New Version Up (1.6)
New version includes better syringe balance, better animal skin price balance, and removal of annoying yellow/red exclamation points in menus.
Nexus Link Here
Now with bug fixes and completely overhauled crafting design!
http://rghost.net/42902812
-Credit for the modding tools goes to Rick/Gibbed
-Credit for the initial weapons mod goes to Chorizosss
-Credit for the initial crafting mod goes to Inakrin
-Thanks for help with animal skin prices goes to Epic_Nemesis
Just let me say at the top that this mod only changes the original crafting system, which is, by nature, completely arbitrary. I would like to make it feel less arbitrary and not grindy. This is where your feedback comes in.
This mod is my own personal attempt to enhance (fix?) these particular systems within Far Cry 3. The skills to grab two plant parts/animal skins at once were utterly pointless in the vanilla version. A number of animal parts were also useless (think crocodile skins). What this mod attempts to do is make hunting/scavenging feel like an integral part of the game rather than an afterthought. In my most recent playthrough with this mod enabled, I'm finding that crafting is a real accomplishment (just got my third holster after during Kicking the Hornets Nest). While it might make the game "harder", it seems that I'm really just paying much more attention to the world. I play with pretty much all aids turned off (UI, item blinking, camera tagging, etc.) so you may have a different experience.
In addition, changes have been made to weapon prices (everything unlocked but nothing for free, better weapons have significantly increased prices, worse ones are generally still low) and animal skin prices (this allows you to hunt for your cash rather than selling random trash).
Here are the crafting changes (not including syringe increases) ->
Holsters -> Each upgrade requires 5 green and 2 red plants, plus (sm) 6 crocs/4 goats (med) 7 bears/3 boars (lg) 8 tigers/2 sharks. Yeah, so not a walk in the park anymore.
Wallet -> Each upgrade requires 7 yellow plants, plus (sm) 4 leopards/sharks (med) 5 crocs/3 pigs (lg) 6 sharks/4 tigers (exlg) 6 buffalo hides and 1 special buffalo hide
Loot -> Each upgrade requires 3 yellow and 2 green plants, plus (sm) 6 deer/2 goats (med) 8 komodos/2 goats (lg) 10 sharks/2 goats (exlg) 5 bear skins and 1 special bear skin
Syringe -> Each upgrade requires 2 red and 2 white plants, plus (sm) 3 dingo/2 dogs (med) 5 tigers/2 tapirs (lg) 7 deer/2 sharks (exlg) 5 leopard skins and 1 special panther skin
Ammo -> Each upgrade requires 4 green and 3 white plants, plus (sm) 3 boars/3 pigs (med) 4 cassowarys/4 komodo (lg) 5 buffalo/5 tapirs (exlg) 5 tigers and 1 special tiger skin
Explosives -> Each upgrade requires 3 blue and 3 white plants, plus (sm) 3 pigs/2 shells (med) 4 dingos/2 shells (lg) 6 buffalos/2 shells (exlg) 6 tapir skins and 1 special tapir skin
Flame tank -> Each upgrade requires 6 blue plants. plus (sm) 2 goats/2 buffalo (med) 4 tapirs/2 buffalo (lg) 6 komodos/2 buffalo (exlg) 4 cassowary skins and 1 special cassowary skin
Throwables - Each upgrade requires 3 green and 4 red plants, plus (sm) 3 dogs/2 goats (med) 4 boars/2 pigs (lg) 5 cassowarys/2 shells (exlg) 6 komodo skins and 1 special komodo skin
Rocket -> Each upgrade requires 4 blue and 2 red plants, plus (sm) 3 pigs/2 dogs (med) 4 dingos/3 turtles (lg) 5 bears/4 goats (exlg) 6 crocodile leathers and 1 special crocodile leather
Arrow Quiver -> Each upgrade requires 4 white plants, plus (sm) 2 goats/2 deer (med) 3 cassowary/3 deer (lg) 4 leopards/4 deer (exlg) 5 shark skins and 1 special shark skin
Notes: The "Extended Rocket Pack" actually exists in this mod. My reasoning for using plant parts is that they're needed to weave together the various bits of animal skin that Jason has acquired. Crocodile skin shows up as "Leather" in-game. Shells from tortoises only, not from sea turtles. This DOES NOT break the tutorial. I highly recommend you go for the first Loot Rucksack upgrade before anything else. Good luck.
I'm looking for feedback, that's the reason why this thread exists. Wondering if this is too hard for most or just about right. It certainly won't please everyone so that's not my concern. Please actually use it before giving feedback, rather than just by looking at the numbers here.
.Lib files here for those interested (it is very easy to make your own mods, people!) ->
Link to crafting mod .lib files here http://rghost.net/42902814
Glad you're liking it, Jack. Sounds like you're having the same experience: actually having to/getting to hunt! Also, really makes you work for the first loot sack and wallet, which I enjoyed as well.
Making a few minor changes to numbers of hides and animal hide sequence, as well as bringing down the price of a couple of the *ahem* crappier signature weapons. Also, just managed to make special arrows craftable using feathers! You can get them from the birds that circle above dead bodies... muahahaha.
Will upload the new version after some 1.04 testing.
That is awesome. The first time I played I collected some feathers because I thought that I would need them later to make some arrows. Unfortunately that wasn´t the case. I am loving your mods. Keep it goingOriginally Posted by karmakgb Go to original post![]()
Ok, so... New version is up!
Changes:
- Prices of the Shadow and the Bull signature weapons have been reduced.
- Changed around the animal sequence of the holsters (switched crocs and tigers) and syringes (more deer, fewer tigers; good for the environment).
- Special arrows now require 1 of grenade/molotov, 3 of whichever plant, and 2 feathers (can be obtained from the birds that circle corpses for sure, maybe elsewhere).
Things I'm working on (no promises):
- Fixing the item names/descriptions for leather, feathers and shells. I'm part of the way there (can change the names and descriptions but only to those of other items. Have to find the files they're attached to for a real fix and I don't think they're decrypted yet).
- Unlocking the two-for-one animal skill sometime prior to meeting Citra (I'm thinking after the Medusa's Call mission? After rescuing Liza?). No idea how to do this one yet but there's some ideas in the modding thread.
Anyways, this version is pretty close to done, I think. Specific feedback on things you did/didn't like would be welcome. Thanks for the impressions so far, Jack.
Ok, so... A few things here.
First, only the final (extra large) upgrade requires a special skin. These upgrades really aren't needed to finish the game and the only way to get them is to do (rare) Path of the Hunter quests. This is the same as the original game. I've just added a few extra requirements.
Second, I'm sympathetic to your feeling that there are too many skins to get for each upgrade (6 leopards seems like a lot at the start). I'm attempting to integrate this mod into the game and avoid any (or very much) arbitrary grinding. Do you think this mod would be easier if it were something like 3 leopard skins and 3 deer skins to get the first wallet upgrade instead? Or are you only interested in smaller numbers? Your feedback can help this mod. Thanks.
My opinion is to move those leopards/tigers/crocodiles/sharks skins to 3rd and later tiers of upgrades.
easy to harvest skins: deers, dogs, goats, pigs, tapirs - easy to kill and find animals. Maybe tapir is rare?
mid: komodos/buffalos/cassowary - more rare than previous/more hard to kill
hard: leopards/tigers/crocodiles/sharks - hard to find and hard to kill
so 1st upgrade should contain 8-12 easy to harvest skins or 5-6 mid, some one hard to get skin and some grass
2st upgrade - smaller amount of easy harvest skins (4-5), 2-3 hard to get skins and some various value of grass
3rd - two kinds of hard to get skins (3-6 each) and some grass
4rd tier - unique skin, lot of easy to get skin, lot of hard to get skin, some grass.
Working on it... have some troubles with HEX -> UInt16 convert
i wrote your file hex values parser to uint16, getting similar values now:
FA04 it is 1274? my parser converts 1274 to hex with result 4FA
6A05 is 1386? my parser gives me 56A