I know that this is very late to post but why this mod can't be run with swartz? I tried combining this mod with swartz (with dunnia tools) so I can lauch them together but I don't have the uniform when I open my game. can anyone help me?
I noticed people are downloading this and the poster was nice enough to put it as a patch.dat, but just a heads up this will overwrite the patch.dat if your using other mods. The privateer uniform "effect" will still be OFF, if you finished the game or starting a new one. This just changes the appearance.
Yeah, I'm trying to fix the whole, doesn't give you the effect thing. I think it has something to do with the code. I have contacted the person who gave the tutorial to the code fix, because I didn't quite understand it. And I'm currently waiting for a reply.
Holy crap. I just realized that you are the guy with the code tutorial. So do you know how to get the code to make it so the privateers don't attack you? Because I would love to put that in as another file here.......I'm also still going to keep the file in here were the privateers still attack you though. Just in case there are people out there that like the look of the privateer outfit but also enjoy the extra challenge of the privateers still attacking you. So any help would be greatly appreciated. Thanks.
Tried it. It didn't work. Okay, a few questions. One is do you have to the doppelganger mission to acquire the effect? And two, I'm using Swartz mod with it. Is that changing anything?
I'm using swartz mod as well too. I still don't get why your being shot at if you made the changes. Because I can still use the Jason Brody's appearance without uniform and they still treat me like a privateer. Can you Upload the file your testing? Maybe name it testing file don't download, so I can download and take a look at it? Maybe I made a change somewhere else and didn't realize it was doing the trick.
Yes, the dopplerganger mission file is in Chapter 8 ( fc3_master.chapter08 ). Same filepath as chapter 9. I found the line that I suspect is the one that gives the effect.
function export:f_40_Acknowledged() local l0; self = self._graph; self:en_16(); l0 = Boxes[GetPathID(" Domino/System/Player/EquipCostume.lua" )]; l0:Equip(); end;
Well I was thinking if editing the unequip line didn't work for you I was thinking of adding the lines above, to one of the missions in Chapter 1. Would work great since Swartz mod gives you access to the 2nd island from the start. But here's the problem I'm thinking... would it break the dopplerganger mission?
I'm not quite sure what you mean? Sorry....I don't have that much time right now anyway. I will be back in a bit to try and understand what your saying. I'm not skilled in this stuff...once I get more time to look at this and understand it I will give it a shot and get back to you.
Remember to upload the file you tried to test as a second file so I can take a look at it. Also delete the " Doesn't work " files... because I seriously don't get that.
The missing finger... I'll explain. There are 6 files in the players folder. PawnPlayer.PawnPlayer_MissingFinger (The end game look, Jason's regular clothes with bandaged finger) PawnPlayer.PawnPlayer_Privateer (Appearance used when you steal Foster's uniform and become a privateer) PawnPlayer.PawnPlayer_Privateer_MissingFinger (Appearance used when Hoyt cuts your fingers during card game) PawnPlayer.PawnPlayer_Privateer_MissingFinger_Bandaged (Appearance used after leaving Hoyt's mansion to save your brother) PawnPlayer.PawnPlayer_Skydiving (Appearance used when you jump off the Agent's plane) PawnPlayer (Appearance you start game with)
What Blood did or whoever your giving credit did was... look inside one of the privateer files. Found the hash number for example I like using the bandaged privateer uniform so I use... <field name="fileModel" type="Hash64">55051782C2035793</field>
and replace the hash codes in PawnPlayer.PawnPlayer_MissingFinger because that's the end game appearance. To maintain my privateer look. Now what they did was use this code from the PawnPlayer.PawnPlayer_Privateer file. <field name="fileModel" type="Hash64">F097C3BDC5326A91</field>
and place them inside pawnplayer file, so you start the game with the privateer appearance. Also you notice I don't change the filepath in those files, just the hash number. That's it.
[Just to clarify] Default model: <field name="fileModel" type="Hash64">28D96B1838CC34AE</field>
So lets say if I want to use just the privateer uniform through the whole game I would change every file to the
<field name="fileModel" type="Hash64">F097C3BDC5326A91</field> or would it be something different? cause I'm not sure...I will still try this though. So like I said I will get back to you.
Yes, if you changed every file to <field name="fileModel" type="Hash64">F097C3BDC5326A91</field> then you will wear that uniform all the time, through out the storyline. Just remember each file has two of those lines.
Remember the effect has nothing to do with the uniform. It's run by another script that is called upon in Chapter 8 in the Doppleganger mission and the edits I told you to make just makes sure it doesn't come off when you complete the game.
So no matter what, if you start a new game... you must do the doppleganger mission like normal to gain the effect. Although I'm sure a more talented player can look inside the doppleganger mission folder and replicate the code from the start of the game which would be neat. I simply ran out of time to look any further.
Thanks, that really warms my heart. But don't thank me to much. Because I'm just the one who turned the mod into the patch file. The original mod is here http://www.nexusmods.com/farcry3/mods/10/? But still, thanks.
26 comments
but none of them can be run with swartz
I don't know what's the problem
I tried combining this mod with swartz (with dunnia tools) so I can lauch them together but I don't have the uniform when I open my game.
can anyone help me?
The file path: patch/domino/user/fc3/fc3_master/fc3_master.chapter09.lua
Look for this entry:
function export:f_2_Out()
local l0;
self = self._graph;
l0 = Boxes[GetPathID(" Domino/System/Player/EquipCostume.lua" )];
l0.pawn = nil;
l0._graph = self;
l0.Equipped = DummyFunction;
l0.Unequipped = self.f_7_Unequipped;
l0.Error = DummyFunction;
l0:Unequip();
end;
Change it to this:
function export:f_2_Out()
local l0;
self = self._graph;
l0 = Boxes[GetPathID( " Domino/System/Player/EquipCostume.lua" )];
l0.pawn = nil;
l0._graph = self;
l0.Equipped = DummyFunction;
l0.Unequipped = DummyFunction;
l0.Error = DummyFunction;
l0:Equip();
end;
After the dopplerganger Mission, you acquire the uniform effect, it stays on even after you beat the game.
I didn't change l0.Unequipped = self.f_7_Unequipped; to l0.Unequipped = DummyFunction;
Yes, the dopplerganger mission file is in Chapter 8 ( fc3_master.chapter08 ). Same filepath as chapter 9. I found the line that I suspect is the one that gives the effect.
function export:f_26_Out_0()
local l0;
self = self._graph;
l0 = Boxes[GetPathID(" Domino/System/Mission_Flow/MissionGetState.lua" )];
l0.missionName = "HOY_040_MAIN";
l0._graph = self;
l0.Locked = self.f_40_Locked;
l0.Running = self.f_40_Running;
l0.Acknowledged = self.f_40_Acknowledged;
l0.Completed = DummyFunction;
l0.Failed = self.f_40_Failed;
l0.Hidden = self.f_40_Hidden;
l0.Invalid = DummyFunction;
l0:Get();
end;
function export:f_40_Acknowledged()
local l0;
self = self._graph;
self:en_16();
l0 = Boxes[GetPathID(" Domino/System/Player/EquipCostume.lua" )];
l0:Equip();
end;
Well I was thinking if editing the unequip line didn't work for you I was thinking of adding the lines above, to one of the missions in Chapter 1. Would work great since Swartz mod gives you access to the 2nd island from the start. But here's the problem I'm thinking... would it break the dopplerganger mission?
Also delete the " Doesn't work " files... because I seriously don't get that.
The missing finger... I'll explain. There are 6 files in the players folder.
PawnPlayer.PawnPlayer_MissingFinger (The end game look, Jason's regular clothes with bandaged finger)
PawnPlayer.PawnPlayer_Privateer (Appearance used when you steal Foster's uniform and become a privateer)
PawnPlayer.PawnPlayer_Privateer_MissingFinger (Appearance used when Hoyt cuts your fingers during card game)
PawnPlayer.PawnPlayer_Privateer_MissingFinger_Bandaged (Appearance used after leaving Hoyt's mansion to save your brother)
PawnPlayer.PawnPlayer_Skydiving (Appearance used when you jump off the Agent's plane)
PawnPlayer (Appearance you start game with)
What Blood did or whoever your giving credit did was... look inside one of the privateer files. Found the hash number for example I like using the bandaged privateer uniform so I use...
<field name="fileModel" type="Hash64">55051782C2035793</field>
and replace the hash codes in PawnPlayer.PawnPlayer_MissingFinger because that's the end game appearance. To maintain my privateer look. Now what they did was use this code from the PawnPlayer.PawnPlayer_Privateer file.
<field name="fileModel" type="Hash64">F097C3BDC5326A91</field>
and place them inside pawnplayer file, so you start the game with the privateer appearance. Also you notice I don't change the filepath in those files, just the hash number. That's it.
[Just to clarify]
Default model:
<field name="fileModel" type="Hash64">28D96B1838CC34AE</field>
Privateer model:
<field name="fileModel" type="Hash64">F097C3BDC5326A91</field>
Privateer bandaged model:
<field name="fileModel" type="Hash64">55051782C2035793</field>
<field name="fileModel" type="Hash64">F097C3BDC5326A91</field> or would it be something different? cause I'm not sure...I will still try this though. So like I said I will get back to you.
then you will wear that uniform all the time, through out the storyline. Just remember each file has two of those lines.
Remember the effect has nothing to do with the uniform. It's run by another script that is called upon in Chapter 8 in the Doppleganger mission and the edits I told you to make just makes sure it doesn't come off when you complete the game.
So no matter what, if you start a new game... you must do the doppleganger mission like normal to gain the effect. Although I'm sure a more talented player can look inside the doppleganger mission folder and replicate the code from the start of the game which would be neat. I simply ran out of time to look any further.