Nice idea, which the game really needed. I noticed a couple of glitches: the outpost by Cock-Fights disappears completely along with its NPCs until the timer expires, and the one by the Slaughterhouse loses its ammo pile. I guess they're switching to their invisible tutorial state, since they're now active from the start? I haven't checked all the other tutorial outposts for similar behaviour.
Thanks, it's not a bug, I did indeed re-use the tutorial state for those outposts. I could've made only the AI disappear, but doing it the way I did is a lot easier.
Fair enough, it's not really an issue. I merged your mod with my own tweak mod (which I made many years ago when tools were in their infancy!) and everything works nicely - a definite endorsement from me. I may give your patch a go next play through. I like the idea of random patrols.
im already using a realism mode so i cant replace the patch files, i took the raw files from the patch folder and put them into data_win32 but an in-game hour after clearing an outpost it was repopulated again
That won't work. To merge mods you would need to unpack both patches and merge the files, then repack. The mod stops the spawning for half an hour btw.
I noticed something, i had to uninstall, outposts at the beginning that were supposed to be empty had people, also the outpost when you blow up the bridge was not empty like always when you bring the bomb/fuse.
Not a bug. With this mod the outposts are always active unless you clear them. I could change the behavior to be like vanilla, but it makes the game more boring and it's unnecessary if you can clear them out IMO.
Copy the Far Cry 2 folder over the folder where your game is installed. If you're asked to overwrite files, it's the right folder. Make sure you create backups of the patch files beforehand.
1. Download Gibbed's toolset 2. Unpack the patch files from the mod that you're using as a base 3. Merge my "raw" mod files into the unpacked patch folder 4. Repack the patch folder and use the newly created patch files with the game
Most of the conflicting files would be oasisstrings.rml files, and with Realism+ in particular, probably a few worldsectors. Overwriting all the conflicting files shouldn't be a problem, but I haven't tried it myself.
I like this idea but I would prefer if they never respawn (like how it is with clearing safehouses for use). Would it be easy to change it from 30 minutes to like 30 hours? I have messed with the unpacked patch.dat files a little so if it isn't too complicated, simple instructions on how you changed it in the first place would be suffice.
This mod isn't just a simple tweak so explaining everything that needed to be done is pointless if you just wanna change the timers. The timer values are in every lua file inside "domino\user\outpost_v2". I'd recommend using a batch search and replace tool unless you want to edit 58 files manually.
Unpack any patch.dat/fat pair, add the raw files from my mod to it (if there are conflicts you need to either merge them manually or just overwrite them, overwriting oasisstrings files in particular won't cause any issues), then repack to dat/fat pair and place in the data_win32 folder.
It needs to be said, any time you edit the timers or to a larger extent the lua files in general, you need to start a new save for the new changes to take effect. This is because the entire script table is saved within the game saves and this happens when you start a new save or enter a world for the first time (world2 files can be changed if you haven't reached that point in the story yet).
So I did all that, started a new game and now outposts start abandoned. No enemies and no item to scout. Any idea what might have happened? Is the value I set just too high? It didn't affect the tutorial area where it teaches you how to scout through monoculars.
Even if the timer was too high it would only mean that the outposts would never respawn after clearing them, they would still appear in the beginning so it's a separate issue. Not sure what it could be really as long as you copied all the files over and packed everything correctly. You can upload your patch files and I can take a look.
I tried to upload it but this site rejected it telling me that I can't use it for personal storage.
However I did notice something that tells me I might be doing something wrong. In your raw files I found the OutpostsV2 folder and adjusted all values of the 58 lua files. I then took all your raw files, dragged them over to my unpacked patch.dat folder and then repacked the whole thing using Gibbed.Dunia.Pack
However when I unpack the patch.dat that is part of your non-raw files download, I don't see the domino\user\outpost_v2 filepath in there. Am I missing a step?
You can upload it on an external site and PM me the link. What you mentioned about the files disappearing after unpacking again is normal, since those filenames aren't in the Gib tools filelist. They'll appear in the UNKNOWN folder with a hashed filename instead.
By the way, does the packaged mod work for you at least?
35 comments
This was most common point for some people (not me) to say Far Cry 2 is bad game. Now that is gone. Great job!
1. Download Gibbed's toolset
2. Unpack the patch files from the mod that you're using as a base
3. Merge my "raw" mod files into the unpacked patch folder
4. Repack the patch folder and use the newly created patch files with the game
My skills are lacking to do all that :/
But I'm only on my first playthrough and don't want to start a new game already...
Most definitely give it a try for No.2!
function export:StartRespawnTimer()
self = self._graph;
self[20].Seconds = 180000;
self[20]._type.Start(self[20]);
Assuming this is correct, how do I get those raw lua files for the outpost into the game?
It needs to be said, any time you edit the timers or to a larger extent the lua files in general, you need to start a new save for the new changes to take effect. This is because the entire script table is saved within the game saves and this happens when you start a new save or enter a world for the first time (world2 files can be changed if you haven't reached that point in the story yet).
However I did notice something that tells me I might be doing something wrong. In your raw files I found the OutpostsV2 folder and adjusted all values of the 58 lua files. I then took all your raw files, dragged them over to my unpacked patch.dat folder and then repacked the whole thing using Gibbed.Dunia.Pack
However when I unpack the patch.dat that is part of your non-raw files download, I don't see the domino\user\outpost_v2 filepath in there. Am I missing a step?
By the way, does the packaged mod work for you at least?