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Post by akmark5000 on Jun 13, 2015 3:54:57 GMT
As a non-modder I wonder if it is possible to combine FAR CRY 4 ENHANCED (Casual version) with FAR CRY 4 ATTACHMENTS MOD.
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Post by bontainer on Jun 13, 2015 9:48:25 GMT
That should be possible. Its only the exchange of one file (shop file CDC). But we will have to wait what JRavens says, after all its his mod.
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Post by akmark5000 on Jun 13, 2015 17:00:26 GMT
Ok, thanks for the reply Botainer.
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Post by bontainer on Jun 14, 2015 10:17:37 GMT
One of our problems are Ubisofts 1.9.0 and 1.10.0 updates. With Yeti they introduced a totally new shop system that is not compatible with the older mods (crash when entering shop). The shop system also contains the attachments.
Now we have to find the time to adapt the old mod versions to this new shop system, and that will take some time.
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Post by rocketpanda40 on Jun 16, 2015 19:30:36 GMT
bontainer,
Thanks so much for your help on my last question; I have another, similar to the above:
Could you (or JRavens) tell me which files within the optional attachments mod unlock all weapons from start, so I can combine this feature with the hardcore enhanced mod?
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Post by bontainer on Jun 16, 2015 20:41:52 GMT
Its all in the so called shopfile. More info in farcrymods.freeforums.net/thread/20/mod-shop-fileWhats intersting for you is UnlockOnMissionComplete="" - this is how you can have certain weapons (or items) locked until a player completes specific campaign missions. For example the Desert Eagle (D50) doesn't unlock until you complete the mission key to the north and so it has an entry of UnlockOnMissionComplete="MIS_310_MAIN". UnlockFromScript="" - items can also be unlocked via scripts. Typically this is used for giving free weapons from belltowers via entries such as UnlockFromScript="Tower1", UnlockFromScript="Tower2" etc. The only other mentioned script is UnlockFromScript="SKILL2SHOP" which is bestowed by the Trade Agreement skill and is used in the entries for special arrows and sticky upgrades. ecoUnlockFromShopItem="0" - as mentioned above under disId this entry keeps certain items locked until you unlock the indicated item. One of the few examples of this is Guns For Hire Upgrade 2 which has ecoUnlockFromShopItem="2191" with item 2191 being the disId of Guns For Hire Upgrade 1. If you want a weapon to be available from start you only have to set UnlockOnMissionComplete to "". That will do it. Just ask if ayou have any more questions. We are glad to see anyone who wants to get into FC4 modding. Really!
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Post by rocketpanda40 on Jun 16, 2015 20:55:25 GMT
Wow, thanks for the super quick and helpful response, esp the link So for my purposes, it ought to be as easy as simply taking the cdc file from the unlocked, high power attachments mod and using it to replace the one in the hardcore compilation, correct? I'm trying not to have to delve super deep into the extensive files yet until I get a better handle on how it all works
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Post by bontainer on Jun 16, 2015 21:11:15 GMT
Basically yes. If you know a bit about XML or any programming language, its really easy to mod FC4. At least the part we have uncovered yet.
But concerning weapon availability and prices its really no problem at all. Weapon capabilities and movement (speed and climb) are a tad more complicated.
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Post by rocketpanda40 on Jun 17, 2015 6:08:24 GMT
Update- Replacing the cdc file in FCE with that in the attachments unlocked mod doesn't work; the game crashed whenever I tried to enter the shop or trade with a sherpa. Manually altering the file within FCE worked perfectly though, so all good (just a little more work )
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Post by bontainer on Jun 17, 2015 6:52:06 GMT
The shopfile from version 1.10.0 has new parts for the Yeti DLC. In this case the price list (another file, where the multipliers are located has to be changed too. But its definitely easier to change the variables.
Here is a list of the easily editable files:
C4F53D913359740F = loot amount
This file defines how much loot you will find in chests and on bodies
CDCB723F8C565609 = shop file
This file has already been explained by JRavens
BF774EC796CA7319 = shop multiplier
This file contains the value mulitpliers for the shop file. Each shop unit (like ammo) can use up to 4 modifiers, each for a difficulty level.
A442439360EE9B5D = encounters
This file contains the spawn distance and spawn chance in varios areas
77247810CF9D29DC = keyboard / Pad commands
4881E4C778199500 = key press or hold
009F72BDB46D4D2A = object definitions
4Ef705FE5CDB8750 = bags definitions (no content values)
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Post by takeout1113 on Jun 17, 2015 23:06:38 GMT
Hmm, I today (June17) at 345 tried to open FC4 and play, I was unable to. I had previously, as some others here, had played the Yeti DLC, and then returned to the I think it was 1.8 version so I could use the great Mods here such as weapons/attachments/damage. I have not played FC4 in quite a while due to extraneous circumstances that grinds my teeth so I will not go into, perhaps two weeks, has there been any updates I was unaware of? I did install the "Dying Light" game yesterday which seems good to go by the way, but I am not sure if that could have updated my FC4 game also?
I asked my Gson who is the only other player on my machines if he screwed up and did the Yeti update accidently to move it to the 1.1.0 version it shows now on the Screen showing the elephant winking, also the Yeti shows a blinking asterik. He denies opening accidently with the update and has never lied before, but I realize I have been just lucky in that regard, heh, boys will be boys.
If no one is aware of any changes to the game done by Ubi, I guess my only recourse is to so back and restart at 1.8 and then use one of our good friends start points near where I was in game, I think Bontainer, but could be JR or another, sorry, brain dead.
thanks for any help or replies.
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Post by bontainer on Jun 18, 2015 9:06:36 GMT
If you have the Yeti DLC in your homescreen (right block lowest entry, beneath Escape from Durgesh) the game has been updated.
If you have 1.10.0 in the lower left, but not Yeti as above, its still 1.8.0
To be save download 1.8 from here:
files.farcrymod.me/~jravens/farcrymods.com/1.8.zip
unpack it into data_win32, and then copy the mod you want to use into the same directory.
That should do it.
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Post by takeout1113 on Jun 18, 2015 15:58:54 GMT
Thanks, buddy, I knew I must have gotten off the right track for using the mods. I may be back to ask where you keep the savegames from completion of various quests, if the game doesn't remember where I was. Will post if any probs.
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Post by takeout1113 on Jun 18, 2015 16:55:55 GMT
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