1. #701
    Originally Posted by DaniJem Go to original post
    wrong!
    new patch 1.03 changes the patch.fat/dat files
    It doesn't, at least for Steam version. Please post a diff of unpacked patch directory for me then!

    Please note that your patch.dat/fat being rolled back to the correct copy on patching doesn't mean it was updated.

    Originally Posted by Patch 1.01
    dfcaa950dcba38ea3c489f9675f9211a common.dat
    162b5c42383f64e535564055f907eae2 common.fat
    3b386ecdf759fd81743f9840961aa816 ige.dat
    7d398792549187f382d92f7089445d8e ige.fat
    0192244a844670bbd06c91566247185d igepatch.dat
    6cec19902ebafcd0fba6c4f2b9dff904 igepatch.fat
    ea14dfac0b06cc5e28f3771b55336d32 patch.dat
    cea1e68092d168d8ec1dff7f275d52f8 patch.fat
    1586316b41c65e9dc1e99c184b84e24e shadersobj.dat
    4c1d80c206f3ae92e8e2aa5769847022 shadersobj.fat
    Originally Posted by Patch 1.02
    ca638671530efdd5be4054ae3e0e641e common.dat
    0103b9cefed693dc99737beefad06743 common.fat
    3b386ecdf759fd81743f9840961aa816 ige.dat
    7d398792549187f382d92f7089445d8e ige.fat
    0192244a844670bbd06c91566247185d igepatch.dat
    6cec19902ebafcd0fba6c4f2b9dff904 igepatch.fat
    ea14dfac0b06cc5e28f3771b55336d32 patch.dat
    cea1e68092d168d8ec1dff7f275d52f8 patch.fat
    1586316b41c65e9dc1e99c184b84e24e shadersobj.dat
    4c1d80c206f3ae92e8e2aa5769847022 shadersobj.fat
    Originally Posted by Patch 1.03
    21460b5dfc12bb44e3f965603f2e519e common.dat
    2f92da0d9d28a6927f87fc1fdbf9a3c2 common.fat
    3b386ecdf759fd81743f9840961aa816 ige.dat
    7d398792549187f382d92f7089445d8e ige.fat
    0192244a844670bbd06c91566247185d igepatch.dat
    6cec19902ebafcd0fba6c4f2b9dff904 igepatch.fat
    ea14dfac0b06cc5e28f3771b55336d32 patch.dat
    cea1e68092d168d8ec1dff7f275d52f8 patch.fat
    1586316b41c65e9dc1e99c184b84e24e shadersobj.dat
    4c1d80c206f3ae92e8e2aa5769847022 shadersobj.fat
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  2. #702
    Originally Posted by rastamees Go to original post
    so if for example i take a file in fc3_main/domino/system, then i need to put it into domino/system of the unpacked patch.dat ?
    Yep.
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  3. #703
    Haoose_GP's Avatar Member
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    Dec 2012
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    Universal DLL Patcher coming soon...
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  4. #704
    All right, here goes!

    Compilation Update for Patch 1.03

    No Wallhack by KyodanXD (UPDATED to include animal tagging)
    No object blinking by tom.solo
    No stealth indicators by ccurtis20
    No objective reminders, including sounds (archived by Chorizosss)


    http://rghost.net/42222383

    Seems to be working fine, tell if you find any bugs.
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  5. #705
    Originally Posted by Uplaysuxor Go to original post
    All right, here goes!

    Compilation Update for Patch 1.03

    No Wallhack by KyodanXD (UPDATED to include animal tagging)
    No object blinking by tom.solo
    No stealth indicators by ccurtis20
    No objective reminders, including sounds (archived by Chorizosss)


    http://rghost.net/42222383

    Seems to be working fine, tell if you find any bugs.

    Thanks so much for this. Can you add the 2nd island weapons onto this like before?

    Thanks again
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  6. #706

    Object loading range?

    Anyone have any success loading NPC's at longer range yet? I can't wait to get some 1000 meter kills!
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  7. #707
    Okay, now that the work is done, time for some responses.

    Originally Posted by BreckR Go to original post
    Wow... please tell me you are joking, **** it. I don't want to seem ungrateful for the work put into making such a large compilation but seriously... 5 minutes of testing would have been fine...
    Dude, learn to read:

    Originally Posted by Uplaysuxor Go to original post
    Added to the new compilation:

    Version 1.5:

    Unlocked 2nd island weapons by teknogek1300
    Better Sights 1.2 by Khenaz
    Beverhund HUD mod compilation
    Leechmongers attachement mod
    KyodanXD Objective icon removal
    object blinking removal by tom.solo
    Wallhack removal by KyodanXD (UPDATED to include animal tagging)


    http://rghost.net/42177882

    WARNING: Will severely reduce incentive to play as all new weapons are FREE/OWNED

    Personally I am torn between desire to use new guns and desire to progress in the game as originally intended. I'd probably prefer if the new weapons were available but at their full price, and not owned straight away.
    If you want to play the game with weapon progression as intended, why did you even use a mod that expressly unlocks 2nd island weapons? :facepalm:

    Next one:

    Originally Posted by flinginpoo Go to original post
    This is why I'm waiting patiently for Ubi to upload their new patch with a configurable HUD. I've been following this thread for a few days, and its quickly flying off the "ZOMG sniper rifel of doom one shot killz eleventy1 doods!!!" cliff.
    The weapon ballistics mod was intended to add weapon realism, just like all other mods are aimed at increasing realism and immersion.

    It is not realistic to have to spend 50 machine gun bullets to kill a tiger, or not to be able to kill a human with a sniper rifle bullet to the head, or to have a range of 170 meters for a 12.7mm heavy sniper rifle.

    The added killing power and range are reasonably balanced by the fact that the enemy weapons also get the same upgrades, so that, for instance, enemy snipers with SVDs really can kill you with one bullet, and the 50 cal DShK MGs now tear you apart in a second. Furthermore, reload times are greatly increased, automatic reload is disabled, and all of the assisting elements from the HUD are removed (such as the stealth indicator, the tagging, the minimap etc.).

    from the looks of it tho, I expect to see "Lazor gunz and lightsavers" before anything sensible.
    If you don't like it, don't use it, but please refrain from badmouthing the hard-working modders, and don't compare them to idiots who can't spell and are only after quick cheats.
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  8. #708
    Originally Posted by Chorizosss Go to original post
    Found in another forum and archived by me : ( fortunatly for you , i stock everything i see like a little beaver ).

    Remove objective reminders



    Enjoy !

    Everybody who make mods should explain a little bit how things are done ... that's beter for the community .
    thought i'd let you know that this is also a setting in PawnPlayer.xml. meaning you can modify this without editing the dll, which is always preferred.
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  9. #709
    Originally Posted by solecist Go to original post
    thought i'd let you know that this is also a setting in PawnPlayer.xml. meaning you can modify this without editing the dll, which is always preferred.
    So long as we're editing the dlls anyway for numerous other mods, one more edit doesn't make a difference. And it's easier/less confusing for users to have less files to replace. Also, modding any new file automatically reverts any other changes, so for instance if the gamer made some changes to PawnPlayer.xml himself, he'd have to do them again in the modded file.
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  10. #710
    Originally Posted by olliechapman87 Go to original post
    Thanks so much for this. Can you add the 2nd island weapons onto this like before?

    Thanks again
    All the other mods are in the "patch dat/fat" files, which have been left untouched by patch 1.03. This is just an update to enable Compilation 1.6 (and any previous version) to work with game patch 1.03.
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