Forgive me at my lack of modding skills, but I've searched through the file you linked (the FC4E Regular) trying to find the entityarchetypeslibrary, but I've had no luck. I also tried to find a guide (as you have many posted) on accessing the weapon files), but I guess there wasn't one created.
If you could assist me some more?
Thanks!
Sorry about this! I forgot that the default Dunia tools do not extract the entityarchetypeslibrary folder (they just dump everything into unknown)
A weapons tutorial has been long overdue, but it's a complex thing and will take a long time to write up. In addition there are still tons and tons of lines in the weapons files we still don't even understand or use from FC3 much less FC4.
WARNING! - LONG WINDED COMPLICATED TUTORIAL AHEAD! Get a drink. Put your feet up. Read it. Read it again. Read it a third time and it will start to maybe kind of make sense. THEN go ahead and try to follow it
OK to start with you will need to create a folder under your unpacked folder called entityarchetypeslibrary so it will look like this for example:
C:\my_working_mod\patch_hd\entityarchetypeslibrary\
This folder is where your complete .ark.fcb files will go.
Then you will need to download and extract the contents of this file to it's own directory (on your desktop, make another folder on the C drive or wherver you want - just keep it separate while you work on the weapon values) -
www.dropbox.com/s/ea6ucchbrwohlbb/FC4_WEAPONS_ALT_DAMAGE.zipNow for a very basic tutorial. After you have that folder downloaded and extracted into it's own place you will be able to follow along with the rest below:
Lets take the AK-47 to change the damage. All of the weapon damages work like this.
Go to where you extracted those files you downloaded. You will see a bunch of folders I made to sort the weapons by type:
0 pistols
1 smg
2 shotguns
3 ARS
etc
Go into 3 ARS (assault rifles - you can rename these folders to whatever you want to better suit your way of sorting the weapons out)
Now you will see the various folders with the different assualt rifles:
A52
A52.ACE
AK-47
etc
(and BTW the A52.ACE doesn't work at the moment - something Ubi did disabled us adding new weapons - still trying to figure out what the stumbling blocks is)
Go into the AK-47
go into the first AK-47 folder in there (the other AK-47 folders are for different kinds mostly carried by NPCs or unused in the game - you want the first top folder just plain old AK 47)
You should be in \FC4_WEAPONS_ALT_DAMAGE\3 ARS\AK-47\
You will see 2 files:
171144368018084255.ark.AK47.xml
171144368018084255.ark.fcb
171144368018084255.ark.fcb is the actual file used by Far Cry 4. I have these in the folders so you can see their exact names. When you have changed your file and converted it from an .xml into an .FCB this is what you will need to rename it. ONLY RENAME IT once you have successfully created your new .FCB which we will talk about in a moment.
You want to open the xml file (171144368018084255.ark.AK47.xml) and look through it. I recommend using notepad++ or some kind of text or xml editor that is not going to mess with tabs, spaces, etc and not going to change the format of the file when you save it. For small changes like these I defiantly recommend Notepad++.
Most of the xml is undecoded binhex which probably looks like gobbley goop. Ignore all of that and search for "flevel" (no quotes i.e. flevel)
You will find a line that looks like this:
<field hash="F26659EE" type="Float32">125</field> // fLevel 125
flevel is the damage rating. Most enemies have 100 health and animals have more.
I was a bit off on the amounts animals have, but they still do have a lot more than humans. I made a thread on the default values here:
farcrymods.freeforums.net/thread/167/animal-healthNote that everything on that line after the double slash // will be ignored and stripped out when you convert the file. I use those // to keep notes for myself.
So we can see in this set of files I have the damage set to 125, but that is wayyy over the default 100 value for NPC humans so why would I do that (beside just wanting to kill people in one hit?!). Well the reason I do that is because animals do have so much more health I want my weapons to do more damage to animals. Later in the file I will reduce this damage against humans.
At 125 you can see that small animals like goats, deer and monkeys will be killed with a single AK-47 bullet (they have less than 125 health), but things like wolves and tigers will take at least a short burst of 3 - 6 bullets and things like bears and elephants are going to take a good chunk of the clip. You can fine tune this as you like.
Now humans on the other hand we can adjust the damage against by setting modifiers which adjust the damage depending on what area you hit - head, body or legs. This does not affect animals it's only for humans.
Search for DamageMult and you will see two sets of damage multipliers one on top of the other like so:
<object hash="1664515A">
<field hash="8F865BC2" type="BinHex">0000803F</field>
<object hash="04DA9AAC">
<field hash="BD8D62E9" type="Float32">3</field> // HeadDamageMultiplier
<field hash="6051AE17" type="Float32">.65</field> // BodyDamageMultiplier
<field hash="CADFD003" type="Float32">.45</field> // LegDamageMultiplier
</object>
<object hash="F89D699D"> // mp
<field hash="BD8D62E9" type="Float32">1</field> // HeadDamageMultiplier
<field hash="6051AE17" type="Float32">.65</field> // BodyDamageMultiplier
<field hash="B8FC425A" type="BinHex">0000803F</field>
<field hash="0F33343D" type="BinHex">0000803F</field>
<field hash="A29ACB63" type="BinHex">0000803F</field>
<field hash="CADFD003" type="Float32">1</field> // LegDamageMultiplier
</object>
The first set is for single player. The second set is for multiplayer. You will see I put an // mp for the second set to designate multiplayer. Ignore that set. In fact most of the weapons have totally different files used for muliplayer so in many cases these fields are unnecessary anyways. Plus we never want to use mods while playing multiplayer in case we trip some kind of cheat detection. Best to just ignore that set of fields entirely.
The first set is the one to focus on. Here you see I set head to 3 (meaning 3x the damage or a whopping 375 points - I feel like headshots should generally kill in one shot even if the opponent has armor - you can adjust as you see fit).
The body value is set to .65 and the legs to .45
This is how I lower the 125 damage against humans.
So for humans who get hit in the body they take 125 x .65 = 81.25 points of damage
Humans who get hit in the legs take 125 x .45 = 56.25 points of damage
In either case an AK-47 using this damage model is likely to kill an unarmored human in 2 bullets.
Now this pretty much will be the case with army assualters and beheaders (the guys with machetes and no shirt) and your Golden Path buddies. However guys with armor like defenders and berserkers (the shotgun users) will take even less damage. Every enemy is a little different and Royal Guard have even better armor than the army does but just assume that anyone beyond the basic enemies will further have the damage mulitplied again by approx .5 to .3 depending on the enemy and if it's a chest shot or a leg shot. So they might only take say 40.625 points to 24.375 for chest shots meaning you will have to use 3 - 5 rounds to stop them (more depending on how bad your aim is
)
Obviously Heavies take much, much less damage. They are bullet sponges and have like a .025 chest multiplier resulting in 125 x .65 x .025 = about 2 points of damage. Royal guard heavies and heavy flamers take even less (around 1 point of damage), but all heavy gunners have helmets you can shoot off and headshot them and flamers have those tanks on the back you can shoot and ignite.
Confused yet? Good!
Once you have decided on some kind of numbers and plugged them in you will need to reconvert the .xml to an .fcb file. You use the Gibbed Dunia tool Gibbed.Dunia2.ConvertBinaryObject.exe to do this.
To qoute pj from this thread to user craytose:
farcrymods.freeforums.net/thread/165/craytose-wantsThe \entityarchetypeslibrary\xxxxxxx.ark.fcb files are unpacked and repacked by dropping them onto the Gibbed.Dunia2.ConvertBinaryObject.exe file. - not the Gibbed.Dunia2.ConvertXml.exe file.
After the file is converted back to an fcb and is named an odd name like 171144368018084255.ark.AK47_converted.fcb you will want to move it to your mods \entityarchetypeslibrary\ and rename it take out all the extra crap and just be named 171144368018084255.ark.fcb (which is why I leave the original file names in the weapons folders so you can see it's correct name). Although once you do it once or twice you get the idea and it's dead simple to rename these files.
Sorry this is so confusing. It's a complex concept which is why there isn't a proper tutorial on it yet. You'll likely need to print this trhead out or have it minimized so you can follow along as you try and do it for the first time or so. Like anything with Far Cry 4 modding it's just confusing the first time. Once you do it successfully everything will "click" for you.
Good luck! ...and remember YOU asked for this muwahahaha