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Post by magusat999 on Nov 15, 2015 23:25:05 GMT
I just installed the NO Eagles mod that's at Nexus and it isn't working - as a matter of fact i paused the game to write this - as an Eagle is attacking my character while I am trying to liberate an outpost (silently). that's another irritation of Eagles - you can't be stealthy because they still attack you - hidden or not. i don't know how to mod but I will take time out to learn just to get rid of those annoyances once and for all...
Rocket Launching insta-death... i don't mind the enemy having a rocket launcher - but i do mind that 75% of the time when i encounter them one o them has one and he uses it to destroy my car as soon as i get out (killing me instantly) OR hides somewhere and doesn't fire it until I have defeated all his crew and am walking away (or running). There is no defense against it - its a cheap direct hit that kills you instantly.
The insane mortar guy... he just goes on and on and on firing that mortar non-stop. Ridiculous...
I'd like a mod that will work against the Eagles; another that will either remove rocket launchers from enemies, reduce the power of enemy rocket launchers, or scale armor up to take the hits; and lastly reduce the frequency of mortar strikes and the amount of strikes per detection (Unlike the other circumstances, mortar guy doesn't seem to have a timer that tells him to go back to normal - once he starts with the mortar, he just doesn't stop).
Are there mods like those or if not where would i start to make my own (or is there another way?)?
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Post by mikeweeks2346 on Nov 16, 2015 0:56:08 GMT
Welcome aboard!
Not sure when the more knowledgeable guys will respond now that Fallout 4 has been released, but just to demonstrate that your post has been read ...
The RPG and mortar issues well might be beyond the capabilities currently of any modding attempts, due to the screwed up method of coding by Ubisoft. Not all that much of the game code is available to be modded, unfortunately. Basically what you see currently out on Nexus is going to be "it" as far as modding goes.
To the issue of the eagles -- while the title states "no eagles", the description does state:
"This is a small mod that only removes most of the Eagle attacks from the game."
So the question is, are you getting the same level of attacks as vanilla? If you've played vanilla of course.
The reduced level of eagle attacks worked in the enhanced mod that was created for game patch 1.8 (but not updated for patch 1.10).
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Post by bontainer on Nov 16, 2015 7:20:56 GMT
Hi, Eagles: Its not possible to delete eagles completely, you can only reduce the chance of them appearing. There are also some scripted encounters, like the eagle at the first belltower. In my mods (nightmare) I just made the eagle feathers extremely valuable in rupees and XP so that I am now looking forward to the sound and shoot them while they dive on me... Mortars: Just leave the cell (area of game) you are in. After you return all things will be back to normal. Rockets: I assume you are talking about the guys on the quad. Sorry no joy, as Mike said, there are a lot of things that can not be changed. Modding encounter files: farcrymods.freeforums.net/thread/102/eagle-attacks
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Post by JRavens on Nov 16, 2015 12:58:52 GMT
Eagles: There seems to be an issue with v1.10 no longer accepting changes to the spawn file (or I've screwed something up in it) because I've gotten a few complaints that the Eagles are as obnoxious as ever even after removing them completely from said spawn list. So I'm not sure how or if this can be fixed for 1.10
Rocket Launchers: in theory this could be changed, but we never got to swapping around enemy weapons. Heck we never even got not picking up weapons for free fixed so swapping rocket launchers for other weapons would be VERY advanced. The only thing I can think of would be to swap the rocket guy archetypes for other soldiers. Not particularly easy and it may not work on all rocket guys or worse cause missions to break if any of them call for a rocket guy to fire a scripted rocket... not sure in FC4 but think in FC3 when Jason was trying to hijack the chopper and brought down by an RPG.
Mortar guys: Sadly this is AI controlled behavior and we can't adjust AI at all. Only remedy is to leave or do what I do and camp the mortar from a distance with a sniper rifle and stack up the bodies - those guys will foolishly keep making a beeline to it. If you are playing hardcore though this is easier said then done. I like that the mortar keeps you moving until you can deal with it. Sometimes buildings will offer refuge, but not always. Some walls/roofs don't prevent the damage from spilling through. I know I hid in one of those little wood guard hut by King's Bridge for a good long time without getting completely fried...
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Post by magusat999 on Nov 16, 2015 15:56:30 GMT
Thanks for helping me understand the parameters involved in these issues. So I see that the version of Far Cry 4 (I have 1.10.1 - Valley of the Yeti) affects whether the Eagle mod works. I thought it said it worked for this version at Nexus where I picked it up but oh well.
I did find that (as suggested) leaving and comeing back... or sometimes dying and coming back... can reset the outpost / fortress - and even eliminate the mortar. I thought they were static designs - didn't know you could "roll" a mortar or not...
I guess we have to hope Far Cry 5 makes those improvements (though I doubt it will be anything like FC4, just as FC4 is vastly different from FC3, FC3 from FC2 and FC2 from FC1...) In any case it's still a fun game - just some minor annoyances that could have been done better.
If you guys feel like it, what about these thing:
1)How frequently you get called right back to an outpost to defend it right after you leave it...
2)Mini-games (karma Events) (like help the Rebels fight or Save a Hostage, kill the Captor) popping up in an inaccessible area or way too far away. Many time your rebel friends spoil it by killing everyone and there is nothing when you arrive...
3) People hollering for help - but you cant see them anywhere around (I play with everything on high so it cant be a graphic issue). Kidnapped NPCs "Please untie me..." you hear the voice but where the heck are they? I have 7.1 surround sound and the sounds I hear do not indicate in any way where something is! This also goes for animal sound just before they attack you - you hear the sound but it doesn't seem channel separated so you know it's left or right of you. Is that something a mod can enhance?
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