NEW release candidate MOD VERSION, v 20210916_rc2Â !
Main new features:
Added dedicated Editormod menu to the main menu, options are no longer in the View menu.
Added support for creating your own Object Selections, accessible from the Object Tool.
Integrated Fallen.Ninja's FNSync tool that downloads community-made object selections straight into the editor!
Cleaned up Customizable AI
Added Customizable Text object that translates typed text into its equivalent letter object selection.
Added Customizable Vegetation.
Holding SHIFT while clicking an object in the "Add Object" tool will bring up the mod window to modify the object before placing it.
Object Preferences no longer show by default. Users will either to toggle CAPS LOCK/SCROLL LOCK, or set the "GUI: Always Show Object Preferences" tweak in the editor menu.
Hey man love you for all the cool stuff you brought us to the FarCry5 Arcade community you are the best :) i love all the Ai modification tools with the '' Mega.ZA '' mod i enjoy it allot, recently ive been getting this message when i try and publish a new map sadly do you by any chance know what the issue might be ?? Please help
Error
Saving Map Failed; map file too large. please remove some assets or simplify your terrain layout . here are some optimizations you can try :
1./ TERRAIN; use as few hight levels as possible throughout the map.Use set terrain Hight Tool to make all unused terrauins the same height
2. PAINT :CTRL - paint the unused terrain with the texture tool with the brush se to 0.1 Hardness and 10 speed
3. VEGETATION:CTRL paint the unused terrain with the vegetation Tool
4 HOLES :CTRL paint to remove the uneeded holes from the terrain with the Hole Tool.
CTRL - Paint to CTRL key while clicking the left mouse button. This effectivly removes things under the mouse
Yeah, your map is too complex to be compressed properly. That's not something I can fix unfortunately, see https://list.farcry.info/?path=MAPSIZE for tips to reduce the map complexity.
I know changing the AI weapons is kind of iffy, but is it possible to create hours of darkness npc weapon AI presets? It'd be cool to have enemies using AK-47s or SVD for example.
So these are outside of the custom AI feature added with this mod? So say I wanted enemies with these specific inventories, but dressed as a cultist or zombie, or customized somehow. Basically I'd like to modify the Hours of Darkness enemies, (with their appropriate dialog, if possible) to my own liking. Thanks for this mod, it really makes FC6's lack of an editor even more disappointing.
Yes, you can apply modded object preferences to any "regular" object in the editor.
* place an object (like an AI) in the map. * select the object, hit CTRL+C to copy it to the clipboard, then do CTRL+SHIFT+V to open a window that can add preferences to the pasted object.
The customizable AI from the mod is the only way to change the AI's appearance, bodypart for bodypart. Other (regular) AI can only be reskinned as a predefined character, using the Wolfskin preset property. I think that's also on the AI tab, as opposed to the individual 3D models for bodyparts (which should be on the CGraphicComponent tab).
Hey Steve, Been awhile now and I'm impressed to see that you're still responding to comments on here. I had a question about where to find the new options menu that used to be in the view category. Also my game shits the bed every time I try to change the textures on a generic shape. Thanks in advance for the h help
If you have the latest version of the mod (Posts section, not Files section) from https://editormod.farcry.info/latest , the menu should be moved to its own "Editormod" menu as opposed to the View menu.
As for the textures, that's a known issue due to the editor framework having trouble drawing the long list of options onscreen. That's why the editormod suggests "walking through" the options with the cursor keys, instead of clicking on the dropdown box.
Been meaning to ask this for years lol. When selecting music for a map, is there any way to stop the audio preview? And where can I find the original vanilla music options?
Not sure if this is a bug related to this mod, but on the map I'm currently working on, I'm unable to change anything related to the skybox. So the Clouds and Backdrop settings don't do anything no matter what I select, it just stays the same. However I loaded up a new map and it works completely fine. Could it have something to do with the budget limit being surpassed?
Yes, the skybox has been known to stop rendering when the memory budget overshoots. Sometimes the only fix would be to delete some objects from the map that cause the budget to overshoot, and then head back into the Environment tool & flip the Backdrop from None to your intended Backdrop again to get it to display again.
Alternatively, you may choose not to set a Backdrop, but put a Backdrop (GFXONLY) object in the map. Not sure if that would help with the rendering, but you can try it.
Thanks for the response, but now I have another issue: I am literally not able to load into my map. When I open it, I get an error that says "Load operation has failed." Any way to solve this?
I also tried going to the Edit Maps section through the Arcade menu in the game itself, and I get a Granite-200000F Error.
Well I'm able to play with the save file just fine, and this one map that I was working on is the only one unable to load. I'm able to edit other maps just fine so I'm not sure what's going on with this one specific map.
For reference, the budget had been passed by quite a bit, so is there a point where even this editor mod can't help with the budget bypass, and the map starts crashing?
Update: No it's not the budget, it happened again on a new map I started recently, luckily I made a backup of this one... Any idea how I could fix this?
Maybe check Windows Protected Folders, and give the Arcade Editor access to read/write to your My Documents folder?
If you use OneDrive or similar to store your Documents folder, the game engine may not like that. The editor should be able to load a map just fine, unless the mapfile is corrupted somehow and/or it uses objects that aren't part of the editormod.
Hey guys i have a problem, i downloaded the mod extracted the files but it doesnt work the editor will not launch..i uninstalled the game installed again and again nothing..what can i do ?? btw i have pirated version
The mod won't work on the pirated version. You'll need the authentic retail game. You can buy the game for a pretty good price during one of the sales, keep tabs on deals here.
Ive been using it for a while. But recently ive had an issue where it crashes when trying to edit the textures of certain objects in "object preference". IDK why it happpens.
Maybe try reinstalling the mod. Also note that you shouldn't interact with the editor when it's "busy" drawing on screen controls. That includes the texture dropdown box that has many more values in it than the vanilla editor has.
345 comments
Main new features:
If you want to check out this latest editormod version, get it at https://mega.nz/file/D7RUlTAY#T66LugE9vFfnVv8BtX6bH-mcWwRJ_CMqPRDSI7IXoLg and extract the zip into your Far Cry 5 game folder.
Error
Saving Map Failed; map file too large. please remove some assets or simplify your terrain layout . here are some optimizations you can try :
1./ TERRAIN; use as few hight levels as possible throughout the map.Use set terrain Hight Tool to make all unused terrauins the same height
2. PAINT :CTRL - paint the unused terrain with the texture tool with the brush se to 0.1 Hardness and 10 speed
3. VEGETATION:CTRL paint the unused terrain with the vegetation Tool
4 HOLES :CTRL paint to remove the uneeded holes from the terrain with the Hole Tool.
CTRL - Paint to CTRL key while clicking the left mouse button. This effectivly removes things under the mouse
Here's clipboard code you can paste in the editor that has the AI with their appropriate weaponsets overriden to Hours of Darkness:
<IGE.ObjectSelection SelCenter="262.912,261.999,50">
<Object AIGroup="%$543DE648" TargetGroup="%$FFFFFFFF">
<Object Entry="%$9FF7E64C" LibId="9015334115155086" Type="0" Name="North Vietnam Army Assaulter Male" Pos="265.519,263.994,50" Angles="0,0,0" Offset="0,0,0" PivotDelta="0,0,0" HasOffset="1">
<EntityIdList>
<EntityIdEntry EntityId="4509950424383511" />
</EntityIdList>
<CustomComponents />
<CustomProperties>
<Property>
<Prop hid_DTCTH_ClassName="%$7E6C1035" Descriptor="9015272218791335" SerializedValue="9015260321448826" />
</Property>
</CustomProperties>
</Object>
</Object>
<Object AIGroup="%$543DE648" TargetGroup="%$FFFFFFFF">
<Object Entry="%$1B49C967" LibId="9015334519840308" Type="0" Name="North Vietnam Army Berserker Male" Pos="263.757,264.102,50" Angles="0,0,0" Offset="0,0,0" PivotDelta="0,0,0" HasOffset="1">
<EntityIdList>
<EntityIdEntry EntityId="4509950424383510" />
</EntityIdList>
<CustomComponents />
<CustomProperties>
<Property>
<Prop hid_DTCTH_ClassName="%$7E6C1035" Descriptor="9015272218791335" SerializedValue="9015260449006299" />
</Property>
</CustomProperties>
</Object>
</Object>
<Object AIGroup="%$543DE648" TargetGroup="%$FFFFFFFF">
<Object Entry="%$EFD190B8" LibId="9015334531238657" Type="0" Name="North Vietnam Army Brawler Male" Pos="261.926,264.053,50" Angles="0,0,0" Offset="0,0,0" PivotDelta="0,0,0" HasOffset="1">
<EntityIdList>
<EntityIdEntry EntityId="4509950424383509" />
</EntityIdList>
<CustomComponents />
<CustomProperties>
<Property>
<Prop hid_DTCTH_ClassName="%$7E6C1035" Descriptor="9015272218791335" SerializedValue="9015260450035417" />
</Property>
</CustomProperties>
</Object>
</Object>
<Object AIGroup="%$543DE648" TargetGroup="%$FFFFFFFF">
<Object Entry="%$E61E224F" LibId="9015334657965255" Type="0" Name="North Vietnam Army Defender Male" Pos="260.19,264.027,50" Angles="0,0,0" Offset="0,0,0" PivotDelta="0,0,0" HasOffset="1">
<EntityIdList>
<EntityIdEntry EntityId="4509950424383508" />
</EntityIdList>
<CustomComponents />
<CustomProperties>
<Property>
<Prop hid_DTCTH_ClassName="%$7E6C1035" Descriptor="9015272218791335" SerializedValue="9015260454340412" />
</Property>
</CustomProperties>
</Object>
</Object>
<Object AIGroup="%$543DE648" TargetGroup="%$FFFFFFFF">
<Object Entry="%$5863AE2A" LibId="9015334660229668" Type="0" Name="Vietcong Assaulter Female" Pos="265.879,260.487,50" Angles="0,0,0" Offset="0,0,0" PivotDelta="0,0,0" HasOffset="1">
<EntityIdList>
<EntityIdEntry EntityId="4509950424383500" />
</EntityIdList>
<CustomComponents />
<CustomProperties>
<Property>
<Prop hid_DTCTH_ClassName="%$7E6C1035" Descriptor="9015272218791335" SerializedValue="9015260321448826" />
</Property>
</CustomProperties>
</Object>
</Object>
<Object AIGroup="%$543DE648" TargetGroup="%$FFFFFFFF">
<Object Entry="%$EFD0C951" LibId="9015334659991582" Type="0" Name="Vietcong Assaulter Male" Pos="264.613,260.459,50" Angles="0,0,0" Offset="0,0,0" PivotDelta="0,0,0" HasOffset="1">
<EntityIdList>
<EntityIdEntry EntityId="4509950424383499" />
</EntityIdList>
<CustomComponents />
<CustomProperties>
<Property>
<Prop hid_DTCTH_ClassName="%$7E6C1035" Descriptor="9015272218791335" SerializedValue="9015260321448826" />
</Property>
</CustomProperties>
</Object>
</Object>
<Object AIGroup="%$543DE648" TargetGroup="%$FFFFFFFF">
<Object Entry="%$EFBE3C42" LibId="9015334661031669" Type="0" Name="Vietcong Berserker Male" Pos="263.11,260.433,50" Angles="0,0,0" Offset="0,0,0" PivotDelta="0,0,0" HasOffset="1">
<EntityIdList>
<EntityIdEntry EntityId="4509950424383498" />
</EntityIdList>
<CustomComponents />
<CustomProperties>
<Property>
<Prop hid_DTCTH_ClassName="%$7E6C1035" Descriptor="9015272218791335" SerializedValue="9015260449006299" />
</Property>
</CustomProperties>
</Object>
</Object>
<Object AIGroup="%$543DE648" TargetGroup="%$FFFFFFFF">
<Object Entry="%$A352B254" LibId="9015334661252333" Type="0" Name="Vietcong Brawler Male" Pos="261.697,260.207,50" Angles="0,0,0" Offset="0,0,0" PivotDelta="0,0,0" HasOffset="1">
<EntityIdList>
<EntityIdEntry EntityId="4509950424383497" />
</EntityIdList>
<CustomComponents />
<CustomProperties>
<Property>
<Prop hid_DTCTH_ClassName="%$7E6C1035" Descriptor="9015272218791335" SerializedValue="9015260450035417" />
</Property>
</CustomProperties>
</Object>
</Object>
<Object AIGroup="%$543DE648" TargetGroup="%$FFFFFFFF">
<Object Entry="%$0317E2AF" LibId="9015334661710101" Type="0" Name="Vietcong Rocket Male" Pos="259.945,259.897,50" Angles="0,0,0" Offset="0,0,0" PivotDelta="0,0,0" HasOffset="1">
<EntityIdList>
<EntityIdEntry EntityId="4509950424383496" />
</EntityIdList>
<CustomComponents />
<CustomProperties>
<Property>
<Prop hid_DTCTH_ClassName="%$7E6C1035" Descriptor="9015272218791335" SerializedValue="9015260450300409" />
</Property>
</CustomProperties>
</Object>
</Object>
</IGE.ObjectSelection>
* place an object (like an AI) in the map.
* select the object, hit CTRL+C to copy it to the clipboard, then do CTRL+SHIFT+V to open a window that can add preferences to the pasted object.
The customizable AI from the mod is the only way to change the AI's appearance, bodypart for bodypart. Other (regular) AI can only be reskinned as a predefined character, using the Wolfskin preset property. I think that's also on the AI tab, as opposed to the individual 3D models for bodyparts (which should be on the CGraphicComponent tab).
Saving Map Failed; map file too large. please remove some assets or simplify your terrain layout . here are some optimizations you can try :
1./ TERRAIN; use as few hight levels as possible throughout the map.Use set terrain Hight Tool to make all unused terrauins the same height
2. PAINT :CTRL - paint the unused terrain with the texture tool with the brush se to 0.1 Hardness and 10 speed
3. VEGETATION:CTRL paint the unused terrain with the vegetation Tool
4 HOLES :CTRL paint to remove the uneeded holes from the terrain with the Hole Tool.
CTRL - Paint to CTRL key while clicking the left mouse button. This effectivly removes things under the mouse
As for the textures, that's a known issue due to the editor framework having trouble drawing the long list of options onscreen. That's why the editormod suggests "walking through" the options with the cursor keys, instead of clicking on the dropdown box.
The vanilla options should be between the other entries.
It's in the AI tool, search for Customizable.
Alternatively, you may choose not to set a Backdrop, but put a Backdrop (GFXONLY) object in the map. Not sure if that would help with the rendering, but you can try it.
I also tried going to the Edit Maps section through the Arcade menu in the game itself, and I get a Granite-200000F Error.
Maybe the game/editor for some reason can't read/write to you system disk?
For reference, the budget had been passed by quite a bit, so is there a point where even this editor mod can't help with the budget bypass, and the map starts crashing?
Update: No it's not the budget, it happened again on a new map I started recently, luckily I made a backup of this one... Any idea how I could fix this?
If you use OneDrive or similar to store your Documents folder, the game engine may not like that. The editor should be able to load a map just fine, unless the mapfile is corrupted somehow and/or it uses objects that aren't part of the editormod.
btw i have pirated version
You can buy the game for a pretty good price during one of the sales, keep tabs on deals here.
Ive been using it for a while. But recently ive had an issue where it crashes when trying to edit the textures of certain objects in "object preference". IDK why it happpens.