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Post by jimbo63 on Jun 2, 2015 14:57:40 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. Is it possible to make it necessary to collect all the different plant colours to craft a healing syringe? If so which file needs to be changed?
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Post by pj on Jun 2, 2015 15:16:05 GMT
It is also restarted many times while fighting, saving, etc, inside the north region, so you'll never run out of time Jimbo. The secret is sneaking up the stream at Kings Bridge - or zipping up the canyon under or over it, turning and twisting to avoid the flak. Taking out a few of the border guards before the "sneak" is good too!
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Post by JRavens on Jun 2, 2015 16:03:10 GMT
Is it possible to make it necessary to collect all the different plant colours to craft a healing syringe? If so which file needs to be changed? Absolutely Jimbo you can make all 5 colors necessary. Instructions for modifying the crafting files are in this thread: farcrymods.freeforums.net/thread/57/mod-crafting-fileYou'll want to find the syringes in that file and change the section between <requirements> for the syringe you want to change. There may be several healing syringes in there so you'll either need to change all of them or experiment to see which one is the correct one. (Ubi left in some erroneous entries that are not used by the game - I think the correct ones are the ones named after animals i.e. elephant, tiger, leopard, etc. although the healing one may in fact just be called "healing")
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Post by bontainer on Jun 2, 2015 16:19:00 GMT
This is the exerpt form 4EF705FE5CDB8750.xml
<Generic disLibItemId="7799446753508" Name="FCC_Syringes/healing_lvl1" hidGUID_Legacy="{4C64B648-007C-4A7C-A904-B24CCC9B6209}" hidSingleObject="0" bCanBeShared="1" hidName="FCC_Syringes/healing_lvl1" disId="222" locidDescriptionId="199784" iSortId="99" sIconName="TX_CraftingSyringe_MedicalSyringe" locidItemNameId="199775" locidItemHUDNameId="766794384" cftrcptpeType="255" sItemSize="" arkArchetype="7682173021822" arkMenuArchetype="0" vectorMenuDisplayPosition="0,0,0" menuDisplayAngles="0,0,0" UnlockOnMissionComplete="" UnlockFromScript="" iCurrentLevel="1" iMaxLevel="3" locidIngredientsDescriptionId="192121" arkPreRequisiteRecipe="0" iNextRecipeID="1345748240" fRotationSpeed="0.2" bIsDLC30="1" fRotationAmplitude="0.05"> <OffScreenRenderParams vectorBBoxMin="-0.8,0,0.4" vectorBBoxMax="0.4,0,0.2" /> <upgradeInfo locidDurationDescriptionStringId="1535639536" locidDurationValueStringId="1536343760" locidStrengthDescriptionStringId="1535684560" locidStrengthValueStringId="1535684688"> <UpgradeLevels> <Level iStrengthValue="2" /> <Level iStrengthValue="4" /> <Level iStrengthValue="0" /> </UpgradeLevels> </upgradeInfo> <Requirements> <Requirement shpLootObject="1000" iNeeded="200" /> // Auto Healing green <Requirement shpLootObject="1386" iNeeded="200" /> // Auto Healing Blue INSERT HERE
<Requirement shpLootObject="255" iNeeded="0" /> </Requirements> <Levels> <Level iMax="1" iIncrement="1" /> <Level iMax="1" iIncrement="0" /> <Level iMax="0" iIncrement="0" /> </Levels> </Generic>
The red lines show the trick I used to disable auto-crafting, i just set them to 200, so making it impossible. The <Requirement shpLootObject="1000" is the code for the ingredient that has to be included. 1000 is green plant, 1386 blue. if you want additional ingredients, just insert them above <Requirement shpLootObject="255" iNeeded="0" /> // is like REM it tells the programm to ignore whats behind.
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Post by jimbo63 on Jun 2, 2015 16:28:42 GMT
Thanks guys. One more question - can I use all 6 colours or is 5 items the max?
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Post by bontainer on Jun 2, 2015 16:33:56 GMT
Good question, just try it with 6, worst thing is that the game crashes, then its only 5.
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Post by jimbo63 on Jun 2, 2015 16:38:36 GMT
Off to give it a try - will let you know what happens
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Post by jimbo63 on Jun 2, 2015 18:10:59 GMT
I set a requirement for all six colours and at first I could not get it to work, until I realized that there is a lvl1 and a lvl2 - once I changed both it worked. I presume that you could set any combination of plant/animal skin that you wanted, as long as you know the relevant shpLootObject number.
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Post by bontainer on Jun 2, 2015 18:45:21 GMT
Thats good to know!
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Post by jimbo63 on Jun 2, 2015 19:14:09 GMT
I added a honey badger to the six plants as the healing syringe requirement and it worked
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Post by pj on Jun 2, 2015 20:56:47 GMT
A honey Badger!! Hahahaha! Won't that be like a dog chasing its tail Jimbo? ? I can see it now... 1). Start out with 2 syringes - the two first aid kits from Hanan's farm.. 2). Save up 6 leaves 3). Go find a HB. 4). Use 1 syringe when trying to kill the darned thing.. 5). Replacement syringe now created with carcass and 6 leaves. Now have two syringes again... Repeat from line one.... Hahahahaha! A Honey Badger!! You're never going to leave the Banapur Valley, Jimbo! I love it! Hahahaha! All the Best mate! pj
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Post by JRavens on Jun 2, 2015 21:57:14 GMT
I toyed with the idea of creating a loot item you could purchase (empty syringe) that would be required for crafting, but never got it working. Played around with the idea with DZiggy for FC3 as well, but it didn't come to fruition there either. Hated that Jason & Ajay always had an endless supply of magical syringes to cram those leaves into... maybe they were both diabetic...
I also still like the concept of needing things like duct tape, super glue, leather cord. etc to be required for crafting instead of just 5 hunks of animal meat... oh I mean skins.
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Post by jimbo63 on Jun 2, 2015 22:02:38 GMT
Brilliant post pj - got me crying with laughter. After wiping away the tears my thoughts are that this is extreme extreme hardcore . . . LOL. Only playing about with it at the moment - wait until I add 5 Rhino skins to the mix. Honey badgers are a piece of cake - I just hunt them with a bow - can easily kill them without taking any damage (or was that in a dream I had . . . LOL)
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Post by pj on Jun 2, 2015 22:18:18 GMT
You're a brave man, Jimbo!
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Post by jimbo63 on Jun 2, 2015 22:18:48 GMT
I toyed with the idea of creating a loot item you could purchase (empty syringe) that would be required for crafting, but never got it working. Played around with the idea with DZiggy for FC3 as well, but it didn't come to fruition there either. Hated that Jason & Ajay always had an endless supply of magical syringes to cram those leaves into... maybe they were both diabetic... I also still like the concept of needing things like duct tape, super glue, leather cord. etc to be required for crafting instead of just 5 hunks of animal meat... oh I mean skins. JR there are lots of syringes all over Kyrat - but not too sure if I want to be using them
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