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Post by LinkHero95 on Apr 20, 2019 15:22:44 GMT
JRaven's open world mod primarily consists of the following modifications: 1. Unlocking all skills 2. Unlocking normal and signature weapons 3. Unlocking the North at start 4. Unlocking attachments for all weapons Can anyone elaborate on what sections of what files change each of the things ?
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Post by JRavens on Apr 21, 2019 14:33:17 GMT
#3 was via a lua script. Can't remember which one, but if you unpack the mod it will likely be one of the only scripts in there. It contained an obvious command like UnlockNorth() or something. Not sure if that trick still works with the latest update. #2 and #4 is mostly done through the shop file. Just go through each gun entry and remove any unlock requirements (towers and MIS which are mission numbers). For attachments go through see if it was disabled by giving it a buy and sell price of "-1". Some attachments were hand added back in by coping and pasting HTML sections from other guns though they might have required specific ID numbers or somesuch. Your best bet is again unpacking my old mod and converting the shop file so you can compare it against the latest version (particularly if you want to copy and paste missing attachments). That shop file is pretty long and one section is for the base game and an nearly identical copy appears in it for Yeti (such a weird way for Ubisoft to implement that *sigh*) #1 and requirements for signature weapons were inside the notorious "CEF" file. I had to uncover where the skills and signature weapons were in there and then figure out which lines were the requirements. For skills it was usually a MIS line like the guns in the shop file. For signature weapons it was a bit more complex. Each signature weapon was hidden amongst all the rewards you are given for completing each mission/sidequest. Once I found them though I believe it was as easy as changing the required number of something to zero. So if it was 2 propaganda posters I think you can simply zero out the 2 (so in essence making it zero propaganda posters). Searching the forums for shop file and CEF file will probably get you started on finding those files and converting them. If I have time (and remember) I'll try to isolate everything a bit better and reply on this thread... UPDATE: The Open World mod contains the LUA script file I'm sure (so try unpacking it): www.nexusmods.com/farcry4/mods/26/?CEF file is/was __UNKNOWN\game\CEF2050C2780F74C.fcb but Steve64b correctly identified it as generated\nomadobjecttemplates_rt.fcb Discussion found here = farcrymods.freeforums.net/thread/394/cef-fileShop file is/was _UNKNOWN\misc\CDCB723F8C565609.maybe.rml More in depth details about it and modding it found here = farcrymods.freeforums.net/thread/20/modding-106-mod-shop-file
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Post by JRavens on Apr 21, 2019 14:45:39 GMT
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Post by LinkHero95 on Apr 21, 2019 16:38:17 GMT
That mod works just fine. However, I found the concept of signature weapons being readily available a little unfair. I wanted the signature weapons to stay locked until the requirements were met. So I asked this. Also, this can be used as a reference for future mod developers.
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Post by JRavens on Apr 21, 2019 17:25:31 GMT
>However, I found the concept of signature weapons being readily available a little unfair.
No worries. I asked because if you unpack that and ditch the CEF file it will restore signature weapon requirements (unfortunately it will also restore skill requirements as well - that file contains a multitude of different things). The shop file and associated files will give you the attachments (theres like a HUD file that dictates the right positioning for the attachments on the small HUD gun image... possible some other files that sort out ID numbers for attachments and guns/bows I restored or added like the ACE and Shangra-La bow)
>Also, this can be used as a reference for future mod developers.
Absolutely. I realize information became spotty after I grew tired of updating Far Cry mods (IRL and Ubi's insistence at breaking mods with every update just wore me out and I started modding other games instead... well that and modders get bored of working on the same things for years on end)
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