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Post by JRavens on Apr 15, 2015 18:45:39 GMT
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Post by JRavens on Apr 15, 2015 15:53:30 GMT
Well I did include a new shop file in 1.9 with all the attachments activated, but it wasn't working properly. Maybe the 1.10 update finally allowed the file to correctly be read and now you are seeing them as I intended.
This is an ongoing problem with them - one patch certain files get read and used correctly and the next they don't. I remember going crazy because in one patch (1.6 maybe?) I could alter the elephants to drop elephant hides, but then the very next patch it stopped working no matter what I tried with the file.
So GD frustrating when the modding is inconsistent.
Glad to hear though that maybe 1.10 may finally allow my mods to work. *maybe* there's a hope for a .19 final then as well.
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Post by JRavens on Apr 15, 2015 13:49:04 GMT
Any idea what they changed from 1.9 ?
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Post by JRavens on Apr 15, 2015 13:48:08 GMT
#1 Would have come with a harder game mode. Unlocking everything actually decreases the challenge at the moment. You can of course change this yourself as Bontainer points out.
#2 I found the correct lua command (and it's really simple - something like unlocknorth=1 have to find my notes), but the lua files don't seem to take changes... the game simply discards them. So yeah at the moment there's no easy way to open the north.
#3 & #4 Yeah this is a problem in both games. I think they increased the distance from FC3. I seem to remember using the camera and setting a waypoint and at about 120m the objects would disappear... in FC4 it's around 200m I believe, but it could be dependent on how many objects are on the screen at once. When it spawns new entities it likely deletes old ones to free up memory.
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Post by JRavens on Apr 15, 2015 13:38:39 GMT
Hmmm I'm not nearly as versed on the weapon file formats as Ziggy (he's the Far Cry weapons master), but I think there may be an offset that needs to be adjusted in the weapon files for weapons that the suppressors weren't originally placed on. In addition I'm guessing another setting needs to be changed to not hide the barrel. By default it's probably working the way the heavy barrel does on the Magnum (hiding the short barrel and displaying the long barrel in it's place).
If I recall there was a problem in FC3 getting the silencer on the end of the barrel verse replacing it on the magnum... can't remember if he fixed that. I would have to study his files verse the originals to figure out the proper way to fix this...
Funny I never noticed it before.
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Post by JRavens on Apr 15, 2015 13:29:05 GMT
It's just to let the movie section have it's course, then you just hit escape and load last checkpoint and everything is OK. Hmmm I think Ceano has this right. It must be something the mission file sets up then at the beginning, but we are seeing because the video is not playing the full 5 minutes. Weird that it occurs right when they pull the bag of Ajays head, but it just must be the timing. At any rate if you sit through a few minutes of dark conversation as soon as Pagan leaves and control is given to the player you can hit escape and reload the checkpoint just as Ceano suggested and it does indeed seem to work normally from that point on. Unfortunately Pagan's table introductions in the dark isn't much better than sitting through the bus ride. Shorter though so there is that... I think this is too glitchy to put into the final (the typical user may become frustrated/confused), but I'll leave the thread here for more advanced users who still want to implement it for themselves. PS - I also tested changing the bink file for cin_100_010_cellphone.bik and it made no difference.
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Post by JRavens on Apr 15, 2015 12:13:43 GMT
Honestly for this kind of an update I'm not sure. Since all I did was correct the bonus requirements IF the game checks your karma level each time you enter the shop (and why wouldn't it, but who knows) then it should apply the benefits to the cost of the items.
Having said that any time I tinker with karma and XP levels themselves it seems to necessitate a new game or things get messed up.
My gut is no you shouldn't have to start over, but if the items still aren't getting the bonus or something odd happens (like you can't buy medicine and body armor or the requirements freak out and give you a weird message like the driller) then I guess a new game will be required.
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Post by JRavens on Apr 15, 2015 2:42:13 GMT
For tipped over vehicles you need to rapidly tap the E button (or whatever button you have assigned to interact). Press and hold won't work since I changed the behavior of the interact to just press.
Rapidly pressing it however should work (at least I've done it successfully for small vehicles and hang gliders, pretty sure I've had to right buzzers as well...)
This probably needs to be documented better or put into the FAQ.
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Post by JRavens on Apr 15, 2015 2:36:37 GMT
Attached is a fixed (fingers crossed) CDC shop file. Extract this into the _unknown\misc\ folder and overwrite the existing file and then repack. Alternatively I'll release an update to v0.18 including this in a few days. Should now correctly apply karma benefits to consumables and ammo which were messed up. Looks like attachments, weapons, house upgrades and maps were OK and working as expected, but as always if you find any bugs let me know
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Post by JRavens on Apr 15, 2015 2:18:49 GMT
So the other file is cin_100_010_cellphone.bik
graphics\characters\_common\animations\narrative\fullscreen_binks\cin_100_010_cellphone.bik
Not sure if blanking that also would make a difference...
Couldn't find any .xml files, but creating blank ones might not hurt. Seem to recall that FC3 had .xml files to go along with some of the bink files.
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Post by JRavens on Apr 14, 2015 20:25:26 GMT
Thinking back I seem to recall that in vanilla I didn't find them (well at least not live ones anyway - plenty of unusable corpses around the wolf farm) until I met Mr Chiffon. 2-3 spawned around that first little house and then of course from there you do come across a fair amount. I kind of like that it slows the initial progression a little and it's completely possible that they did it intentionally.
If I had my druthers I would make each crafting item have a large amount of levels that provided only a tiny increase each so say the first level of wallet had 20 levels each providing +$100 maximum capacity and each requiring 5 Bharal skins. This would really extend the hunting and provide a reason to keep on collecting skins. *Obviously the numbers would have to be balanced out. That was off the top of my head.
But like many things this type of system is difficult if not impossible to implement *sigh*
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Post by JRavens on Apr 14, 2015 17:20:09 GMT
Ah yup wise words there.
OK guys I pass the baton for this onto anyone who wants to take it. See if you can implement this without experiencing the described issue. It might be video settings related.. I did have some weird flickering leading up to Banapaur until I changed my settings from Ultra to Very High. I didn't bother testing any video changes for this specific intro bug though.
I seem to recall a second bink video also that plays when Pagan holds the cell phone up to capture a selfie of him and Ajay. It's possible that video needs to be blanked for some reason as well (I didn't bother assuming it was called during the play of the first video but who knows)
If I come across the correct name I will post the filepath name here so that can be toyed with as well... I think it's a variation such as graphics\characters\_common\animations\narrative\fullscreen_binks\cin_100_100.bik or something similar).
Other than that I'm not sure what else to try on this bug. Unless it's purely specific to people with certain video cards and/or resolutions.
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Post by JRavens on Apr 14, 2015 13:16:31 GMT
Have to run out for two hours or so at this moment - so no rush, but in trying this mod - it works (no bus ride) - BUT - as soon as Ajay's hood bag is removed, and Min's very sunlit, handsome face come into view - the video portion of the game disappears. All else works - weapons circle comes up, F1, F2, F3, F4 menu's and so on, the subtitles are there, sounds are normal, etc., - but just a blank screen. I changed from Ultra down to High, but no diff: I changed the filelist \ui\ and UI\ paths to read ui\, per the rest of the list (I use the list from the FC4 Modders forum). Any ideas? No rush.. pj Hi pj. I'm not sure on this one. I think I hit the same weird bug myself. Odd... let me try to figure out what is going on with that. EDIT - annnddd Far Cry strikes again. No matter what I tried I kept getting the same result as pj. Everything seems to work fine - no bus trip. You can sort of see through the burlap sack they have over your face, but right after Pagan says "well go on take the bloody bag off his head!" and they yank the bag off then the sunlight floods in and suddenly the screen goes black. Game still functions, but you have no vision. *sigh* So you can now see how frustrating Far Cry 4 can be. You often find something that seems clear in how it should work, but when implemented some other bug/glitch/programming prevents your edit from working as intended. My apologies, but unless anyone else has this working as intended it looks as if this modification is bugged
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Post by JRavens on Apr 14, 2015 12:59:48 GMT
My release of FC4 is the limited edition only (get the 3 Hurk missions and harpoon), so I should not see, I assume, the Driller, nor Sandman for example (which I do). Wonder if this is back to whatever was the issue earlier with the attachments mod and the elephant gun. Regarding my save files; FWIW, I started a new game from scratch (deleted the previous vanilla save files) with mod 1.8.1, played thru the long intro cut scenes to be sure before saving at any point. Also, just to say again, have been completely off-line since patch 1.5 with cloud sync in Uplay turned off. No you should not see them as I reverted the shop entries back to sULC_Name="DrillerPKM" and sULC_Name="Sandman1911Pistol". Previously I had removed those which resulted in everyone being able to see and purchase them. If you can see them and you do not have the season pass then I am stumped. Far Cry's shop behavior for you has been unpredictable to say the least. This on I can't really replicate myself since I do own the season pass, but I can at least check and see if the driller says "Reach Level 0 (xxxxxxxxx levels remaining)" in my new playthrough.
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Post by JRavens on Apr 14, 2015 12:55:15 GMT
Hmmm a quick look at the shop file and I see body armor, medicine and guns for hire tokens all have bModulateCostOfItemWithKarmaLevel="7866460751704" which I thought was for karma level one. Checking against the original shop file this was the number set on weapon attachments which in vanilla are given a -25% cost reduction at karma level 1. I will start a new game and try and replicate the issue. This may be another case where things in the shop file just don't seem to work as expected. EDIT - Nope. I'm a dope. I have the karma discount entries written incorrectly for most of the items. This actually probably caused a much larger issue with lots of items not properly receiving the 25% karma discount I will go through and fix these soon and provide a corrected file. This will also (hopefully) be fixed in 0.18 FINAL. Thanks for the bug reports
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