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  1. #21
    Some ideas, i think. About syringes. Because you've done well with all that gears.

    Base all syringes on the molotov because of alcohol? Pretty much for creating sterile syringe.

    How about unlock all recipes from the beggining?

    check this string in all files

    <field name="UnlockOnMissionComplete" type="String"></field>// unlock conditions. Left it clear to get recipe from the very beggining
    <field name="UnlockFromScript" type="String"></field> // same there

    and make sure to clear fields. Will unlock every syringe in the game.


    Also.

    <field name="locidDurationDescriptionStringId" type="Int32">654535584</field> // item's duration. This number means instant effect. Options: 110952 (effect on a time)
    <field name="locidDurationValueStringId" type="Int32">654535680</field> // string, sets this duration. Same as up one, instant effect. Options: 118825 (effect on a time)


    Rechange these fields to marked options to make healer effect ticking on the time, like we've always wanted.


    Duration time and bonus strength now is available for modding too.

    Besides, this'll be great if you'll be able to add post-effect after using syringes - blur, glowing, camera rumble...
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  2. #22
    @jstq: I certainly see what you're going for there. As long as you're happy, I'm happy. I'm attempting to have this mod bring a little bit of logic to crafting (which is completely arbitrary in this game).

    So, for instance, I like using turtle shells in gear that has explosive stuff in it with the thought that the shells might offer some protection in case of accidental explosion (more likely they'd just be shrapnel haha) or that grenades fit nicely in them. Doesn't have to make perfect sense. Also, I like to focus on multiple types of plants because I'm going with the idea that they are needed to bind the pieces of skin together. It seems like you have a LOT of animals/plants there in total (almost 800 items needed in your version; I have less than 500). While that's fine, I want to avoid grind as much as possible. Thank you for the feedback. If you make more tweaks, I'd be happy to hear about it.

    @inakrin: Thanks, I'll definitely look into that when I get the chance! Medical syringes that take time to have an effect... wow, that'll really change the game. Cool. Will probably take some time to get it right though.
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  3. #23
    jstq's Avatar Junior Member
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    Dec 2012
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    24
    its good to add some blind effect to heal/all potions, and heal over time (5-10 seconds)
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  4. #24
    Originally Posted by inakrin Go to original post
    <field name="locidDurationDescriptionStringId" type="Int32">654535584</field> // item's duration. This number means instant effect. Options: 110952 (effect on a time)
    <field name="locidDurationValueStringId" type="Int32">654535680</field> // string, sets this duration. Same as up one, instant effect. Options: 118825 (effect on a time)


    Rechange these fields to marked options to make healer effect ticking on the time, like we've always wanted.


    Duration time and bonus strength now is available for modding too.

    Besides, this'll be great if you'll be able to add post-effect after using syringes - blur, glowing, camera rumble...
    I will consider unlocking the syringes in my mod. Some of those are crazy unbalanced though... I'll think about it.

    I changed those values in the default medical syringe and saw no difference in-game. Still an instant heal. Either I did it wrong or we need to change more values.

    Don't know if I'll ever know enough about modding to add sweet effects... if you figure it out I'll definitely add it though!

    Also, new alternate version up as per my post RE: fewer skins per animal type but secondary skins needed for each upgrade. Check it out!
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  5. #25
    Originally Posted by karmakgb Go to original post
    Thoughts on this possible change? Haven't made it yet.


    Holsters -> Each upgrade requires 5 green and 2 red plants, plus (sm) 5 crocodile leathers and 5 goat skins (med) 7 bear skins and 3 boar skins (lg) 9 tiger skins and 1 shark skin. Yeah, so not a walk in the park anymore.

    Wallet -> Each upgrade requires 7 yellow plants, plus (sm) 4 leopard skins and 2 shark skins (med) 5 crocodile leathers and 3 pig skins (lg) 6 shark skins and 4 tiger skins (exlg) 6 buffalo hides and 1 special buffalo hide

    Loot -> Each upgrade requires 3 yellow and 2 green plants, plus (sm) 6 deer skins and 2 goat skins (med) 8 komodo skins and 2 goat skins (lg) 10 shark skins and 2 goat skins (exlg) 5 bear skins and 1 special bear skin

    Syringe -> Each upgrade requires 2 red and 2 white plants, plus (sm) 3 dingo skins and 2 dog skins (med) 5 tiger skins and 2 tapir skins (lg) 7 deer skins and 2 shark skins (exlg) 5 leopard skins and 1 special panther skin

    Ammo -> Each upgrade requires 4 green and 3 white plants, plus (sm) 3 boar skins and 3 pig skins (med) 4 cassowary skins and 4 komodo skins (lg) 5 buffalo hides and 5 tapir hides (exlg) 5 tiger skins and 1 special tiger skin

    Explosives -> Each upgrade requires 3 blue and 3 white plants, plus (sm) 2 pig skins, 2 turtle shells (med) 4 dingo skins, 2 turtle shells (lg) 6 buffalo skins, 2 turtle shells (exlg) 6 turtle shells and 1 special tapir skin

    Flame tank -> Each upgrade requires 6 blue plants. plus (sm) 4 goat skins (med) 6 tapir skins (lg) 8 komodo skins (exlg) 4 cassowary skins and 1 special cassowary skin

    Throwables - Each upgrade requires 3 green and 4 red plants, plus (sm) 5 dog skins (med) 6 boar skins (lg) 7 cassowary skins (exlg) 6 komodo skins and 1 special komodo skin

    Rocket -> Each upgrade requires 4 blue and 2 red plants, plus (sm) 3 pig skins and 2 dog skins (med) 4 dingo skins and 3 turtle shells (lg) 5 bear skins and 4 goat skins (exlg) 5 crocodile leathers and 1 special crocodile leather

    Arrow Quiver -> Each upgrade requires 4 white plants, plus (sm) 2 goat skins and 2 deer skins (med) 3 cassowary skins and 3 deer skins (lg) 4 leopard skins and 4 deer skins (exlg) 5 shark skins and 1 special shark skin
    That one sounds great. 4 leopard skins for the wallet in the beginning is better than 6 because it takes alot of time to find them sometimes.
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  6. #26
    Originally Posted by JackMarco Go to original post
    That one sounds great. 4 leopard skins for the wallet in the beginning is better than 6 because it takes alot of time to find them sometimes.
    Yeah, that's currently up in the original post as the "Alternate" version. Check it out! I'll make it the default file if I get good feedback on it and it feels right in my own playthrough. I didn't want to reduce the amount of skins total, as though felt pretty good to me, just wanted to break up the monotony (monotony is bad in games).

    Tell me how it feels in-game. I might use more skins but we're limited to 4 items total *shrug* I think this will work.

    EDIT: Oh and what I posted above does not show the actual changes that were made. Close, but there are a number of differences in the actual mod.
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  7. #27
    If this functions the way it is advertised in 1.04 as well, then you have just forced me to restart the game AGAIN!!

    I guess a "thank you" is in place.

    With no tagging, no blinking items, no use of binoculars/camera, travel on foot etc. this is more like it should have been from the start.
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  8. #28
    Originally Posted by AyathTheLoafer Go to original post
    If this functions the way it is advertised in 1.04 as well, then you have just forced me to restart the game AGAIN!!

    I guess a "thank you" is in place.

    With no tagging, no blinking items, no use of binoculars/camera, travel on foot etc. this is more like it should have been from the start.
    I hope it works for you with no trouble. Also, are you using the "alternate" version? Because I'm probably going to make that the only version pretty soon (when I have time) and could use some feedback on how it actually plays.

    Thanks.
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  9. #29
    I am trying the alternative and I am loving it. What I noticed is that I get an error with the first throwable pack. I don´t know if it is the mod or just my game but one of the requirements is not being shown. It just says 0/2 but not of what.
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  10. #30
    Originally Posted by JackMarco Go to original post
    I am trying the alternative and I am loving it. What I noticed is that I get an error with the first throwable pack. I don´t know if it is the mod or just my game but one of the requirements is not being shown. It just says 0/2 but not of what.
    Ok, thanks for letting me know. I'll check that now.
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