1. #851
    YYZY's Avatar Junior Member
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    Originally Posted by jketiynu Go to original post
    Just curious but what files are you seeing these in (unpacked from which .fat/.dat too)?
    It was in patch.dat Didn't unpack it actually. Just made a quick look trough the hexeditor.
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  2. #852
    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?
    You'll want to use the FOV variables as opposed to the NearFOV variables. Near FOV refers to the weapon model. In terms of the numbers, a lower number will give you more zoom. I haven't messed with scope zoom factors much yet, but there are some fov settings under 'marksman' and 'ironsight.' judging by the numbers, the ironsight section might be the way to go for the sniper rifles.

    'Ironsight' doesn't seem to have any effect on the attachments of other weapons, so I'm wondering if it treats the default sniper scope like an ironsight, and the rest like attachments.

    I hope that was helpful and not just a confusing mess of word vomit. I have been awake far too long.
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  3. #853
    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 !



    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.
    HUmm sooo as long as the hi-power is a multiplication factor deep in the uncharted _UNKNOWN then modifing the FOVdegree will allow better zoom.

    I wanna add this on top of the realistic weapon data mod, it gives rifles more range but you wont be able to see your target without better scopes.
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  4. #854
    Originally Posted by joshwar99 Go to original post
    What is wrong with you? I don't understand all of you people trying to hard-core the game... The game is a method of entertainment and meant to be FUN If the game is too taxing on the mind and body and is very stressful to play... Then what's the point?
    People like you make me laugh! We can do as we **** well please... why? Because these are mods that you DON'T need to download, that's why. Nothing is wrong with us, a lot of people just want to have a more immersive experience. If it's too taxing on the mind and body... well that's our choice, isn't it? Your judgment here is silly and definitely doesn't belong in this thread. Just stick to your default experience and let us enjoy ours, thanks.

    Originally Posted by joshwar99 Go to original post
    If you want a sense of achievement, go out and learn a skill or get a job or meet someone new...
    Says the guy on a game forum.
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  5. #855
    So here's my fix for wallhacks http://rghost.net/42274381

    Alternatively, you can search for "CTaggingComponent" in your .dll and change the value for "C" to 00. Same effect but the first one doesn't change the .dll.

    It's the player folder inside entitylibrary.fcb. Basically, I changed "fTaggingRange" in each PawnPlayer file from 300 to 0. No more tagging. No more .dll hacks either. No more intermittent wallhacking, although syringes still work. Enjoy!

    Oh and only use this if you want things to be hardcore (no tagging of commanders).

    Also, guess I'll bump my earlier post in case anyone who's interested didn't see it - This file http://rghost.net/42224991 will unlock all weapons from the beginning but the top tier weapons are all at least $6000 and other prices have been tweaked as well (low tiers are quite cheap). It's a better, less heavy-handed version of my original +70% to prices. Some are less, others even more.
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  6. #856
    For anyone making weapon modifications you may want to wait as Gibbed said he might be releasing an updated version of his Attachments mod (I don't know what it features besides pegs attachment for bow and silencers for shotguns).
    Source: http://forums.somethingawful.com/sho...#post410591311

    As for the no tagging, good work karmakgb. It's a shame we can't separate out the Commander though or maybe just find a new system to identify them (I forget, do they visually look any different in the game?)
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  7. #857
    Originally Posted by jketiynu Go to original post
    For anyone making weapon modifications you may want to wait as Gibbed said he might be releasing an updated version of his Attachments mod (I don't know what it features besides pegs attachment for bow and silencers for shotguns).
    Source: http://forums.somethingawful.com/sho...#post410591311

    As for the no tagging, good work karmakgb. It's a shame we can't separate out the Commander though or maybe just find a new system to identify them (I forget, do they visually look any different in the game?)
    yeah, i was wondering that, too. they actually DO look different, but only if you're familiar with how all the normal pirate variations look.
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  8. #858
    Originally Posted by solecist Go to original post
    yeah, i was wondering that, too. they actually DO look different, but only if you're familiar with how all the normal pirate variations look.
    Yeah they do have a unique model for them. But I myself notice alot that a good deal of the time the shadowing in the game kindof darkens all the npc`s out when you are fighting and it can make it hard to tell which npc is which. Can`t tell you how many times I gunned down them by mistake when they all run towards the trees and are covered in shadows. Maybe if there was a way to apply the plant glow to them so at least when you see him in low light or high shadow areas you know at least not to shoot him.
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  9. #859
    The pirate leaders SEEM to be different (all... or just some?). However, the privateer leaders don't have separate models. No idea why. Thanks, Ubisoft! So there's definitely a separate mechanism there. Either way, best chance is for Ubisoft to include it in the patch. Otherwise, someone more advanced than me will have to figure it out. I say enjoy no tagging of leaders! It's much more challenging/rewarding.
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  10. #860
    Ceano's Avatar Member
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    I'm using Compilation Mod v2.00 and i have noticed that the extra attachments slots for the weapons disappear some times from the shop, and when i leave the shop / or gun cabinet so has the attachment also disappeared from the weapons i have on me. If i restart the game everything works again as usually with the extra attachment, but can't this be fixed?
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