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Post by jimbo63 on May 16, 2015 14:43:38 GMT
How can I restore buying healing syringes back to the shop? Mmmmm... Jimbo likes ObamaCare... We do not need it in the UK as we have the good old NHS . . .LOL. I am personalising the game to be just how I like to play it and it just got tedious IMO to keep going back to the same places for health packs - there are just so many other enjoyable things to be doing in the game. Is it possible to have one price for items in the outposts and a much higher price for them when buying from the travelling sherpas?
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Post by pj on May 16, 2015 16:15:57 GMT
Of course, Jimbo - just ragging ya. I'm UK-born, and we have much the same great health system in Canada. Once private industry gets it's hands on any "essential" system just stand back and watch the cost of living rise (along with your temperature!).
Re: "personalising the game" - Yup, me too - great isn't it! I love it.
Re prices: no I don't think so; I remember this as a question from way back - but JR and Bontainer are the experts who will have to answer that.
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Post by bontainer on May 16, 2015 16:51:43 GMT
Yes, its possible, shop type 1 is the standard shop, type 2 the sherpa. just change it to your liking.
<ShopTypeDatas> <ShopTypeData shptypShopType="1" buyValue="80000" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> <ShopTypeData shptypShopType="2" buyValue="80000" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> <ShopTypeData shptypShopType="255" buyValue="-1" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" />
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Post by pj on May 16, 2015 16:52:36 GMT
Way 1 - delete the whole paragraph starting with <Generic disLibItemId ending with </Generic>. In game the whole weapon slot part of the crafting menu will disappear after you have crafted Tier 2 Checked it out, but when you start a new game,it will crash as soon as you craft the first holster (5 wolves), so, as inelegant as it is, way 2 is the only possibility to do it, right now. It will also only work when you haven`t already crafted tier 4. Fixed the Crash Botainer:- on-screen Crafting Menu prior to the Wolf mission said "0/3"; post mission said "1/3", so "happy" at this moment. Checking for second and third slot. Details later.
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Post by jimbo63 on May 16, 2015 18:40:56 GMT
Yes, its possible, shop type 1 is the standard shop, type 2 the sherpa. just change it to your liking. <ShopTypeDatas> <ShopTypeData shptypShopType="1" buyValue="80000" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> <ShopTypeData shptypShopType="2" buyValue="80000" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> <ShopTypeData shptypShopType="255" buyValue="-1" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> Thanks Bontainer. Just changed it to give those hard working sherpas some extra cash - still cannot work out how they carry all those supplies - but they do have less to carry now that no ammo is available . . . LOL
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Post by pj on May 16, 2015 19:41:28 GMT
...and now that I've totally fixed my stupid problem (I want two long guns plus a handgun) I experimented, found it, tested it, then played for a while. THEN I came back here to post how I did it, only to find that.... JR actually did this in his "How to Mod the Crafting File" thread..... %&$##()*##
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Post by bontainer on May 20, 2015 6:34:38 GMT
I found a solution for the holster problem (and for all other crafting sets).
There are two variables
iCurrentLevel="1" iMaxLevel="2"
If you set iMaxLevel to the highest value you want to permit in all elements of the queue (meaning 0/2, 1/2, 2/2) it will work, the only problem left is that the crafting notification will stay on, e.g. the game will tell you taht you can do some crafting but you can`t.
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Post by pj on May 20, 2015 15:13:17 GMT
Hi Bontainer: Just to expand the mod a bit:
Folder:- {Mod Name}\patch_hd_unpack\__UNKNOWN\misc\4EF705FE5CDB8750.maybe.rml, opened by dragging it onto the \Gibbed.Dunia2.ConvertXml.exe tool to extract the 4EF705FE5CDB8750.xml. The reverse will re-pack it as 4EF705FE5CDB8750_converted.rml, which you will then rename back to the original 4EF705FE5CDB8750.xml, (after saving the old one first.)
Editing the xml so that only the "FCC_Upgrades/A(x) - (x) weapon holster" lines below are left will give your Weapon Holster one sidearm slot and two weapon slots on the "Crafting" screen. The Holster screen image will also disappear once you have purchased the second "long" weapon.
These are the three impacted lines with the important parts to look for - and the only lines that I have left for this mod. The confusing part is/was "slot" and "level" - correct computer logic, but not necessarily the way they might be numbered by the author - and that the "sidearm" slot is not differentiated.
Line 577, FCC_Upgrades/A1 - 2 weapon holster disId="162" sIconName="TX_Holster_01" iNextRecipeID="163" iCurrentLevel="0" iMaxLevel="2" < one sidearm and one weapon.
line 594, FCC_Upgrades/A2 - 3 weapon holster disId="163" sIconName="TX_Holster_02" iNextRecipeID="181" iCurrentLevel="1" iMaxLevel="2" < one sidearm and two weapons.
line 611, FCC_Upgrades/AX - Final holster disId="181" sIconName="TX_Holster_04" iNextRecipeID="1173308112" iCurrentLevel="2" iMaxLevel="2" < last line. I hope this clarifies the process for anyone who has not done a Crafting mod before. This method will apply to the other crafting components too:- Wallets, Bait, etc.. Any reduction here will have a large impact on the game difficulty, and will stretch your ingenuity much, much further.
As the Nightmare mod has shown - no "Health Syringe" and no store ammo forces one to be much more careful and resourceful, and this one adds to that!
pj
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