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  1. #21
    Originally Posted by trapezius1 Go to original post
    Bug report!

    'Key to the north' crashes every single time, it never did that before. That moment when you turn on the radio. I can't get past it, no matter what I do. Change weapon, place mines, no mines, I can't do anything about it.

    Vanilla never did crash there.
    Well, damn. I guess what I have not yet solved just kicked in. In the mission "Key to the north", when you turn on the radio is when the Royal Guards appear for the first time, if I am right. There are still these major problems holding back modders right now:

    - NPC weapon attachments are not graphically shown in the main game. All modified properties are changed, but for some reason, while an NPC carries a weapon, the attachments on it cannot be seen, when he dies and drops it, the attachments suddenly appear. This does not occur in the Map Editor.
    - When I edit the archetype file of a hostile NPC, and include it in the mod, the game stops working when that hostile NPC is in range. This does not occur with allied NPCs.

    I am sorry to have to say this, but the problems are not yet solved. I'm afraid you will have to wait for jvarnes to release his mods that include my reskins. No changes to the NPCs in his mods, so everything should be fine. His facebook page: https://www.facebook.com/FarCry3Mod
    I am truly sorry again for this, I hope we will find our answers soon.
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  2. #22

    Looking promising guys, love the attribution you guys are making to this community. Great work!

    Just a question though. With all of these awesome modders on these forums, wouldn't it be awesome if someone could code the singelplayer-wingsuit. Like make it fly closer to the ground without deploying (Jvarnes mod does this, but even more would be nice), but also a lot more smother when flying downwards, disable the annoying thing where you fly down then up-down-up-down.....and so on, which feels terrible. Is this possible?
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  3. #23
    Frag_Maniac's Avatar Banned
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    Originally Posted by LinkZeppeloyd Go to original post
    Eh, I used to feel that way, but my opinion has changed drastically. I haven't had any issues whatsoever, and I've played FC4 mostly with mods. Even with patches, I just reinstall the mod (after checking that the author updated it) and am good to go.

    I haven't tried this particular mod yet, as I'm using jraven's original attachment unlock mod. I haven't had any stability issues w/ FC4 actually, just the stutter issue. Lots of players have lots of stability issues, but that doesn't necessarily mean the mod (or even the game) is at fault.

    In fact, with many games these days, if anything mods can actually IMPROVE stability, thanks the janky state in which games are now released.

    Let me clarify. It's not just the risk of worse performance or added glitches. It's that pretty much all the mods I've seen of both Far Cry 3 and 4 have maybe one or two small things I want in them, and the rest are things I'd rather not have. Every modder these days, esp since we have more proprietary files and you have to rely on them more instead of being able to easily pick and choose features, is trying to make a name for themselves with these package mods. I've also given up trying to convince them to offer the most requested features piecemeal, most won't even listen.

    So it's primarily that, the risks just tip it over the edge to being a deal breaker for me.
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  4. #24
    Originally Posted by Frag_Maniac Go to original post
    Let me clarify. It's not just the risk of worse performance or added glitches. It's that pretty much all the mods I've seen of both Far Cry 3 and 4 have maybe one or two small things I want in them, and the rest are things I'd rather not have. Every modder these days, esp since we have more proprietary files and you have to rely on them more instead of being able to easily pick and choose features, is trying to make a name for themselves with these package mods. I've also given up trying to convince them to offer the most requested features piecemeal, most won't even listen.

    So it's primarily that, the risks just tip it over the edge to being a deal breaker for me.
    FC does have a weird issue with modding, because there's only one patch file... so pretty much all FC mods are "compilations." But I think that's not the modder's fault, that's the way the game is made. Games like Rome 2 in Steam are glorious... I use about 40 different mods in that game, and it's the easiest thing ever. But with FC, it's not possible to have many different "a la carte" mods like you can with other games.

    I don't use jvarnes overhaul mods because of what you said... there's always a "poison pill" in the mod that I don't want, thus I don't use the entire mod. You just have to hope someone makes an overhaul mod with different versions. With the Far Cry 3 mod nexus, that was the case... some of the popular modders would just have several different versions with alternate things like "with minimap" and "without minimap."
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  5. #25
    Originally Posted by vinh1998 Go to original post
    Well, damn. I guess what I have not yet solved just kicked in. In the mission "Key to the north", when you turn on the radio is when the Royal Guards appear for the first time, if I am right. There are still these major problems holding back modders right now:

    - NPC weapon attachments are not graphically shown in the main game. All modified properties are changed, but for some reason, while an NPC carries a weapon, the attachments on it cannot be seen, when he dies and drops it, the attachments suddenly appear. This does not occur in the Map Editor.
    - When I edit the archetype file of a hostile NPC, and include it in the mod, the game stops working when that hostile NPC is in range. This does not occur with allied NPCs.

    I am sorry to have to say this, but the problems are not yet solved. I'm afraid you will have to wait for jvarnes to release his mods that include my reskins. No changes to the NPCs in his mods, so everything should be fine. His facebook page: https://www.facebook.com/FarCry3Mod
    I am truly sorry again for this, I hope we will find our answers soon.
    And I was having so much fun! Lol.

    Actually I installed his attachment mod and was able to finish the mission without crashing, I did it mostly for the guns anyway. Have played this game 4 times vanilla, now it's time to just mess around a bit.

    By the way, another issue is that whenever I have the Elephant Gun, save the game and start playing again, that slot is always empty. It really doesn't want me to keep that gun. I didn't preorder, I'm not really supposed to have it. Which is a shame, it's sooo useful for the rhinos you need early in the game.

    Speaking of attachments and things, when I see the friendly guys with snipers, the gun lacks the muzzle brake. M93 Black Arrow without muzzle brake is a very strange thing to see. It's there when I have it, of course.

    If I'm supposed to be even more critical here (last one, I promise), the green may be a little too saturated and obvious, maybe? It's not really harder to see them in the woods, they are so bright.

    Apart from all that, I think you've done a damn fantastic job. I usually don't bother with mods, as most of them make too many changes I don't want. I don't want things to cost 3 times as much, way higher damage and stuff like that, just to get access to all guns from the start for the sake of a little fun.
    Looking forward to see what comes next when all major problems are ironed out.
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  6. #26
    Flanker1Six's Avatar Senior Member
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    Guess everyone's experience is different. I'm running a mishmash of RMCBURN'S, and JR's Immersion, Unlocked Weapons + attachments + increased damage and range, & FC4 Casual mods with no real problems. Like others...................I've always found bit's and pieces of mods/compilations I like/want------combining them gives me the best of all talented modders!
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  7. #27
    Originally Posted by Flanker1Six Go to original post
    Guess everyone's experience is different. I'm running a mishmash of RMCBURN'S, and JR's Immersion, Unlocked Weapons + attachments + increased damage and range, & FC4 Casual mods with no real problems. Like others...................I've always found bit's and pieces of mods/compilations I like/want------combining them gives me the best of all talented modders!
    How do you combine these? And where is the "increased damage and range" mod coming from, I haven't encountered one of those yet?
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  8. #28
    Flanker1Six's Avatar Senior Member
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    Like the post/s above said; due to the folder/file structure of FC 3 (meaning you could/can use Rick's Gibbed Dunia 2 tool set to disassemble either one of the vanilla main game files, or a mod file into it's constituent folder/files---change stuff around; then put it back together) most mods for it ended up being compilations of several other mods.

    You can use the tool set to do basically the same thing with FC 4 mods. Take each mod apart with the tool set; pick out the bits you like (bit of a trial and error on that sometimes---needless to say you should ALWAYS back up your original files FIRST!) from each one, combine those, put everything back together, and you've got a custom mod compilation to suit YOUR tastes. I have experienced instances where I've messed stuff up, and had to revert back to my backed up originals, and other instances of things just not working for some reason (likely I put something together wrong). The trick is to figure out which mod's files get folded into the other mod's files. If you guess wrong; somehting you wanted to save/use gets over written by something you didn't want to save/use. Guessing-----I'd sy 90+% of my Frankenstein mods have worked out since I started messing with it in July/Aug of 2013.

    I really liked vinh1998's retex of the uniforms, so I took that out of his (didn't need the weapon unlocks/attachments as I already had it from JRavens site/mods) mod. I combined vinh's uniforms with reduced eagle attacks/longer day/night cycles (JRs FC 4 casual), the weapon unlocks/attachments/increased weapon range and damage (also one of JR's), and the removed flashing plants/loot boxes/etc from JRs Immersion mod. BTW: I messed up my first attempt on this, by folding vinh's uniforms into my JR's Frankenstein---I accidentally wiped out the increased weapons range/damage; which I wanted to keep. I thought about it over night; was thinking I'd likely folded things together in the wrong direction, consulted with JR, and he confirmed that's what I'd messed up. I tried again the next day; folding things together in the opposite direction and it worked fine.

    I would really like to see N Kiryat unlocked at the start of the game to reduce the linearity of free play, and a nice reworking of the optical sights reticle textures (ala Khenaz's better FC 3 sights mod--which was widely used by many others in their compilations--tasty!). Perhaps in due time.

    Here's the link to JR's site, and the link for RMCBURN's is in this thread in a couple places.

    http://jravens.wix.com/farcrymods
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  9. #29
    Frag_Maniac's Avatar Banned
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    ^ And that file structure is what increases the chance of problems with the mods, and the chance that most mods will have things in them you don't want. The files are too proprietary like I said. I'm well aware of the problems it causes and the necessary hoops to deal with it. I used to do a bit of modding myself before it got to that point. It's why I gave it up.

    The strange thing is, Ubi goes out of their way to blow smoke up the arses authors of maps that use their editor, but they don't want to do a damn thing to facilitate modding, which if anything maintains interest in a game as much if not more than the maps do.
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  10. #30
    Originally Posted by Flanker1Six Go to original post
    Like the post/s above said; due to the folder/file structure of FC 3 (meaning you could/can use Rick's Gibbed Dunia 2 tool set to disassemble either one of the vanilla main game files, or a mod file into it's constituent folder/files---change stuff around; then put it back together) most mods for it ended up being compilations of several other mods.

    You can use the tool set to do basically the same thing with FC 4 mods. Take each mod apart with the tool set; pick out the bits you like (bit of a trial and error on that sometimes---needless to say you should ALWAYS back up your original files FIRST!) from each one, combine those, put everything back together, and you've got a custom mod compilation to suit YOUR tastes. I have experienced instances where I've messed stuff up, and had to revert back to my backed up originals, and other instances of things just not working for some reason (likely I put something together wrong). The trick is to figure out which mod's files get folded into the other mod's files. If you guess wrong; somehting you wanted to save/use gets over written by something you didn't want to save/use. Guessing-----I'd sy 90+% of my Frankenstein mods have worked out since I started messing with it in July/Aug of 2013.

    I really liked vinh1998's retex of the uniforms, so I took that out of his (didn't need the weapon unlocks/attachments as I already had it from JRavens site/mods) mod. I combined vinh's uniforms with reduced eagle attacks/longer day/night cycles (JRs FC 4 casual), the weapon unlocks/attachments/increased weapon range and damage (also one of JR's), and the removed flashing plants/loot boxes/etc from JRs Immersion mod. BTW: I messed up my first attempt on this, by folding vinh's uniforms into my JR's Frankenstein---I accidentally wiped out the increased weapons range/damage; which I wanted to keep. I thought about it over night; was thinking I'd likely folded things together in the wrong direction, consulted with JR, and he confirmed that's what I'd messed up. I tried again the next day; folding things together in the opposite direction and it worked fine.

    I would really like to see N Kiryat unlocked at the start of the game to reduce the linearity of free play, and a nice reworking of the optical sights reticle textures (ala Khenaz's better FC 3 sights mod--which was widely used by many others in their compilations--tasty!). Perhaps in due time.

    Here's the link to JR's site, and the link for RMCBURN's is in this thread in a couple places.

    http://jravens.wix.com/farcrymods
    Oh ok, last time I checked ravens didn't have the increased range/damage. I'll give it a shot, but I'm kind of hesitant... at hard difficulty, the AI regularly hits me and already does lots of damage. But thanks for the tip.

    Oh and.... you wouldn't happen to want to post a link to your custom mish mash would you? Sounds like most of the stuff I'm interested in, but I don't know how to use modding tool sorcery myself.

    EDIT: I also hope there is a North unlocked and "better sights" type mod soon, I used both in FC3.
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