Whoops! That would make sense, right? Haha. Links here and also updated the original post.Originally Posted by JackMarco Go to original post
Link to crafting mod here http://rghost.net/42349840
Link to companion weapon unlock/price adjustment and animal skin price increase mod here http://rghost.net/42325444
I'm using the 2.2 version myself and everything works fine. No idea what may be causing such a weird glitch, especially if it is resolved by restoring the unmodded DLLs (so it's not save game corruption, for instance). Maybe try replacing the DLLs with the ones from 2.2 again? To be on the safe side, make sure to back up your save games.Originally Posted by theDudewid Go to original post
This has been extensively discussed in that mod's topic. The texture pack initially used the DLLs from one of my old compilations, which were incompatible with 1.03. Since then - and after some prodding - Starac has updated it with my new DLLs. However, the main issue of that pack is that most of the textures work only under DX9, and crash DX11 games. Also, personally I like the original sky better.Originally Posted by Xilium Go to original post
Thank you. I am new to mods can you tell me where I have to put those files?Originally Posted by karmakgb Go to original post
Sure. It might seem confusing but it's quite easy if you do it once. Really pretty simple, all told.
1) You need to place gibbed's latest mod tools into your Far Cry 3 bin folder.
2) Then open up a new window into your data_win32 folder.
3) Now drag and drop your current patch.dat file onto the gibbed.whatever.unpack file in your bin folder. You now have a new folder called patch_converted. Delete patch.dat and patch.fat.
4) Place those files into the generated/databases/generic folder (create it if you have to) in the patch_converted folder.
5) Then rename patch_converted to patch and drag it onto the gibbed.whatever.pack file in the bin folder
6) You should now have a new patch.dat and patch.fat.
7) Play and enjoy!
Originally Posted by theDudewid Go to original post
I have the same problem with 2.2. everything was working fine with 1.0 to 1.6. now with 2.2 i can open the game but in the menu when i click on story nothing happend only a sound. Thanks !
Hi,
Thought I may as well add these here so others can fit them into their mods if wanted.
All are raw unpacked ready to add to your v1.04 patch.dat:
Adds Game Menu key mapping for Crafting Menu, Skill Menu, Rucksack Menu, Handbook Menu, Survival Menu, Quick Save and Quick Load.
FC3_AddToKeyMappingMenu.rar (1.47 KB)
http://www.datafilehost.com/download-933ff7eb.html
Enter key can be used as Interact/Use key and Press instead of Hold to Interact/Use.
(Enter key is not displayed in game or menus, it's just an invisible extra Interact/Use key.
Default or mapped Interact key will still work as well.
Default or Mapped Interact key work as press not hold as well )
FC3_PressInteract_AddEnterKeyInteract.rar (6.44 KB):
http://www.datafilehost.com/download-6933ad7b.html
Speeds up the players looting process in the game, but keeps the player aware they have looted.
See below for more info on short looting animations
FC3_QuickLootingAnimations.rar (3.88 KB)
http://www.datafilehost.com/download-b8f50311.html
This was on another forumFor packed patch.dat of the above you can find in original thread:Originally Posted by azkesz
http://forums.ubi.com/showthread.php...pping-temp-fix
Worked perfectly. Thank you very much!Originally Posted by karmakgb Go to original post
I have Tested this and it didn't work, but that after i modified the load dependencies to include the EnableabilityUpgrade.luaOriginally Posted by jketiynu Go to original post
And i started from a save in this mission not a new game
function export:Create(cbox)
if (cbox:ShouldLoadResources() == true) then
-- External box dependencies
cbox:RegisterBox("Domino/System/IsMissionQuicklaunched.lua");
cbox:RegisterBox("Domino/System/EnableAbilityUpgrade.lua");
cbox:RegisterBox("Domino/System/Player/ManageInventory_v4.lua");
cbox:RegisterBox("Domino/Library/Sp/Lib_Mission.MissionBlock.lua");
cbox:RegisterBox("Domino/Library/Sp/Lib_Mission.MissionBlockFinal.lua");
cbox:RegisterBox("Domino/System/Mission_Flow/MissionMiscInfos.lua");
cbox:RegisterBox("Domino/Library/Sp/Lib_Mission.MissionNormalEnd.lua");
cbox:RegisterBox("Domino/System/ProtectedLootItemModifier.lua");
cbox:RegisterBox("Domino/System/QuickLaunchPlayerSetup.lua");
cbox:RegisterBox("Domino/System/SimpleNode.lua");
-- Load resources
end;
end;
Also, this in the jas_170main seems to reference the f_13 wing suit command
function export:In()
local l0;
l0 = self[18];
l0.FastTravelEnabled = false;
l0.MissionAbortEnabled = false;
l0:In();
l0 = Boxes[GetPathID("Domino/System/IsMissionQuicklaunched.lua")];
l0._graph = self;
l0.Out = self.f_13_Out;
l0:In();
end;
And the self f_5 in the wingsuit command is used with other commands in the jas_080main so it might be causing problems
function export:f_13_Out()
local l0;
self = self._graph;
l0 = Boxes[GetPathID("Domino/System/EnableAbilityUpgrade.lua")];
l0.pawn = nil;
l0.Ability = "SP_Wingsuit";
l0._graph = self;
l0.Out = self.f_5_Out;
l0:In();
end;
However i know next to nothing about LUA modding so i might be wrong about all of this
Edit: jketiynu wanted the original jas_080main and jas_170main so here they are. http://rghost.net/42349419
Thank you very much for testing this, and thank you even more for being the one to discover it and continue to provide help.Originally Posted by dj84722 Go to original post
It looks like I overlooked some things. I'll try again and see if I can get it to work (and not upload it until I'm sure). If I can't get it to work I'll ask a friend who knows LUA for some help.