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Post by bontainer on Jun 1, 2015 11:32:30 GMT
This version of the Nightmare Mod will now work with the game version 1.10.0, so there is no need to revert to version 1.8.0 anymore.... but (you know there will always be a but) the shop in the Yeti DLC will not work correctly. So if you want to play Yeti you have to use the original patch_hd.dat and patch_hd.fat files from Ubisoft, or JRavens Hardcore v0.19 BETA. I also made some changes to the interface, you will now get a hint in form of a dot if the object can be looted. It was a bit problematic to find the right position to loot a body or skin an animal, so this should help. In addition I have started to rework the weapon data. Weapons will now become even more deadly. For anyone interested in the mathematical data I recommend this article: www.sjgames.com/pyramid/sample.html?id=2794The availabilty of weapons in the shop has also been reworked. The chain now starts with bows, goes over to semi-automatic weapons, then to 3-shot burst and then to full auto. I changed the F1 Famas to full auto and reduced the STG-90 and the P416 to 3-shot burst (but the Bushman is still full auto and silenced). With the open North it was too easy to get the P416, so that you had one of the most powerful weapons very early in the game. With the 3-round burst limit this is mitigated. I also supplied a silencer for the M-14, to make it more attractive. For those of you who want to use 1.10.0 for modding just add these lines to the BF774EC96CA7319.xml (Pricelists) <Generic disLibItemId="7884918413689" Name="Buy/DLC90_Upgrades" hidGUID_Legacy="{DA7C9446-E508-41F3-B549-3F73BEEE79A1}" hidSingleObject="0" bCanBeShared="1" hidName="Buy/DLC90_Upgrades" disId="94" locidDescriptionId="361378" iSortId="0" sIconName="" iAmountLootedForExtraXP="0" iExtraXP="0" iFixedNumber="0" fCostMultiplierCasual="1" fCostPickupMultiplierExperimented="1" fCostPickupMultiplierHardcore="1" fCostPickupMultiplierInfamous="1"> <ItemSubTypeDep /> </Generic> This will work around the shop crash. The problem with the shop in Yeti is still there, until someone can get the modified shopfile (CDC...) out of the patch_hd of FC4 1.10.0
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Post by pj on Jun 1, 2015 12:16:25 GMT
Hey Bontainer! Sounds like another new game to load up... (sigh)... What problem - or what do you mean when you say you are having trouble in "getting the modified shopfile (CDC...) out of the patch_hd of FC4 1.10.0"? I read this post two minutes ago, then opened it up just like any other rml file.
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Post by bontainer on Jun 1, 2015 13:10:40 GMT
No, I mean the original game data, contained in the version 1.10.0. The shop file we all are using is "ancient" (from last year) and has been modified all the time. But UBI changed the shop to incorporate the yeti elements. We do not have a moddable version of that file because the dunia tools are not sufficient to extract it.
So you can play yeti, but in the shop there are no prices (all = 0) and you can`t buy anything but ammo (via the refill button).
I also tried to incorporate the Yetis into the normal spawn system but had no luck yet.
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Post by pj on Jun 1, 2015 13:39:28 GMT
Hmmph. Strange: I have updated/repaired a couple of times and have the 1.10.0 files separate, so this morning I unpacked the patch.dat/fat, and opened up the CDC...rml file without a problem. I'm re-updating to 1.10 right now to make sure I have the latest version, but we have doctor's appointment at 10:30, so won't get back 'till 1:00 this aft. It's 09:30 here (EST Canada) as I type.
I hope that the problem is on your end - but it's probably not! I mess up all the time!
Later,
pj
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Post by bontainer on Jun 1, 2015 15:18:53 GMT
Gawd, I love time zones, I am GMT+1, summertime, I guess thats +6 from your time. I still remember having to work with people in Texas +6 and Hongkong -8, crazy.
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Post by pj on Jun 1, 2015 16:55:22 GMT
I looked at my original unpacked 1.10.0 patch.dat & fat files, and they're all the same as new one downloaded today - except that all of the missing files and folders are there. I've created new filesystem to handle the newer mod and intend to replace the new game files with the earlier 1.10.0 files, then do a verification to see if they are indeed the same. If so, then I have no idea how they all unpacked the first time, but not this time. If they are indeed the same, and the verification goes ok - then we have the CDC file - the full misc folder.
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Post by willyr1100 on Jun 1, 2015 17:05:52 GMT
Bontainer,nice work,i just finished ver.11 last nite, loved the progression grind to get all the weapons, except for 1, and for the first time filled out both skill trees, though i don't use the syringe wheel. i did not see the buzzsaw, is it tied to the arena? in the progress tab i did just enough to get the various weapons checked off but did not see it. as your are pushing these babies out faster than my next door neighbors wife. i think i'll skip ahead to ver.15 lol, thks for the work
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Post by bontainer on Jun 1, 2015 17:37:49 GMT
Glad that you like it. The Buzzsaw is coupled to Arena Rank, if you have ever reached Arena Rank 10 (even in a previous playthrough), you have to visit the Arena once (not in the mission) and make a few points. Then the Buzzsaw will become available.
Version 15 will contain a complete revamping of the ammo system. Instead of the ammo types the game has now, I will switch to the actual ammo the gun uses in reality, Assault will become 5.56, Sniper 7.62, etc. and the amount you can carry is depedendent of the actual ammo weight. So a P416 will use 5.56, while a M-14 will need 7.62 and the Z/93 will use .50cal. Only the Ak-47 and the SVD will be out of class.
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Post by JRavens on Jun 1, 2015 22:34:43 GMT
>The Buzzsaw is coupled to Arena Rank
You should test placing the Buzzsaw at the end of the weapon chain to see if it can be a forced requirement (in addition to the signature unlock requirement). Probably won't work, but if it did it's a way to make the most OP weapon the hardest to obtain...
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Post by deadinthewater on Jun 2, 2015 4:51:30 GMT
Hi Bontainer, Thanks for your hard work and continuation of JRaven's efforts.
I have a question/request. Would you consider making an alternative version where Ammo, Syringes (can be crafted) and the Maps can still be purchased, albeit at a very high expense? Maybe at 5X the normal, or more even, if you think its necessary. Would this be difficult or excessively time consuming to make happen?
I still haven't got around to coming back and playing far cry since a while before that "Escape From Durgesh" (or whatever it was called) DLC came out. I was waiting for the final touches to be made on hardcore 0.20, so it could then be made into the stable version, to start playing again. Now here we are and i like the direction you are going, save the above mentioned. I've hardly played non-moded.
Another question, are you or anyone else aware of the possibility of being able to gift Steam games that you have already purchased for yourself?
Thanks again for your contribution!
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Post by bontainer on Jun 2, 2015 7:15:07 GMT
Can do, but I would prefer to leave the healing syringe crafting out, because that makes the game too OP. Another way would be to set the crafting to 5 green and 5 blue, combined with the smaller bag, this wouldbe a way to do it.
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Post by bontainer on Jun 2, 2015 7:18:57 GMT
>The Buzzsaw is coupled to Arena Rank You should test placing the Buzzsaw at the end of the weapon chain to see if it can be a forced requirement (in addition to the signature unlock requirement). Probably won't work, but if it did it's a way to make the most OP weapon the hardest to obtain... Right now I have five rows, handgun, SMG, Assault, LMG and GLs. Some signatures have mission locks I haven`t found yet, else I could make a signature chain similar to the above. But on the other hand the Buzzsaw has a price of 5 Mio (3,75 with Karma) wich puts it at the very end of the money chain...
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Post by pj on Jun 2, 2015 12:06:51 GMT
Can do, but I would prefer to leave the healing syringe crafting out, because that makes the game too OP. Another way would be to set the crafting to 5 green and 5 blue, combined with the smaller bag, this would be a way to do it. Sounds like a great opportunity to learn how to mod FC4!
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Post by jimbo63 on Jun 2, 2015 14:02:30 GMT
Hi Bontainer
Great job on this mod. I noticed that the changelog file on Nexus states
'Open North, you can enter the north before you have done the bridge mission, but there will be a time counter (time set to 1000 hours)'
I thought the max time was 1000 minutes?
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Post by bontainer on Jun 2, 2015 14:35:00 GMT
Its 59999 seconds, thats 1000 minutes - correct, but I guess noone will stay in the North long enough to realize it..
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