1. #841
    YYZY's Avatar Junior Member
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    Was anybody able to mod XP gain / XP needed for levelup?

    There are variables like "self.AdditionalXP", "self.XPReward", "GivePlayerOutpostXPBonus".
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  2. #842
    guys how to convert xbt do dds ??
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  3. #843
    Originally Posted by Insurgente216 Go to original post
    guys how to convert xbt do dds ??
    your answer is literally 2 posts up.
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  4. #844
    BWX232's Avatar Senior Member
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    I installed a compilation mod last week before ver 1.03 came out.. I then put back original files, updated to 1.03, and played through the game some more.

    Just now I decided to verify game cache on STEAM, and it found one file that was 1.3kb that was not original, I looked through the Steam\steamapps\common\Far Cry 3 folder for an updated file but there was none.. but there is a file installscript.vdf that's 6kb and in the Far Cry 3 folder that was just now updated.

    I haven't started the game yet but I am guessing it will install that 1.3kb file when I start the game or something.

    It would be interesting to find out which files did not go back to default after re-installing default files after modding the game.
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  5. #845
    Originally Posted by tall70 Go to original post
    You have to put XBT to IN folder and then press xbt to dds. Then out folder should have dds in it. Then in description it was stating to put dds in out folder press dds to xbt to get xbt in in folder.

    Alternately you can download Robmaister.FC2.xbtConverter it has simple gui too. Then use to xbt converting method explained in ps.
    yep, but the problem with that is too convert back the DDS to a XBT. and the Robmaister.FC2.xbtConverter dont have that
    There is the hexEdit way, but i just wanted something more automatic ^^

    And it look like the DDS > XBT with the Gibbed dont actualy work
    But thanks for the info !

    Originally Posted by MarcusLee2012 Go to original post
    on a unrelated note: Scopes. Been looking through the files a bit, trying to find a way to increase the zoom. fields like "fIronsightNearFOVDegrees" and "fIronsightFOVDegrees" intrigue me. On any non scoped weapon this is set around 65 and 75 respectively. But for scoped weapons (in the game files all scoped weapons can use the Hi-power - the attachment mod proves this) they are set to around 11 and 30 respectively. The 30 (half non scoped) might seem about right for the low magnification and 11 (which is over half of 30) *could* be the setting for the larger hi-powered magnification...

    Does anybody have any knowledge that puts this to bed before I spend hours figuring out how to edit and test this out?
    So far,
    FOVDegree will affect the zoom stage
    NearFovDegree will affect the "distance" between the weapon / scope model and the camera

    I didnt tested that with FarCry3, but its working like that with Crysis2, and i guess for all FPS.
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  6. #846
    Originally Posted by YYZY Go to original post
    Was anybody able to mod XP gain / XP needed for levelup?

    There are variables like "self.AdditionalXP", "self.XPReward", "GivePlayerOutpostXPBonus".
    Just curious but what files are you seeing these in (unpacked from which .fat/.dat too)?
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  7. #847
    Haoose_GP's Avatar Member
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    How convert XBT to DDS and DDS to XBT with Gibbed Dunia 2 Tools GUI by Haoose
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  8. #848
    Originally Posted by wootwoots Go to original post
    yep, but the problem with that is too convert back the DDS to a XBT. and the Robmaister.FC2.xbtConverter dont have that
    There is the hexEdit way, but i just wanted something more automatic ^^

    And it look like the DDS > XBT with the Gibbed dont actualy work
    But thanks for the info !.
    IC well that hex way is really easy, only one little line to copy and paste before DDS, you save it with that and rename your dds to xbt, conversion done. good luck
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  9. #849
    Originally Posted by MarcusLee2012 Go to original post
    Fair answer BUT there is this issue: if it were you really being there, you would have far more fidelity with your senses: hearing, sight, peripherals and (using that fictional enhanced perception) smell. In a video game we lose fidelity and it should be made up for; usually as visual cues. ArmA (the highly realistic military shooter) does this, it has peripheral dots on the side of the screen to make up for lost fidelity along with other visual cues. These extra cues also help boost your perception level up to what the character is experiencing, be that a trained solider or Jason. they are usually a few steps above the norm with their skills; you, however, are not. The visual cues help boost you up to the level of skill that your charcter is meant to be at.
    Or you can train your own senses to be able to play the game better. The game lets you adjust your peripheral vision, is more than adequate in terms of generating sound effects to identify target locations, included numerous easily identifiable character models. You even have the immersion breaking syringes should you choose to use them. Besides the point, Jason is a bratty, loves to skydive college-grad moron. He clearly shouldn't even know how to HOLD a gun, let alone sense a commander 200 yards away with his nose. In fact, I bet he's sitting there wondering why on earth he's capable of tagging soldiers like in COD.

    He's a noob. We're all noobs. The game is better.
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  10. #850
    Originally Posted by Henry.D.Case Go to original post
    Ok so the

    <object name="BulletSpread_ironSight">
    <field name="fBaseSpread" type="Float32">0.375</field>
    <field name="fMaxBulletSpread" type="Float32">1</field>
    </object>

    Values have been changed but it doesn't seems to work. In the Shop menu : the Accuracy is still the same :/ Does the shop menu info about weapons update automatically or not?
    this doesn't look like it got answered. the stats on the shop page have NOTHING to do with the stats of the weapon. these are separate values that are defined based on the properties of each weapon. they can be changed to whatever you want in the shoppingitems.lib file. you'll have to base whether or not that value changed anything by actually testing it.
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