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Post by bontainer on Jun 8, 2015 18:17:44 GMT
All guns now have correct names and use the correct ammo. The damage has been computed based on the real ballistic data (Energy of the bullet, modified by barrel length and bullet dimensions - large calibers do poportionally more damage, after penetration)
I totally revamped the ammo system, and instead of buying Assault rifle bullets, you buy the real thing, 5.56mm, 7.62mm, 9mm you name it. Effectively each gun uses the ammo it uses in reality - the Vector .45ACP, the P416 5.56mm, the M-14 and the M-700 7.62, the Z93 12.7mm.
I also adapted the prices (yes ammo is back, but extremly expensive) to real world costs. The relation between the price of a 9mm round and a .50 BMG is the same as in your local gun store.
Sadly, the system is limited, so I had to make ends meet, namely that all Russian ammo has been put into standard categories, the 7.62x39 now runs as 7.62 (I do know that there is a huge difference to the .308), same as the 7.62x54R, similar adaptions have been made for the 9mm ammo.
To put the actual weight of the ammo into relation I also changed the amounts in the categories, 200 rounds of 5.56 weigh the same as 200 rounds 9mm, 100 rounds of 7.62, 80 rounds of .45ACP, 50 12-gauge, or 20 rounds of .50cal, so I reduced the amount that can be carried accordingly.
I would have preferred to set a maximum ammo carryweight, so you could decide what mix of ammo to carry - but the game engine does not allow that.
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Post by pj on Jun 9, 2015 0:18:20 GMT
After killing the first wolf at Hanan's farm - the yellow/black crafting circle/wrench popped up, and so I gained the first holster, and so (I think) I then needed two Tapirs, but after bagging the rest of the wolf pack - the crafting thingy popped up again, so I acted on it - and boom! I now had two holster slots, and the holster image disappeared (as it does on my coincident mod too.). I got out of the game, and am just about to restart with a fresh Banapur save so that I can verify that's actually what happened..
Back in a while...
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Post by jimbo63 on Jun 9, 2015 0:29:18 GMT
I am sure that that a similar thing happened to me using version 14 and I just presumed that it was part of the problem of only having 3 holsters
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Post by jimbo63 on Jun 9, 2015 0:52:02 GMT
Just loaded version 14 again and the wolf skins in the first mission give you the first two holsters even though it states that you need tapirs for the second holster.
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Post by pj on Jun 9, 2015 1:04:20 GMT
Hmmm. I stayed with v11 & 12, as he introduced the fast walking and crouching, so I experimented and ended up with my own crouch at 1.2. I had the three holsters per the code I posted for Bo a few days ago, Jimbo - and I had no issues with it - the handgun (#2)was ok (the X-Cross): the AK47 in #1 was fine, and so was the SVD at #3. As soon as I had the third holster the image disappeared - which was "unusual", but ok by me. In this case - the second run through - the crafting symbol didn't show up 'till the "Wolves Den" mission was over, and so I hit "M" at that point, picked "Crafting", saw the bright icon at the Holster image, clicked it - got the first holster: The wording in the image at the bottom said "Malaysian Tapir Skin" (no quantity, but the images were not Tapirs - they were still of two Wolves, and the crafting symbol was still lit up at the Holster image. I clicked it once again, and the whole Holster image disappeared, indicating (to me) that I now had two holsters. I haven't looked at the code yet, but I don't know all that Bontainer knows: he and JR are pretty smart cookies, and I'm still groping around in the dark most of the time. sigh...
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Post by jimbo63 on Jun 9, 2015 1:17:20 GMT
Just loaded version 15 and completed the first mission and it was the same as version 14. I also noticed that even though I had crafted the 2 holsters I still had 7 wolf skins available to sell in the shop. Not a problem for me - I think that bontainer is trying to fool me into a false sense of security by making it an easy start . . . LOL
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Post by pj on Jun 9, 2015 1:48:13 GMT
The extra wolf skins are because you're getting double skins for every kill Jimbo - shooting with a bow is the same as a knife - double skins.
The issue is with the bolded line from the second holster: Bo's original line was the same as the first holster - 2257 (Wolf) instead of 2259 (Tapir). I changed it to 2259 as below red, and all is well with this part of the game..
</Generic> <Generic disLibItemId="7704244118150" Name="FCC_Upgrades/A2 - 3 weapon holster" hidGUID_Legacy="{9D7B1ADF-8ECC-424E-8484-1F4EC201D73E}" hidSingleObject="0" bCanBeShared="1" hidName="FCC_Upgrades/A2 - 3 weapon holster" disId="163" locidDescriptionId="105541" iSortId="0" sIconName="TX_Holster_02" locidItemNameId="190429" locidItemHUDNameId="1330772528" cftrcptpeType="5" sItemSize="" arkArchetype="7704241873310" arkMenuArchetype="0" vectorMenuDisplayPosition="0.06,-0.15,0.14" menuDisplayAngles="18.58,-15.5,-60.4" UnlockOnMissionComplete="" UnlockFromScript="" iCurrentLevel="1" iMaxLevel="2" locidIngredientsDescriptionId="126002" arkPreRequisiteRecipe="7682173255252" iNextRecipeID="181" fRotationSpeed="0.3" bIsDLC30="1" fRotationAmplitude="0.05"> <OffScreenRenderParams vectorBBoxMin="-0.8,0,0.4" vectorBBoxMax="0.4,0,0.2" /> <upgradeInfo locidDurationDescriptionStringId="654380032" locidDurationValueStringId="654380128" locidStrengthDescriptionStringId="654380224" locidStrengthValueStringId="654380320"> <UpgradeLevels> <Level iStrengthValue="0" /> </UpgradeLevels> </upgradeInfo> <Requirements> <Requirement shpLootObject="2259" iNeeded="2" /> <Requirement shpLootObject="255" iNeeded="0" /> </Requirements> <Levels> <Level iMax="1" iIncrement="1" /> <Level iMax="1" iIncrement="0" /> <Level iMax="0" iIncrement="0" /> </Levels> </Generic>
Catch ya later!
pj
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Post by pj on Jun 9, 2015 1:51:17 GMT
Yes - I like just collecting only a couple of skins from easy animals for the holster: Loot is a pain early on, and the wallet becomes a pain to build.
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Post by willyr1100 on Jun 9, 2015 3:14:13 GMT
maybe it's just me, but I just converted the maybe.rml files to .xml and deleted all the maybe.rml's ,re packed them and deleted the saved games, put in Jr's 1.10 saves started the game and it took forever to load and eventually froze up, I unpacked the PATCH_HD.DAT file and the only file that was left in the misc folder was the 4881E4C778199500.xml file so I put back all the .maybe.rml files and it started right up good as new, not sure why it didn't do the same when I did all the .xml files only in version 14
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Post by bontainer on Jun 9, 2015 7:04:19 GMT
Sorry, did not change the text from tapir to Wolves. The idea was, that you have all three holsters after the wolves Den - because carrying a gun or a bow needs the least material effort.
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Post by bontainer on Jun 9, 2015 7:08:31 GMT
Willy: During the packing process only viable files (.rml) are used. You can copy the XML files into the misc folder but it will have no efffects, they are just left out. Only exeption is the file with the keyboard commands.
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Post by bontainer on Jun 9, 2015 7:26:14 GMT
Here is the culprit: locidIngredientsDescriptionId="45239" this variable defines the string in oasis that is displayed during crafting. I really do not know if it is a good idea to choose database references instead of simple text strings. At least for us modders it is a pain in the ass... I attached the corrected version. Attachments:4EF705FE5CDB8750.xml (115.78 KB)
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Post by jimbo63 on Jun 9, 2015 11:45:35 GMT
The extra wolf skins are because you're getting double skins for every kill Jimbo - shooting with a bow is the same as a knife - double skins. Yes I forgot about the wolves that were already dead - I knew I had not killed 7 wolves.
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Post by pj on Jun 9, 2015 13:57:12 GMT
Yah.. it's as if they had fifty different programmers without email or 'phones, in fifty different locations - all communicating through four or five "leads" who spoke different languages....
There's a whole section in the oasis file - <section name="0x3A9BF87C"> wherein the requirement quantity strings are laid out: 1x this, 4x that, 3x something else, etc.. , but I don't see any of those used in this oasis/4EF705... file combo - only the singular <string enum="0x3F8E0E45" id="45239" value="Tibetan Wolf Skin" />
This - (in the (UBI) and Bontainer) version of the game we're working with - isn't directing to the right string: none of the (skins, as we're talking about holsters or wallets, etc.,) "wording" requirements for advancement have the "1x", "2x", "3x", etc., at the front, nor do they have the plural of "skin" - "skins" - the "s" at the end of the string - so the "45239" (for e.g.) is the wrong string in any case: it should be, (assuming two wolves) - <string enum="0x044C130B" id="192051" value="2x Tibetan Wolf skin" />, and for the two Tapirs - <string enum="0xC0C923E4" id="192093" value="2x Malayan Tapir skin" /> - but even those need the "s" added to the end of the strings.
I'm gonna check the older versions of these two files to see if they're any different, as I don't remember seeing this "phenomena" before this little problem cropped up. There may also be a totally different reason for this happening too, but the above is my current take on the process; this might be is wrong and maybe Botainer or JR know what is happening.
I should also say that this in no way, constitutes a criticsm of Botainer's mod - merely my own "nit-picky" desire to polish - on my machine at least - what may be a UBI programmer's error. It takes an aweful amount of digging to find and modify all of the components that make up a mod with the complexity of JR's Hardcore series, and now Bontainer's Nightmare series. This work is doubly compounded by the "not very tight" coding practices of Ubisoft. For one person to produce each of these mods is an enormous achievement, and should be applauded.
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Post by pj on Jun 9, 2015 14:41:59 GMT
Soooo... in trying out the original 1.8.0 files - the item requirements do indeed show "1x" or "4x" - the 4FE705... file showing:-
locidIngredientsDescriptionId="346975" for the two-weapon holster, 3x Tibetan Wolf skin (<Requirement shpLootObject="2257" iNeeded="3" />)
locidIngredientsDescriptionId="343385" for the three-weapon holster, 3x Malayan Tapir skin (<Requirement shpLootObject="2259" iNeeded="3" />)
locidIngredientsDescriptionId="346965" for the four-weapon holster, 3x Honey Badger skin (<Requirement shpLootObject="1862" iNeeded="3" />)
No plurals at all, but something changed between the original 1.8 and now.. Oh well, some more customization is called for. That's what retirement is for, right, TakeOut!
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