1. #1011
    Originally Posted by JackMarco Go to original post
    Sounds great. Is there a link for this somewhere?
    Whoops! That would make sense, right? Haha. Links here and also updated the 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
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  2. #1012
    Originally Posted by theDudewid Go to original post
    I've tried to install the compilation mod from Uplaysuxor (1.4 with the original files, 1.6 with the patch 1.02, 2.2 with the patch 1.03).
    I can get to the menu, but only the quit game option is working. With the original dll it's working, despite the fact I only enjoy the mod partially.
    I've tried the DX9 and 11 version, same problem. Does anyone have an idea ?
    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.
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  3. #1013
    Originally Posted by Xilium Go to original post
    DO NOT INSTALL "Texture pack" it causes the game to crash on init with 1.03 patch.
    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.
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  4. #1014
    Originally Posted by karmakgb Go to original post
    Whoops! That would make sense, right? Haha. Links here and also updated the original post.

    Link to crafting mod here http://rghost.net/42325034
    Link to companion weapon unlock/price adjustment and animal skin price increase mod here http://rghost.net/42325444
    Thank you. I am new to mods can you tell me where I have to put those files?
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  5. #1015
    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!
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  6. #1016
    Originally Posted by theDudewid Go to original post
    Hi everyone,

    I've tried to install the compilation mod from Uplaysuxor (1.4 with the original files, 1.6 with the patch 1.02, 2.2 with the patch 1.03).
    I can get to the menu, but only the quit game option is working. With the original dll it's working, despite the fact I only enjoy the mod partially.
    I've tried the DX9 and 11 version, same problem. Does anyone have an idea ?

    Thanks for making fc3 an even better game.
    (and sorry for my english, i'm french)

    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 !
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  7. #1017

    Key mapping fixes.

    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 forum
    Originally Posted by azkesz
    Btw, if anyone know how to remove the loot animation (also when gathering plants) that would be awesome.
    EDIT: whoo hoo, this is doable by replacing the animations for loot with some other animations. This also works for healing for example. Still trying to make sure I get the exact filenames pinned down, but until then here's:
    in fc3_main.dat
    graphics\characters\_common\animations\
    loot\

    there are a bunch of .mab files like:
    1stge_fulb_loot_aquaticanimal_large+000fw.mab
    1stge_fulb_loot_aquaticanimal_medium+000fw.mab

    1stge_fulb_loot_animal_medium+000fw.mab
    1stge_fulb_loot_animal_large+000fw.mab

    these are the animations when looting animals(in water and in air), the large one stabs twice to skin the (large)animal
    just replace these with
    animals\bird\
    bird_fulb_e3_deathpose.mab
    which is nice, does a swift crouch when looting (so you know it was done, just in case you have some items queued to be displayed from looting and you're not sure if the animal looting just happened)
    OR
    replace with this:
    invalidanim.mab

    and when I say replace I mean, unpack your patch.dat and put these files in the right folder (no replacing actually happens, not physically anyway)
    patch_unpack\graphics\characters\_common\animation s\loot\
    so basically you put them there with the right name, that is ie. you get invalidanim.mab copy it there and rename it to 1stge_fulb_loot_animal_medium+000fw.mab and in this example when you loot normal(non-large) animals it will be much quickly done looting(ie. almost instant).
    So that's one way of removing looting animation when skinning animals. If you want to disable looting animation when looting people, then these are the animation files to "replace":
    1stge_fulb_loot_human_crouch_+000fw.mab
    1stge_fulb_loot_human_stand_+000fw.mab


    not sure what these ones are for:
    1stge_fulb_loot_lefthand_crouch_+000fw.mab
    1stge_fulb_loot_lefthand_stand_+000fw.mab
    1stge_fulb_loot_righthand_crouch_+000fw.mab
    1stge_fulb_loot_righthand_stand_+000fw.mab
    1stge_fulb_loot_wall_crouch_+000fw.mab
    1stge_fulb_loot_wall_stand_+000fw.mab


    if you want to "disable" looting animation for when looting plants:
    1stge_fulb_loot_bush_crouch_+000fw.mab
    1stge_fulb_loot_bush_stand_+000fw.mab
    1stge_fulb_loot_ground_cr_+000fw.mab
    1stge_fulb_loot_ground_stand_+000fw.mab
    1stge_fulb_loot_water_+000fw.mab


    you get the idea...
    so repack patch.dat and it should work - tested
    For packed patch.dat of the above you can find in original thread:
    http://forums.ubi.com/showthread.php...pping-temp-fix
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  8. #1018
    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!
    Worked perfectly. Thank you very much!
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  9. #1019
    Originally Posted by jketiynu Go to original post
    Wingsuit & "mod" - Untested

    All credit for finding wingsuit unlock goes to dj84722

    You'll need to start a new game and complete the first safehouse-unlock mission. Then you should get the wingsuit. This should hopefully work, but I have to run so no time to test it.
    http://rghost.net/42347550

    Also includes the features from http://forums.ubi.com/showthread.php...=1#post8803139

    I'll delete this when i get back if someone tests it and it doesnt work.
    I have Tested this and it didn't work, but that after i modified the load dependencies to include the EnableabilityUpgrade.lua
    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
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  10. #1020
    Originally Posted by dj84722 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.lua
    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_80main 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
    Thank you very much for testing this, and thank you even more for being the one to discover it and continue to provide help.

    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.
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