this thread: farcrymods.freeforums.net/thread/63/change-out-bounds-timerBasically you have to make a change in the file \patch_hd\__UNKNOWN\game\CEF2050C2780F74C.fcb This file (aka "nomadobjects") is a HUGE file that contains a lot of different variables. Among the things it handles are: XP and Karam levels (i.e. 1000 xp for level one, 3000 xp for level 2 etc) Signature Weapon unlocks (i.e. destroy x amount of Yalung masks to unlock y signature weapon) Ammo and throwable amounts for each crafting tier (i.e. bait bag upgrade one lets you carry +1 extra bait, etc.) and of course the Out of Bounds Timer (and lots of other stuff we haven't even messed with yet) This is going to be the hardest part of your custom mod. You will need to pick one from vanilla, hardcore or nightmare and then adjust the out of bounds timer as shown on that thread. 7) Fourth Weapon holster. Bontainer or pj might be a better help here since I'm pretty murky at the moment about exactly how that change was ultimately made. I confess I didn't follow that thread as closely as I should have (shhh don't tell). The file in question though is \patch_hd\__UNKNOWN\misc\4EF705FE5CDB8750.maybe.rml Editing that file is talked about on this thread: farcrymods.freeforums.net/thread/57/modding-107-mod-crafting-fileDid I hit on everything?!?
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Post by craytose on Jul 31, 2015 11:20:54 GMT
You did. Man I really made you work! Let me just double check on something here. First of all, when I re-pack with "ConvertXml.exe" I get an rml file. Now, everything I have read on here says that once you re-pack that file it's ready to go into the entityarchetypeslibrary, but everything else I've seen in that folder for this or that mod is usually (maybe always actually) an fcb file. So, after I convert it and get the rml file, do I just rename the file and change the extension of rml to fcb? Do I leave it rml? I'm about to try them both and see what happens.
The only other thing would be that now I understand how to remove the healing syringes from the shop, but how exactly did bontainer stop them from being auto-crafted once looted? Or do you even know?
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Post by craytose on Jul 31, 2015 12:15:04 GMT
OK update on what I have tried. I just pasted the healing syringe information into his CDC file, so I can buy syringes but they're 50,000 and that's good and hardcore enough for me. All of his ammo types are there with the correct mm. The only problem I ran into, was that I put the "Ajay Movement" file into the entityarchetypeslibrary and took the converted file and renamed it to an ark.fcb file, that would not let me "connect to game server" or something like that. So I'm going to try and just stick it in the unknown file with the ".maybe.rml" extension. Also I don't have prompts but I'm not really sure how in the world to get the prompts back AND keep bontainer's gun changes so I can live without that if absolutely necessary. I can actually live with the game as it is if it comes down to it, but I really do feel ajay is too fast. Thanks as always and man, this is fun!
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Post by craytose on Jul 31, 2015 12:35:13 GMT
OK Ajay seems to be fine, but I do have one problem. I noticed before that with the prompts gone, for some reason "E" which is my strafe right key, was opening vehicles when I was inside them. This means I can never turn right in a vehicle...ever. Previously my fix for that had been getting rid of the languages folder, and with that the prompts came back and I was able to drive normally again, with no other noticeable issue regarding the mod or normal controls. How do I tell my mod that "E" is for strafing right and turning right and nothing else?
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Post by craytose on Jul 31, 2015 12:43:10 GMT
Hmm...well that didn't work that time at all. I removed the languages pack and still the "E" business was happening. It must have been something else...? Now I'm seriously confused lol. Anyway, let's just leave it at "How do I tell my mod that "E" is for strafing right and turning right and nothing else?" If I can fix that I might actually be 100% happy with my mod situation...for now...
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Post by pj on Jul 31, 2015 13:38:24 GMT
Just a point Craytose:
The \entityarchetypeslibrary\xxxxxxx.ark.fcb files are unpacked and repacked by dropping them onto the Gibbed.Dunia2.ConvertBinaryObject.exe file. - not the Gibbed.Dunia2.ConvertXml.exe file.
The \misc\xxxxxxx.maybe.rml files are unpacked and repacked by dropping them onto the Gibbed.Dunia2.ConvertXml.exe file.
The "E" issue should be fixable in the game's "Keyboard and Mouse" -> "Customize Controls" menu from the (F3) Setting Menu at the main opening screen.
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Post by craytose on Jul 31, 2015 14:03:09 GMT
Thanks for the info about the converters, that will really help. And yeah you would think so with the controls thing but even changing them back and forth while playing doesn't work. It's something within that 4881E4C778199500.xml file, the xml in the /patch_hd_unpack/_UNKNOWN/misc directory. Because if I go in there and change some things that "KB_E" is assigned to I can fix the problem, but the last time I did that I was no longer able to move bodies. So I'm thinking I changed more than I should have, and maybe I should just change the stuff under the vehicle and not most of the things that "KB_E" is assigned to. Looking back on it, that was a stupid idea in the first place lol. Again, thank you much!
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Post by JRavens on Jul 31, 2015 14:25:22 GMT
You did. Man I really made you work! Let me just double check on something here. First of all, when I re-pack with "ConvertXml.exe" I get an rml file. Now, everything I have read on here says that once you re-pack that file it's ready to go into the entityarchetypeslibrary, but everything else I've seen in that folder for this or that mod is usually (maybe always actually) an fcb file. So, after I convert it and get the rml file, do I just rename the file and change the extension of rml to fcb? Do I leave it rml? I'm about to try them both and see what happens. See pj's answer and my answer #5 above. There are two DIFFERENT TOOLS you should be using based on if the original file is rml or fcb. Do not use Gibbed.Dunia2.ConvertXml.exe file on fcb files (nor even to reconvert them after they are xmls) only use Gibbed.Dunia2.ConvertBinaryObject.exe on those. The only other thing would be that now I understand how to remove the healing syringes from the shop, but how exactly did bontainer stop them from being auto-crafted once looted? Or do you even know? Convert this file: \patch_hd\__UNKNOWN\misc\4EF705FE5CDB8750.maybe.rml And search for FCC_Syringes/healing_lvl1 Change it's requirements from this: <Requirements> <Requirement shpLootObject="1000" iNeeded="200" /> <Requirement shpLootObject="1386" iNeeded="200" /> <Requirement shpLootObject="255" iNeeded="0" /> </Requirements> To this: <Requirements> <Requirement shpLootObject="1000" iNeeded="2" /> <Requirement shpLootObject="1386" iNeeded="2" /> <Requirement shpLootObject="255" iNeeded="0" /> </Requirements> PS - if you only want green leaves to craft (instead of green and blue) then remove the line with Requirement shpLootObject="1386" iNeeded="2"Also I don't have prompts but I'm not really sure how in the world to get the prompts back AND keep bontainer's gun changes so I can live without that if absolutely necessary Unortunately you cannot have both unless someone creates a custom version with the prompts AND bontainers custom names. Even then it will cause peoples lips to not move when they speak. How do I tell my mod that "E" is for strafing right and turning right and nothing else? That's a bug actually. Open up this file: \patch_hd\__UNKNOWN\misc\4881E4C778199500.xml and find these two lines: <Binding input="KB_E" action="press" signal="exitvehicle"/> <Binding input="KB_E" action="press" signal="exitvehicle" remapped="REMAPPABLE_CONTROL_KB_E"/> Remove the first line, but keep the second one with "REMAPPABLE_CONTROL_KB_E". You should then be able to properly rebind E to something else. You may need to reset your keybinds to default and rebind all of them to get it working after you make the change.
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Post by craytose on Jul 31, 2015 22:08:43 GMT
You did. Man I really made you work! Let me just double check on something here. First of all, when I re-pack with "ConvertXml.exe" I get an rml file. Now, everything I have read on here says that once you re-pack that file it's ready to go into the entityarchetypeslibrary, but everything else I've seen in that folder for this or that mod is usually (maybe always actually) an fcb file. So, after I convert it and get the rml file, do I just rename the file and change the extension of rml to fcb? Do I leave it rml? I'm about to try them both and see what happens. See pj's answer and my answer #5 above. There are two DIFFERENT TOOLS you should be using based on if the original file is rml or fcb. Do not use Gibbed.Dunia2.ConvertXml.exe file on fcb files (nor even to reconvert them after they are xmls) only use Gibbed.Dunia2.ConvertBinaryObject.exe on those. The only other thing would be that now I understand how to remove the healing syringes from the shop, but how exactly did bontainer stop them from being auto-crafted once looted? Or do you even know? Convert this file: \patch_hd\__UNKNOWN\misc\4EF705FE5CDB8750.maybe.rml And search for FCC_Syringes/healing_lvl1 Change it's requirements from this: <Requirements> <Requirement shpLootObject="1000" iNeeded="200" /> <Requirement shpLootObject="1386" iNeeded="200" /> <Requirement shpLootObject="255" iNeeded="0" /> </Requirements> To this: <Requirements> <Requirement shpLootObject="1000" iNeeded="2" /> <Requirement shpLootObject="1386" iNeeded="2" /> <Requirement shpLootObject="255" iNeeded="0" /> </Requirements> PS - if you only want green leaves to craft (instead of green and blue) then remove the line with Requirement shpLootObject="1386" iNeeded="2"Also I don't have prompts but I'm not really sure how in the world to get the prompts back AND keep bontainer's gun changes so I can live without that if absolutely necessary Unortunately you cannot have both unless someone creates a custom version with the prompts AND bontainers custom names. Even then it will cause peoples lips to not move when they speak. How do I tell my mod that "E" is for strafing right and turning right and nothing else? That's a bug actually. Open up this file: \patch_hd\__UNKNOWN\misc\4881E4C778199500.xml and find these two lines: <Binding input="KB_E" action="press" signal="exitvehicle"/> <Binding input="KB_E" action="press" signal="exitvehicle" remapped="REMAPPABLE_CONTROL_KB_E"/> Remove the first line, but keep the second one with "REMAPPABLE_CONTROL_KB_E". You should then be able to properly rebind E to something else. You may need to reset your keybinds to default and rebind all of them to get it working after you make the change. Wow, I do not know how I didn't understand your answer #5. Somehow after reading pj's answer and this post from you, I can see it clearly...Lack of sleep, I'm going to blame it on lack of sleep. As I said, I can handle the whole "promptless" thing, that'll be ok. But let's say I did want to tinker around with the oasisstrings_compressed.bin, would that also be convertbinary.exe? With an extension like "bin" it would seem to make sense. With bontainer's approach of prompts being gone, it appears . and * take the place, so I kinda think I could figure it out.
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Post by JRavens on Jul 31, 2015 22:29:25 GMT
But let's say I did want to tinker around with the oasisstrings_compressed.bin, would that also be convertbinary.exe? With an extension like "bin" it would seem to make sense. With bontainer's approach of prompts being gone, it appears . and * take the place, so I kinda think I could figure it out. Honestly I would advise against it. It's an advanced topic that requires a special tool (nothing in the Dunia Tools will work on it) or a hex editor. The tool(s) we have are also broken causing problems with Far Cry (lips not moving, missing strings of text in certain menus, etc). It's not really "tinkering" level modding if you get my drift. PJ has tried to come up with a working fix, but this problem requires specialist knowledge in compression schemes and programming that none of us have (although he has more than any of the rest of us do). Maybe someday it will be easier and work correctly. That's our hope anyway.
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