Far Cry 3: 10 of the Best PC Mods So Far. How to get that little bit more versatility out of Ubisoft’s jungle-roaming FPS. FC1: The Far Cry Addon Mod (FCAM). I use it as a 'unofficial patch' of sorts. FC2: Dylans FC2 Realism Mod. This just makes enemies less bulletspongy and a few tweaks to difficulty (honestly not that difficult at Normal, but I imagine hardcore at the highest). Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms; Asset use permission in mods/files that earn donation points You must get permission to earn Donation Points for your mods if they use my assets. Far Cry 4 Enhanced Weapons AND Attachments Mod. This tool includes 1x Graphics Mod by Ceano - This tool includes 9x Singleplayer Mods by JRavens &. Mar 1, 2016 - I performed the Far Cry: Primal GD Graphics Enhancement Mod comparison benchmark using an Intel i7. Core i3-9350K 4-Core 4.0GHz. Far Cry 4 Maximum Performance Optimization / Low Specs Patch. Posted by RAGNOS1997 on September 9, 2016. HOW TO OPTIMIZE TUTORIAL VIDEO. DOWNLOAD SECTION. On the one hand, it is good to know that the owners of the PlayStation 4 and the Xbox One will get premium quality graphics in Far Cry 4. On the other hand, if a game looks the same on platforms. After playing around with your team's archetype browser, and looking at my modded FC3 weapon properties files; I realized the FC 3 weapon property file line: 18084255 corresponds to the archetype file numbers (mostly). Easy copy and paste in the archetypes folder search box after that. Very cool!I modded 5 of archetype library weapons.ark/xml files to match the ones in my modded FC 3, as a test run. Piece 'o cake.Your archetypes library readme refers to converting the modified.ark/xml files back to.fcb files. Easily done with the Dunia 2 tools ConvertBinaryObject.exe tool.so your readme says to convert my 5 modded weapon.ark/xml files into.fcb files with the Dunia 2 CBO.exe tool (I think).your read me then says: Then just pack and your changes should take effect.Am I to repack JUST the 5 modded.ark/xml files, or all 9201 of them as I would with a FC3 mod? Regardless of which way that goes; I must have to rename the repack folder to something that matches one of the folders in FC 4. What is that? Then install the renamed folder in the correct location in FC 4 for my mods to take effect. Where is that? I'm guessing the location is the Far Cry 4/datawin32/worlds/fccmain/folder as new fccmain.dat/fat files. So far, your definition files have let me compile the.ark.xml files back to.ark.fcb. So again, a big thanks for that!However, I started thinking that I should probably re-extract each.fat/.dat so I would have a better idea of what files live where.But once I tried to extract them, I got an error about a hash collision which caused the Unpack tool to fail.Since it showed me the problematic name, I did a quick for it in the project files and found that it was in the file ' merged.filelist'.So I decided to clean up the file, since it looked like it was the result of a ' output that still had lots of duplicates and invalid filenames.(i.e. Single number prefixing the entry; while others had a colon in the middle, which is an invalid character for a file/dir name)Here is what I did. Sorted all entries (case-insensitive). Removed duplicates (again, case-insensitive). Renamed invalid entries that began with a single digit. ' 2entityarchetypeslibraryexample.ark.fcb' - 'entityarchetypeslibraryexample.ark.fcb'). Removed invalid entries (anything containing a colon). Renamed all entries that ended in '.part' to end with '.partemitter' (I was unsure about this one, so let me know if I should fix it!). Removed any entry that didn't contain at least one backslash (since there are only 2 or 3 files that are not in at least 1 sub-dir). Removed entries that were missing a filename (e.g. ' soundbinary.spk'). Replaced all occurrences of ' with 'Having done that, it will now extract all the main.fat/.dat files without errors.And from the looks of it, has a LOT more things with actual names, rather than their hashes!If anyone is interested, here is the updated file:(This is a replacement for the file ' Far Cry 4filesmerged.filelist' from the ' FarCry4Project.rar' linked in the original post.)Finally, please let me know if I changed/removed anything that I shouldn't have. Far Cry 4 Low Graphics ModIt was trivial to do, so redoing it (correctly) wouldn't be an issue. That's strange. We've been able to unpack & pack with this filelist without issues. After playing around with your team's archetype browser, and looking at my modded FC3 weapon properties files; I realized the FC 3 weapon property file line: 18084255 corresponds to the archetype file numbers (mostly). Easy copy and paste in the archetypes folder search box after that. Very cool!I modded 5 of archetype library weapons.ark/xml files to match the ones in my modded FC 3, as a test run. Piece 'o cake.Your archetypes library readme refers to converting the modified.ark/xml files back to.fcb files. Easily done with the Dunia 2 tools ConvertBinaryObject.exe tool.so your readme says to convert my 5 modded weapon.ark/xml files into.fcb files with the Dunia 2 CBO.exe tool (I think).your read me then says: Then just pack and your changes should take effect.Am I to repack JUST the 5 modded.ark/xml files, or all 9201 of them as I would with a FC3 mod? Regardless of which way that goes; I must have to rename the repack folder to something that matches one of the folders in FC 4. What is that? Then install the renamed folder in the correct location in FC 4 for my mods to take effect. Where is that? I'm guessing the location is the Far Cry 4/datawin32/worlds/fccmain/folder as new fccmain.dat/fat files. Replacing patchhd is the best way to test these edits. You only have to include the.ark.fcb files you edited. ![]() The path to the.ark.xml files is modfolderentityarchetypeslibrary where modfolder is the root folder of your mod (specified as the source directory for building.fat)I'd recommend using a for loop over the.ark.xml files to convert them. Janne.thanks for the reply! Answered pretty much everything for me, as to titling any generated.dats and.fats as well as their file path/placement inside FC4. The only problem for me with going with a patchhd.dat/fat is I'm already using a combo of JRavens mods packed as those two files. I'll unpack them again and see if I can fold my weapon stuff into them without losing any of JR's excellent work. Oh.BTW: I'm using the r179b115 tool set as well.I am having a problem though. When I said converting my.ark/xml files to.fcbs would be easily done.my ConvertBinaryObject.exe does not seem to be working, so I can't convert my modded weapon.ark.xml files to.fcbs for packing.All I ever did with.xmls in FC 3 was drag and drop them into the CBO.exe tool (that's the way the tutor did it in the 'how to' video I watched on youtube). When I drag and drop my modded weapon.ark.xmls into the CBO tool-nothing. ![]() Far Cry 4 Low Graphics ModNo.fcb is generated.I tried dragging and dropping the.ark.xmls into the tool set's ConvertXml.exe tool as a test, and damned if that didn't work fine. Generated an.rml file right next to the original.ark.xml file.except I don't need.rml files. &.%&@&%##!!I tried changing the.ark suffix to a plain.xml suffix; then did the drag and drop thing.that didn't work either.BTW: I did get a copy of the Far Cry 4 project folder from your link/site and have it installed in the project folder of the tool set I'm using for FC 4.You completely lost me with: for /r 'modfolderentityarchetypeslibrary'%%i in (.ark.xml) do 'pathtogibbedtoolsGibbed.Dunia2.ConvertBinaryO bject.exe' -fcb%%i. I'm by no means an expert at anything mod-related, but I found a good porting guide from a basic Google search, followed it to the letter, and it works perfectly. Best castle mods skyrim xbox one. Far Cry 4 Mod MenuJanne.thanks for the reply! Answered pretty much everything for me, as to titling any generated.dats and.fats as well as their file path/placement inside FC4. The only problem for me with going with a patchhd.dat/fat is I'm already using a combo of JRavens mods packed as those two files. I'll unpack them again and see if I can fold my weapon stuff into them without losing any of JR's excellent work. Oh.BTW: I'm using the r179b115 tool set as well.I am having a problem though. When I said converting my.ark/xml files to.fcbs would be easily done.my ConvertBinaryObject.exe does not seem to be working, so I can't convert my modded weapon.ark.xml files to.fcbs for packing.All I ever did with.xmls in FC 3 was drag and drop them into the CBO.exe tool (that's the way the tutor did it in the 'how to' video I watched on youtube). When I drag and drop my modded weapon.ark.xmls into the CBO tool-nothing. Far Cry 4 System RequirementsNo.fcb is generated.I tried dragging and dropping the.ark.xmls into the tool set's ConvertXml.exe tool as a test, and damned if that didn't work fine. Generated an.rml file right next to the original.ark.xml file.except I don't need.rml files. &.%&@&%##!!I tried changing the.ark suffix to a plain.xml suffix; then did the drag and drop thing.that didn't work either.BTW: I did get a copy of the Far Cry 4 project folder from your link/site and have it installed in the project folder of the tool set I'm using for FC 4.You completely lost me with: for /r 'modfolderentityarchetypeslibrary'%%i in (.ark.xml) do 'pathtogibbedtoolsGibbed.Dunia2.ConvertBinaryO bject.exe' -fcb%%i. That's batch code building mods with the Gibbed tools is done with batch (.bat files). You have to use Gibbed.Dunia2.ConvertBinaryObject.exe for converting the.akr.xml files back to.fcb.For example. I temporarily restored the original 'merged.filelist' to reproduce the error I got.snip./CODEMaybe the 'merged.filelist' included in the download was an old version of the one you have? We've actually been using a custom set of Gibbed's tools compiled by RazorFinnish. One of the improvements might be a more flexible file list handling. Those lists are mostly parsed from large files byte-byte so there might be some invalid paths. Far Cry 4 Graphics ModMy filepath parser skips potential strings if they don't contain a dot and a back slash and if they are smaller than 10 characters long. Colons are not even included in the character map so the parser would stop there and start a new buffer. I also handled some filelists with my other custom tool to get rid of the root folder names where in some cases had some numbers in front of them. Those invalid filepaths might have gotten in during the early development. Local security policy missing windows 10 install. I'll make sure to update the download with a proper filelist.Thanks for letting us know. Are there any future plans for a public release?Just tell me where I can pre-order!Your welcome. I'm just glad to see any progress towards an updated toolset. Who knows, maybe Rick will see this and get inspired to update the base!Also, have you been able to successfully decompress/convert ' oasisstringscompressed.bin'? RazorFinnish has had great success with decompressing osasisstrings but so far the operation back to compressed format has been an issue.I even started working on an editor, implemented a simple browser first. Are there any future plans for a public release?Just tell me where I can pre-order!Your welcome. I'm just glad to see any progress towards an updated toolset. Who knows, maybe Rick will see this and get inspired to update the base!Also, have you been able to successfully decompress/convert ' oasisstringscompressed.bin'? Decompression yes; getting it back together breaks it however. Weirdly enough, my own tool can load the original, save the thing, then load it again without problems, but FC4 itself fails at loading the changed files. Guess I'm going to get that fixed at some point though.
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