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Post by willyr1100 on Apr 20, 2015 23:23:01 GMT
gents, if i remember right there was some idea floating around about awarding karma points for giving beggars a hand out, i think it was the standard 1000 payout, did anything come of that being implemented or did it cause glitches ? thks
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Post by mikeweeks2346 on Apr 20, 2015 23:30:49 GMT
I was wondering the exact same thing; IIRC, in vanilla there's no reward for giving them the 1,000 payout.
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Post by bontainer on Apr 21, 2015 11:02:26 GMT
No, it did not work out, i would like it, too.
But you can modify the shop file and give XP or Karma for each item. Up until now you get Karma for killing with a bow, but you can add Karma for any transaction, like picking up a gun, you can even add negative karma for specific actions.
<Generic disLibItemId="7680553335881" Name="Animal parts/Bengal tiger skin" hidGUID_Legacy="{404DFA55-7C81-4675-92A9-A9A87C4A026B}" hidSingleObject="0" bCanBeShared="1" hidName="Animal parts/Bengal tiger skin" disId="2254" locidItemNameId="83550" shpcatCategory="12" shpscataSubCategory1="183" shpscatbSubCategory2="255" shpitpeItemType="76" shpisubtpeItemSubType="0" locidDescriptionId="185671" locidBuyConditionId="1256949776" locidRecommendedUse="155706" locidLockText="484781152" bIsSingleHanded="0" locidWeaponTypeText="372748064" selAttachmentType="0" ammoAmmoType="none" iAmmoAmount="0" selGadgetType="0" arkArchetype="0" fRotationSpeed="0.2" fRotationAmplitude="0.05" sName="" fRefillAllAmmoCostMultiplier="1" iXPOnLoot="75" iKarmaOnLoot="0" iSortId="0" UnlockOnMissionComplete="" UnlockFromScript="" ecoUnlockFromShopItem="0" sUnlocksAbility="" bVisibleWhenLocked="0" bVisibleInInventory="0" bShowCurrentCount="0" sShopIconName="TX_AnimalLootTiger" sHudIconName="AnimalLootTiger" bIsLootItem="1" bIsTreasureMap="0" bIsRareItem="0" selCollectibleType="2" bIsWeaponStatistics="0" sULC_Name="" wikiItemId="4294967295" sStatStringToUpdate="">
The file is CDCB723F8C565609.maybe
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Post by jimbo63 on Apr 21, 2015 16:24:39 GMT
Many thanks bontainer, I have just added karma to most of the animal loots. I did not know that you could skin the litte Japalura lizard and it mentions in an item on the Internet that if you get enough skins you may be able to craft something. What are the Z cut animals that I noticed in the file, lion, hyena, baboon etc? Attachments:
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Post by bontainer on Apr 21, 2015 18:08:32 GMT
Not all animals in the file are acually implemented in the game. Maybe they wanted to do more but ran against the invisible wall, feared most by programmers, the infamous deadline....
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Post by willyr1100 on Apr 21, 2015 20:57:31 GMT
a yes the dreaded deadline, not only feared by programmers, but by stockroom personal as well that have to kit up testers that were due last week. thks bo ( hope u don't mind the abbreviation, if so let me know) for the update and the shop file, now just another ? as u know i have an itchy trigger finger with the sig cannon would the weapons be somewhere in the shop files or some where else, thks for ur patience
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Post by jimbo63 on Apr 23, 2015 14:51:20 GMT
I added 50 kp to the Tibetan wolf loot and it already had 25 xp. In the game in now shows as 75 kp when I skin the wolf but actually registers the correct pointe to kp and xp in the points totals. Is there any way to get the in game kp amount to show as 50 kp?
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Post by JRavens on Apr 23, 2015 16:00:22 GMT
hmmm I might be off base, but I believe there is a karma reward for a clean kill so maybe you are getting that for using the bow?
I think the karma ring that pops up sort of collects up points that happen during the last few seconds and then shows them all at once. Same thing with XP.
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Post by jimbo63 on Apr 23, 2015 16:23:00 GMT
JR I think it is adding the KP and XP points together and displaying the total when I skin the wolf. In the CDCB723F8C565609 file I changed the iKarmaOnLoot="0" to "50". The iXPOnLoot was already 25. When I skin a wolf I get 75 KP points displayed in the game, but 50 points are added to KP and 25 points to XP in the running totals. This happened when I shot several wolves and other animals with adjusted KP amounts. I have not yet tried the bow.
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Post by JRavens on Apr 23, 2015 16:47:37 GMT
Hmmm I'll have to check it, but I'm dubious that it's adding both together (nothing is impossible though with FC4! ) One easy way to test is for you to change them to 22 karma and 10 xp. Then it will be easier to identify the problem. If you get 32 then yeah it's combining for some non-sensical reason. If you get 47 karma (or some other number) then there is points coming from somewhere else. I would definitely change both amounts though and on just the wolf so you can use that as a test subject to compare against other kills. Try it out and see what you get. I suspect the game has some built in reward it is giving you or something else is going on...
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Post by jimbo63 on Apr 23, 2015 17:42:15 GMT
Changed to 22 karma and 10 XP. Shot wolf and when skinned the game displayed 32 KP on screen, but added 22 points to KP running total and 10 points to XP running total. Killed wolf with an arrow and game displayed 20 KP presumably for a clean kill. On skinning the wolf the game displayed 42 points karma on screen but added 44 points karma and 20 points XP to each relevant total. Running totals are working just fine just wondered why it was not displaying correctly. Could it be that there is a script somewhere telling it to add the KP and XP together as it would not have mattered if they were both set at 0 (were these particular items set at 0 in the vanilla game?)
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Post by JRavens on Apr 23, 2015 18:03:28 GMT
Oh wow you were right on the money then. It definitely sounds like you found a bug there.
Fortunately it's awarding the correct values and only displaying incorrectly. Most likely the bug is in the HUD file which displays all of the icons including the karma pop up. Someone screwed something up in a script adding those values together... It's probably some minor synatx error like DisplayedKP = DisplayedKP + KP DisplayedKP = DisplayedKP + XP
Where they intended the second line to be DisplayedXP = DisplayedXP + XP
The GUI and HUD for Far Cry 4 have been riddled with glitches since day one. Whatever team worked on them did a really sub par job.
We could report it as a bug, but since the existing NON-modded shop file works as intended I don't know that they would expend time to track down and fix this problem.
And so we come to another pitfall of modding - changing things that other parts of the program weren't designed or updated to handle :/
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Post by mikeweeks2346 on Apr 23, 2015 19:13:43 GMT
As only a reaction to all the above from a "playing the game" POV - I turn off all the screen indicators of looting, KP, XP, etc., and simply pull up the map, for example, to check the status of something specific.
What's been discovered is indeed interesting and worth knowing. It re-enforces to me not to be really concerned with what the game is "telling" the player as the "event" is taking place. Just go with what your totals are if there's something specific of interest - i.e., how much XP is needed for the next skill point.
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