1. #1171
    For anyone modding the mission files, i have double checked what is required and found a few parts i thought i should mention

    example from my wingsuit mod

    function export:In()
    local l0;
    l0 = Boxes[GetPathID("Domino/System/IsMissionQuicklaunched.lua")];
    l0._graph = self;
    l0.Out = self.f_7_Out;
    l0:In();
    l0 = self[12];
    l0.FastTravelEnabled = false;
    l0.MissionAbortEnabled = false;
    l0:In();
    l0 = Boxes[GetPathID("Domino/System/ProtectedLootItemModifier.lua")];
    l0.LootItemID = {
    section = "Name",
    item = "SHOP_SITEM_NAME_PLANT_CRIMSONLEAF",
    id = "104581",
    };
    l0.RequiredQuantity = 1;
    l0._graph = self;
    l0.Out = self.f_4_Out,self.f_13_Out;
    l0.Out = self.f_13_Out;
    l0:AddProtectedLootItem();
    end;

    function export:Scan()
    local l0;
    self:en_6();
    l0 = self[6];
    l0:Scan();
    end;

    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_123_Out;
    l0:In();
    end;

    function export:f_123_Out()
    local l0;
    self = self._graph;
    l0 = Boxes[GetPathID("Domino/System/QuickLaunchPlayerSetup.lua")];
    l0._graph = self;
    l0.Out = DummyFunction;
    end;

    The function export:f_123_Out() is unnecessary, i would still set the Out = self.f_123_Out; in the wingsuit unlock as a name not used anywhere in the file to be sure

    l0.Out = self.f_4_Out,self.f_13_Out;
    l0.Out = self.f_13_Out;

    this command in the function export:In() is required to connect to the added command
    there are probably other ways to connect but that would take a lot more time

    also Chorizosss discovered that commands could be chained together through the Out = self.f_ command like below

    function export:f_91_Out()
    local l0;
    self = self._graph;
    l0 = Boxes[GetPathID("Domino/System/EnableAbilityUpgrade.lua")];
    l0.pawn = nil;
    l0.Ability = "SP_CookThrowables";
    l0._graph = self;
    l0.Out = self.f_92_Out;
    l0:In();
    end;

    function export:f_92_Out()
    local l0;
    self = self._graph;
    l0 = Boxes[GetPathID("Domino/System/EnableAbilityUpgrade.lua")];
    l0.pawn = nil;
    l0.Ability = "SP_ReducedBulletSpreadA";
    l0._graph = self;
    l0.Out = self.f_93_Out;
    l0:In();
    end;

    function export:f_93_Out()
    local l0;
    self = self._graph;
    l0 = Boxes[GetPathID("Domino/System/EnableAbilityUpgrade.lua")];
    l0.pawn = nil;
    l0.Ability = "SP_FastAimedReload";
    l0._graph = self;
    l0.Out = self.f_94_Out;
    l0:In();
    end;

    edit: don't forget the load dependencies

    Originally Posted by karmakgb Go to original post
    Many thanks.

    EDIT: On that topic, do we know how to either change XP rewards or increase the amount of XP needed to increase in level? That would make this ability mod absolutely essential, I think. I mean... once we can make them unlocked but not activated, that is.
    Yes, in FC3 Swartz mod compilation v1.0 there is a change to xp rewards
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  2. #1172
    Working on adding scopes&silencer to the shotguns. Now stopped at the shopping moment. Could someone help me please with uniqie IDs? Need own shotgun silencer ID, locID and textID.
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  3. #1173
    Can someone upload the vanilla path.dat / fat from the 1.04 version ? I just deleted it like a ******* and i don't want to re-install all the game ...
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  4. #1174
    here ya go
    original patch.dat/fat for 1.04
    http://rghost.net/42397897
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  5. #1175
    Originally Posted by karmakgb Go to original post
    Many thanks.

    EDIT: On that topic, do we know how to either change XP rewards or increase the amount of XP needed to increase in level? That would make this ability mod absolutely essential, I think. I mean... once we can make them unlocked but not activated, that is.
    Yes we do. Either change rewards or increase needed XP.

    Here, take a look. FC3 Swartz mod will decreasy XP gain, but I'm choosing another way - increased level threshold!

    http://rghost.ru/42349748 (mixmod 07)

    most changes was made in the nomadobjectstemplates.fcb so this is only file you'll need. So feel free to unpack and see howto.

    double XP needed per level
    increased encounters' rate and budget
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  6. #1176
    Originally Posted by Ryac666 Go to original post
    here ya go
    original patch.dat/fat for 1.04
    http://rghost.net/42397897
    Thank you very mutch !
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  7. #1177
    When I try to unpack "fc3_main.fat/.dat", I get the following error:

    "Unhandled Exception: System.IO.PathTooLongException: The specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters."

    How to fix?!

    Thanks.
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  8. #1178
    Originally Posted by bongomast3r Go to original post
    When I try to unpack "fc3_main.fat/.dat", I get the following error:

    "Unhandled Exception: System.IO.PathTooLongException: The specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters."

    How to fix?!

    Thanks.
    Unpack to a folder with shorter path, something like C:\patch
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  9. #1179
    jstq's Avatar Junior Member
    Join Date
    Dec 2012
    Posts
    24
    http://rghost.ru/42404357 my little craft mod
    changes craft recipes to:

    Ammunition Pouch : 2 purple leafs, 2 buffalos hides, 5 boars hides, 1 Asian black bear skin --> 4 purple leafs, 6 buffalos hides, 5 komodo dragon skins, 1 shark hide --> 6 purple leafs, 6 buffalos hides, 6 crocodile leathers, 4 shark hides --> 1 rare buffalo hide, 8 crocodile leathers, 6 purple leafs, 6 shark hides

    Arrow Quiver : 2 white leafs, 6 goat skins, 6 deer hides, 2 komodo dragon skins --> 4 white leafs, 4 dingo pelts, 8 pig hides, 1 crocodile leather --> 6 white leafs, 6 leopard skins, 4 crocodile leathers, 5 boars hides --> 1 rare leopard skin, 8 white leafs, 8 leopard skins, 5 deer hides

    Munitions Pouch : 2 yellow leafs, 2 Asian black bears skins, 8 goat skins, 2 cassowary leathers --> 4 yellow leafs, 4 cassowary leathers, 6 sumatran tiger skins, 4 rabid dog skins --> 6 yellow leafs, 8 cassowary leathers, 4 sumatran tiger skins, 4 asian tapir leathers --> 1 rare cassowary leather, 8 yellow leafs, 6 leopard skins, 4 galapagos tortoise shells

    Fuel Sling : 2 blue leafs, 1 crocodile leather, 2 komodo dragon skins, 4 goat skins --> 4 blue leafs, 4 galapagos tortoise shells, 6 komodo dragon skins, 6 goat skins --> 6 blue leafs, 6 galapagos tortoise shells, 8 shark hides, 8 komodo dragon skins --> 1 rare shark hide, 8 crocodile leathers, 8 blue leafs, 10 komodo dragon skins

    Weapon Holsters : 2 purple leafs, 2 Asian black bears skins, 4 dingo pelts, 2 asian tapir leathers --> 4 purple leafs, 6 Asian black bears skins, 2 shark hides, 8 deer hides --> 6 purple leafs, 8 Asian black bears skins, 8 rabid dog skins, 4 buffalos hides

    Item Rucksacks : 2 green leafs, 8 deer hides, 4 rabid dog skins, 2 komodo dragon skins, --> 4 green leafs, 4 Asian black bears skins, 4 komodo dragon skins, 6 asian tapir leather --> 6 green leafs, 8 pig hides, 4 sumatran tiger skins, 4 galapagos tortoise shells --> 1 rare asian tapir leather, 8 sumatran tiger skins, 6 boars hides, 6 rabid dog skins

    Rocket Pack : 2 green leafs, 8 asian tapir leathers, 4 pig hides, 4 dingo pelts --> 4 green leafs, 8 dingo pelts, 6 cassowary leathers, 1 leopard skin --> 6 green leafs, 6 sumatran tiger skins, 8 cassowary leathers, 2 leopard skins --> 1 rare sumatran tiger skin, 8 green leafs, 6 dingo pelts, 4 galapagos tortoise shells

    Syringe Kits : 2 yellow leafs, 4 buffalos hides, 8 boars hides, 1 shark hide --> 4 yellow leafs, 4 shark hides, 6 goat skins, 2 boars hides --> 6 yellow leafs, 6 galapagos tortoise shells, 4 buffalos hides, 8 sumatran tiger skins --> 1 rare komodo dragon skin, 8 yellow leafs, 6 leopard skins, 4 buffalos hides

    Grenade Pouch : 2 white leafs, 8 asian tapir leathers, 4 rabid dog skins, 2 boars hides --> 4 white leafs, 6 asian tapir leathers, 2 sumatran tiger skins, 2 rabid dog skins --> 6 white leafs, 6 leopard skins, 8 asian tapir leathers, 2 shark hides --> 8 white leafs, 10 sumatran tiger skins, 8 leopard skins, 6 asian tapir leathers

    Money Wallets : 2 white leafs, 8 pig hides, 2 Asian black bears skins, 3 rabid dog skins --> 4 white leafs, 6 pig hides, 4 cassowary leathers, 6 goat skins --> 6 white leafs, 4 sumatran tiger skins, 6 shark hides, 8 Asian black bears skins --> 1 rare crocodile leather, 8 white leafs, 8 boars hides, 8 deer hides

    And Medical Syringes - medicine : 3 green leafs and 2 white leafs. All other syringes is like in karmakgb's craft mod v 1.1

    How to install:
    1) back up your file patch.dat and patch.fat files
    2) unpack your patch.dat file - this will create folder "patch_unpack"
    3) create folder "generated\databases\generic" in folder "patch_unpack"
    4) place downloaded craftingrecipe.lib file there
    5) rename folder "patch_unpack" into "patch" and pack it - this will create new files patch.dat and patch.fat
    6) play
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  10. #1180
    Originally Posted by jstq Go to original post
    http://rghost.ru/42404357 my little craft mod... *snip*
    Looks great! Thanks!

    The first post needs to be updated, or even better, someone should set up a website for FC3 modding... it's pretty clear we've gotten beyond the point of being able to track available mods effectively in a single forum thread...

    At least can we get some updates as to what mods conflict with 1.04 or are based on the 1.04 patch data? Raw versions of mods that have only been supplied as .dat/.fat would also be very helpful, as merging them into the new patch data is hard without knowing what files have changes and what are old 1.03 files!
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