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Post by JRavens on Apr 26, 2015 16:51:48 GMT
I have a problem with this. I can`t get 0x4A371B00 into any relation to 3000000.0 or 0x41F00000 to 30.0 How are the numbers decoded? Hex to dec does definitely not work. Sorry they are float32 numbers. Just ignore wmk's conversions. You can use the numbers you find in the file and convert it yourself directly rather than use some weird conversion process. (I think he was using a hex editor to do it... not sure) Most values in the game are either string, float32, or Int32 depending on the data. There are others, but primarily those are the value types. If you don't have a converter you can change the lines like this to achieve the desired results (for example wallet level 1): <field hash="1D775834" type="BinHex">00247448</field> change to: <field hash="1D775834" type="Float32">250000</field> You can also comment files yourself to make things easier. For example: <field hash="1D775834" type="BinHex">00247448</field> // 250,000 Float32 Anything after // will be discarded when the file is packed. Note however you need to keep this file separately because once it's converted by Gibbed when it's unpacked again all of your edits (float32, comments) will be stripped out and returned to bin hex format. Your changed amounts WILL remain, but they will be converted back to binhex values and all your comments will be stripped out and gone. So best bet is to keep a copy separately yourself that you keep commented to make it easier for you to do changes in the future.
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Post by JRavens on Apr 23, 2015 20:07:11 GMT
Yeah crocs function sort of like land mines... err "lake mines" in that they just sit there until you get too close. I've never tried to alter their AI... hmmm wonder what would happen if they were given another animals AI? Their models probably aren't rigged to walk around so they would probably do something wierd like float through the air or worse they might suddenly drown in the water LOL.
To get to back to Jimbo's original question
>Is it possible to increase the amount of crocodile spawns?
Yes absolutely, but it could lead to strangeness. I did this in FC3 and had lily pads crop up on the beach. Got too close to one and the croc drug me under the sand and after killing him I ended up under the world space and had to fast travel to keep from "drowning" myself. While cool at the moment it was glitchy and odd.
The crocs don't generally spawn by themselves. They always have a lilypad covering to "hide" them. Of course once you become aware of this it's poor camouflage at best in addition to animals showing easily through Kyrat's water bodies like glowing beacons.
I could add them to the demon fish (or even regular fish) spawns and that should work, but they will likely appear suspended randomly in the middle of the water with lily pads at unusual heights. This may not look that bad underwater though. It's worth trying. I'll do a tutorial on the spawn charts file and show you guys how to adjust the encounter groups. We'll try throwing some crocs in the water and see how it goes. If they spawn randomly in deep water I think it would be a cool surprise.
In adjusting fish spawns in FC3 I found that sometimes they spawn just above the water line and fall down into the water which is a bit bizarre when you see it (I called it the flying fish syndrome). A glitch like this might cause hovering crocs slightly above the waterline as well.
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Post by JRavens on Apr 23, 2015 18:03:28 GMT
Oh wow you were right on the money then. It definitely sounds like you found a bug there.
Fortunately it's awarding the correct values and only displaying incorrectly. Most likely the bug is in the HUD file which displays all of the icons including the karma pop up. Someone screwed something up in a script adding those values together... It's probably some minor synatx error like DisplayedKP = DisplayedKP + KP DisplayedKP = DisplayedKP + XP
Where they intended the second line to be DisplayedXP = DisplayedXP + XP
The GUI and HUD for Far Cry 4 have been riddled with glitches since day one. Whatever team worked on them did a really sub par job.
We could report it as a bug, but since the existing NON-modded shop file works as intended I don't know that they would expend time to track down and fix this problem.
And so we come to another pitfall of modding - changing things that other parts of the program weren't designed or updated to handle :/
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Post by JRavens on Apr 23, 2015 16:47:37 GMT
Hmmm I'll have to check it, but I'm dubious that it's adding both together (nothing is impossible though with FC4! ) One easy way to test is for you to change them to 22 karma and 10 xp. Then it will be easier to identify the problem. If you get 32 then yeah it's combining for some non-sensical reason. If you get 47 karma (or some other number) then there is points coming from somewhere else. I would definitely change both amounts though and on just the wolf so you can use that as a test subject to compare against other kills. Try it out and see what you get. I suspect the game has some built in reward it is giving you or something else is going on...
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Post by JRavens on Apr 23, 2015 16:00:22 GMT
hmmm I might be off base, but I believe there is a karma reward for a clean kill so maybe you are getting that for using the bow?
I think the karma ring that pops up sort of collects up points that happen during the last few seconds and then shows them all at once. Same thing with XP.
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Post by JRavens on Apr 23, 2015 15:51:57 GMT
I've never had that specific thing happen, but I have had missions "mis-fire" before. Even things like taking over outposts don't always complete despite scouring every square inch for enemies. I think the missions just hiccup sometimes.
Having said that it is totally possible (though somewhat unlikely, but I don't discount anything) that the mission lua file calls an encounter spawn instead of just directly "summoning" the vehicle as it normally does for vehicles and enemies. If it does this - with me having adjusted the vehicle spawns to include all sorts of random vehicles then when it picks a vehicle at random it may be picking a vehicle that it considers ineligible for some reason (say a tuk tuk) or one that the game cut, but the number was left in the encounter system and I inadvertently copy and pasted. (* I ran across this with various bikes & motorcycles which are not in the game but references for them still exist in the spawn charts)
Then again maybe it is just a glitch with accepting 2 missions. Hard to say.
Maybe someone else has come across this problem too?
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Post by JRavens on Apr 23, 2015 3:29:27 GMT
Jim was a super nice guy and a heck of a modder. He actually created the skip intro for FC3 which starts you with Dennis (we bounced around ideas to take it further past the first outpost unlocked, but couldn't get it to work without breaking mission progression). He taught me a bit about the .LUA files and got me started on that path. Damn shame I can't put that stuff to good use in FC4. Any way he went on to figure out the compression schema for that OASIS file. That kind of stuff is over my head. I'm a tinkerer, but not much of a programmer... unless you count really crappy visual basic forms as programming (or 10 print "HI WORLD"; 20 goto 10 LOL) The tool I am referring to is actually not on the Ubi forums. I got it from another modding site. If your dead set on trying it out PM me and I will hook you up with the link. I just don't want to do a wide distribution because of the aforementioned reasons.
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Post by JRavens on Apr 22, 2015 23:36:39 GMT
What have you been using to open, change, save and recomplie, JR? A modder named General_Problem made a program to compress and decompress the FC3 oasisstring.bin Another modder took his source code and modified it to read the FC4 version. Unfortunately there's a problem re-compressing which causes pointers to get out of synch. As time went on and Ubi released more and more updates (with more and more text in that file) the problem became compounded leading to all the various issues. I'm hesitant to redistribute the tool since (A) it's not my work and I don't have his permission and (B) it's clearly bugged which could lead to even more problems.
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Post by JRavens on Apr 22, 2015 14:25:16 GMT
There are mods available for Far Cry 3 that have the second island open right from the start with no timer. I enjoy capturing all the outposts without having to complete all the missions and because you do not have their uniform the bad guys soon spot you. Yep, but i think he might have meant the out of bounds timer for the entire play area so you could get to some of the other islands and hidden play areas (the pre-burned hotel from the Liza mission, Vaas camp from beginning, etc.)
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Post by JRavens on Apr 22, 2015 13:16:29 GMT
For those of you who wish to look through the oasisstring.bin file of all the text in the game I will attach and uncompressed version to this post. This could also be useful to those of you who wish to change the descriptions, names and other pointers referenced in the shop and crafting files. Please note this contains all of the (English) text in the game and so it obviously contains some spoilerish material buried within it if you have not finished the main campaign and/or especially the Valley of the Yeti DLC. Perusing this file may ruin some suprises for you... Even if you HAVE finished the whole game this is a bit of "don't look behind the curtain" type of stuff that could be kind of disenchanting for you. The more you dig into Far Cry files the less entertaining the game becomes in my opinion. It's a bit like watching a movie on your TV or in a theater verse watching the movie while it's being filmed on set. It's entertaining in it's own way, but not nearly as "magical". Ye have been warned. oasisstrings_compressed_converted.zip (669.49 KB) EDIT - oh I should also probably point out that attempts to change this file and recompress it have led to errors including missing text strings in the game and most problematically the "no lip synch" issue which causes NPCs mouths to not move when they speak to you. So unless/until a tool comes out that can correctly repack this file it's not recommended to try and change the contents of this file.
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Post by JRavens on Apr 22, 2015 12:55:39 GMT
How to actually alter what is required to craft an item:
The relevant section is this part of each entry:
<Requirements> <Requirement shpLootObject="2257" iNeeded="3" /> <Requirement shpLootObject="255" iNeeded="0" /> </Requirements>
For each TYPE of item you will need a separate line. The last line always needs to be Requirement shpLootObject="255" iNeeded="0". These lines will show the icons of the items needed in the crafting display (remember the TEXT display of what is needed is handled separately)
The entry shpLootObject="2257" refers to the disID of the shop item required for crafting. In this case shop item 2257 is the Tibetan wolf skin.
NOTE - you could try adding non-animal and plant items as requirements to craft something. I have successfully used various ammo, grenades, arrows and other gadgets as requirements to craft items. One thing I pondered over and discussed with another modder was creating a series of items you could pick up off of enemies like "Duct Tape", "Super Glue", "Scrap Metal", "Leather Straps", etc etc and having these as requirements to craft various backpacks and such. Ultimately this idea was scrapped as it could lead to frustration for the player if the random number gods decide not to bestow this specific loot. Maybe however these items could be sold by the store if it could be figured out how to add other store tabs/areas (although in retrospect I suppose you could try adding them to the ammo tab if nothing else). Again this is all theory and would all require experimentation to see if it could be implemented correctly.
iNeeded="3" is obviously how many of those you need. In this case 3 of them. For my mod I made all of these 5.
IMPORTANT - you can assign as many items and item types as you like BUT there is a limit of FIVE (5) total items which will be displayed by the crafting display. Everything over that causes a visual glitch and your player cannot see the items which are required. Worse the text description will unlikely match and then therefore you will be unable to tell the player (in game) exactly what it is he needs to collect vs what he has actually collected.
That's why I limit myself to only using 5 total items despite wishing it could be much more. Yes you could always tell the player in a readme file with your mod, but trust me no one RTFM (reads the f*cking manual)
One final note is not to mess with <Levels> or <UpgradeLevels>. These components could theoretically with the correct nomadobjects and archetype adjustments allow multiple "levels" for each crafting tier (i.e 10 or 20 levels of a wallet for example), but at the moment they do not allow this to work. Of course if you wish to experiment with this please be my guest and please share your discovery if you get it working. I've always wanted to have multiple levels of upgrades so that the player would have more reason to continue hunting.
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Post by JRavens on Apr 22, 2015 12:55:22 GMT
(my apologies - these are not coming out as fast as I would like. Real life, etc. I'll try to sort out more time for posting these) OK so this tutorial goes hand in hand with my tutorial on how to mod the shop file. The file in this case is: \patch_hd\__UNKNOWN\misc\4EF705FE5CDB8750.maybe.rml Like the other encoded XML files it can be converted back and forth using the Gibbed Dunia tools convert xml tool (Gibbed.Dunia2.ConvertXml.exe). Be sure to rename it back to .maybe.rml on the end when done. This file contains the display information and skin/plant requirements for all the crafting items. Lets take a look at one of the entries: <Generic disLibItemId="7678408208474" Name="FCC_Upgrades/A1 - 2 weapon holster" hidGUID_Legacy="{3E24D8F7-73A4-4AE7-924E-6A6303F6FE92}" hidSingleObject="0" bCanBeShared="1" hidName="FCC_Upgrades/A1 - 2 weapon holster" disId="162" locidDescriptionId="82694" iSortId="0" sIconName="TX_Holster_01" locidItemNameId="190429" locidItemHUDNameId="1844418944" cftrcptpeType="5" sItemSize="" arkArchetype="7682173255252" arkMenuArchetype="0" vectorMenuDisplayPosition="0.06,-0.15,0.14" menuDisplayAngles="18.58,-15.5,-60.4" UnlockOnMissionComplete="" UnlockFromScript="" iCurrentLevel="0" iMaxLevel="3" locidIngredientsDescriptionId="346975" arkPreRequisiteRecipe="0" iNextRecipeID="163" fRotationSpeed="0.3" fRotationAmplitude="0.05"> <OffScreenRenderParams vectorBBoxMin="-0.8,0,0.4" vectorBBoxMax="0.4,0,0.2" /> <upgradeInfo locidDurationDescriptionStringId="654377248" locidDurationValueStringId="654377344" locidStrengthDescriptionStringId="654377440" locidStrengthValueStringId="654377536"> <UpgradeLevels> <Level iStrengthValue="0" /> </UpgradeLevels> </upgradeInfo> <Requirements> <Requirement shpLootObject="2257" iNeeded="3" /> <Requirement shpLootObject="255" iNeeded="0" /> </Requirements> <Levels> <Level iMax="1" iIncrement="1" /> <Level iMax="1" iIncrement="0" /> <Level iMax="0" iIncrement="0" /> </Levels> </Generic> Here's a brief run down on what those fields do. disLibItemId="7678408208474" and arkArchetype="7682173255252" - again all items are given library item numbers, but the most important number is the Archetype number (in this case 7682173255252) as it refers to the actual archetype file which contains further info on what this crafting item does. Name="FCC_Upgrades/A1 - 2 weapon holster" - just the internal name for what this item is. Makes it easier for you to know which item is which. disId="162" - ID number in this file for each crafting item. Not as interesting nor useful as the ones in the shop file. You could experiment and see if these can be used in the shop file as prerequisites to unlocking things, but I'm not sure if it would work. It IS used in the field iNextRecipeID="163" which presumably tells the game which recipe to reference and display AFTER you craft this one. locidItemNameId="190429" locidItemHUDNameId="1844418944" locidDescriptionId="82694" and locidIngredientsDescriptionId="346975" - all of these are pointers in the oasisstring file to assign text strings to the name and description of the crafting item. In this example locidItemNameId (string number 190429) is "WEAPON HOLSTER" and locidDescriptionId (82694) is "Carry one weapon of any type.". Of particular note here is locidIngredientsDescriptionId (346975) which is the TEXT display of whatever ingredients are required to craft this item. This description is independent of whatever you actually make the requirements so if it's unchanged then the description will not match the icons of what is required (and trust me this WILL lead to confusion and bug reports by people who use your mod ) In this example 346975 is the text string "3x Tibetan Wolf skin" iSortId="0" - this controls sorting of the icons in the crafting HUD. The lower the number the closer to the beginning of the items it appears. In this case zero (0) being the lowest makes holsters appear first in the crafting HUD. cftrcptpeType="5" - most gear is set to 5. Syringes are set to 255. Arrows are set to 4 even though you cannot seemingly craft arrows (I tried unsuccessfully to get them to show up on the crafting screen, but maybe someone else could have more luck - would be great to actually craft arrows instead of only buy them) vectorMenuDisplayPosition="0.06,-0.15,0.14" menuDisplayAngles="18.58,-15.5,-60.4" fRotationSpeed="0.3" and fRotationAmplitude="0.05" - all are hold overs from the FC3 menu system where items where displayed with 3D models and positioning. UnlockOnMissionComplete="" and UnlockFromScript="" - these seemingly work just like in the shop file. I have not tried using them, but it's theoretical that you could limit a crafting recipe to requiring a certain mission or bell tower to unlock it. Whether this would override actually crafting it with skins or prevent it from showing up or cause visual glitches I don't know. It would have to be tested. You can tell which syringes are the actual single player ones as they all have entries in the UnlockFromScript field. They are mysteriously called elephant, tiger, leopard and overdose (instead of healing, hunting, etc which also have entries but are unused...) iCurrentLevel="0" iMaxLevel="3" - this tells the game which level of the item type this is. For example this is the first holster you craft so it's level is 0. The next is 1 and so on. You will find that the game actually contains an extra "FINAL" crafting item of each time. This could be very similar to the uber items that DZiggy added in his FC3 mod. Unfortunately these items are all currently disabled. I have not yet experimented with enabling them since I think they need additional support from the nomadobjects file and the archetypes files. I believe they were a planned feature that was cut in the end either due to time constraints or simply because Ubi deemed them unnecessary. Crafting in general seems more scaled back than FC3 so I suspect it was the later. (Whether or not the idea for Ubi to implement these came from DZiggys mod is for another discussion and speculation). NOTE that these final items could also simply be "stops" (for lack of a better word) to bookend the crafting types and tell the game that there are no more items of that type to display and craft. OK the reply under this will contain the meat and potatoes of how to actually change the requirements for crafting items (i.e. "the fun stuff")
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Post by JRavens on Apr 22, 2015 11:59:55 GMT
Yeah unfortunately karma events are actually just part of the spawn system and they spawn like everything else (randomly and not actually tied to your karma)
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Post by JRavens on Apr 22, 2015 11:53:18 GMT
There's a faction of civilians which are hunters that are armed although I've never seen the encounter you had so that's pretty interesting. Given the encounters proximity to the arena the implication could be they collect animals to fight in it. Kind of cool
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Post by JRavens on Apr 21, 2015 22:20:26 GMT
Don't forget .rml at the end of that file after you convert it (CDCB723F8C565609.maybe.rml) Also you can change the XP in that file for things like Yalung demon masks and prayer wheels, etc. if you want to try and even out the XP curve more to your liking. I think the XP we settled on falls between 2.5x to 3x the current values (but of course it gets further and further between each level as you progress so the first 10-12 are easy, but the last 20 are grueling). I was hoping this would make players more conscience of their skill point decisions and if you "want everything" (you 100% completionist you!) then you would have to invest a lot of time at the very end.
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