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  1. Steve64b
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    NEW release candidate MOD VERSION, v 20210916_rc2 !

    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.

    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.

    *edit* 20210917_rc3: for when 20210916_rc2 crashes at startup
    After extracting the above ZIP file, also extract the contents of This IGE.WPF.Core64.20210917_rc3 fix to your Far Cry 5 game/bin (or bin_plus for Ubisoft+) folder, overwriting the IGE.WPF.Core64.dll file. This should fix a crash that happens with 20210916_rc2 on some systems.
  2. GUKiop
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    Hello Steve ! First, I'd like to thank you for your amazing mode, which provides incomprehensible amount of stuff and I'm also glad that you respond to almost everyone here on any question. So I got some. 1. I have a persistent issue with installing this mode. I've installed it, kept using for a while and noticed that some visual effects are "coins" (just like you mentioned to one of the commenters that it's a sign the mod is installed unproperly) and when I wanted to spawn certain objects the error message would appear - "Mode objects cannot be placed without the mode installed". I also get a message "Notice: Patch.fat detected" and further text suggesting to reinstall the mode whenever I launch Arcade. I've installed your latest version 20210916_rc2 and replaced IGE.WPF.Core64.dll, ModInstaller.bin and transferred ModifiedFiles folder from bin folder, IGE.WPF.Core64.dll from bin_plus and all files from data_final without unfolding contests of pack13 and 14. Do I need to run FC5ModInstallerCMD or I should extract mode files from all folders - ModifiedFiles folder etc. 2. Maybe it'll be resolved after the installation issue, but I've read your reply to one of the commenters that you got a way to spawn static objects even tough they can take up too much resources. Is it an ordinary script -> spawn object and select or it's a little more complicated ? Thank you in advance.
    1. Steve64b
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      Hi!

      1. Installing the editormod version you have should be a matter of extracting the downloaded zip file into the Far Cry 5 game folder & running the editor. I implemented some code that should install the advanced editormod features on editor startup. If this fails on your end, I'd be interested in the text shown in the dialog window as it may help me pinpoint any issues.

      If for whatever reason the process failed, make sure that you have Validated/Verified the game files in Steam/Ubisoft Connect, and that the game/editor aren't running. Then you can run the bin\FC5ModInstaller_forceInstall.cmd script to force the installation of the advanced mod features. Again, if this fails, I'd like to understand why by examining the log file. :)

      The aim of my editormod is to keep maps made with it playable even on non-modified game installations so that other players can enjoy all published maps. In this light, mod objects that I created can be placed in maps from the start, but they can not spawn in. Whenever you get the message "Mod objects cannot be placed without the mod installed", this means that the editor prevents you from spawning in the object, because  otherwise that spawn would not work for players that do not have the editormod installed.

      2. Static objects can be spawned from the ordinary Script -> Spawn Object action, but the engine converts them to dynamic objects. It's recommended to spawn GFXONLY objects instead if you want them to be spawned in place, but GFXONLY objects don't have any physical blocking properties.
    2. GUKiop
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      Thank you for the reply. After installing all files, including that exe file, everything is fine. Now I can spawn any PARTMOD objects, effects and they're no longer "coins". v 20210916_rc2 is even better and more featured than the 20200523 I've been using for a long time xD. Also, I forgot to mention that there's a small bug related to scripts. I initially thought it was due to my incorrect installation, but after the proper installation this is still in the v 20210916_rc2. Script spawns and unspawns any objects and NPCs without any problems, especially the ones with THE SAME name only if they are initially on a map (not spawned by any scripts), but once some objects with the same names (for example omnilight) are spawned via any script, then if you try to unspawn them by the same script or by any other then only one of them will be actually unspawned and a script will mark the other unspawn actions targeted to only one object. The same goes for NPCs. I don't recall this in the vanilla version and the mode is installed properly, so it might be something with the mode. It's not crucial, at least for me, but I hope I've provided enough explanation for the troubleshooting. 
    3. Steve64b
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      Good to know you got it to install properly this time! :)

      As for the script error, I'm afraid this behavior is in the vanilla editor as well. Back in the day I reported the bug to Ubisoft, but they never got round to fix it.

      A workaround for this, is using multiple scripts with triggers to unspawn the objects. Have the original script destroy some object off the map's playable area, and let that object destruction be the trigger for the other scripts. It's a bit messy, but will work out in the end.
    4. GUKiop
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      Yea, I probably forgot It was from vanilla's version, because the last time I used it before your mode was years ago xD. As for the script workaround advice, I used it already for my maps, each script for each object. Anyway, thank you so much for the feedback, I have two last questions - 1. I've searched high and low in soundspoint list, ambient sound list and so on, but I couldn't find a soundtrack or it's an ambient sound from the mission where you need to destroy the six beacons right after Deputy kills Eli, meanwhile a menacing, stressful music plays in the background along with that only you. Maybe it is somewhere in the mode, or maybe it's so sneaky that it's really hard to extract from the game files ? 2. I've read somewhere here in the comments that map size cannot be changed at all. Maybe a little silly, but can I somehow change it by myself or it's core game engine's stuff ?
    5. Steve64b
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      1. The editor can only reference/play music that's defined in some internal radio files. My guess is that some mission-specific audio is played directly through the mission's lua code, and isn't defined as a "radio track".

      2. Map dimensions unfortunately are hardcoded in the engine. The map format is designed to specifically handle the data present in the custom map's dimensions. I assume the game should be able to handle bigger maps, but they would need to be in a different format, where data will have to be streamed in like in the DLC/main campaign maps. The editor doesn't seem able to create this kind of map, unfortunately.
    6. GUKiop
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      Okay, I understood that even after 6 years there's still stuff that isn't easy at all to obtain or/and change xD. I've got so much info during our conversation. Thank you again for answering, stay safe and I'll keep making my maps, which will be already good enough and gorgeous thanks to your mode !
  3. SnipesMcKinley
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    I hate to ask this if its already been covered, but I can't find documentation or an explanation anywhere;
    How do you go about customizing NPCs? I've seen a bunch of Arcade maps made with some very creative looking NPCs, and eventually came across this mod, but I can't figure out how to do it myself. Other comments here about Control + C / Control + Shift + V I can't figure out, as those commands do nothing for me in the Editor even with objects/AI selected.

    Sorry if I'm missing something simple, but I've been scratching my head all week over this.
    1. Steve64b
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      For the customizable NPC's, you will need the latest mod version installed (version 20210916+, not from the Nexusmods files section, but from the MEGA link up here ^ ). You can find them in the AI tool, in a Customizable section. See here: (screenshot).
      For all the object preferences options to display, you may need to have either Scroll Lock or Caps lock turned on, and enabled "Show even more values in Object Preferences dropdown menus" option in Editormod Settings.

      It's strange that Control+C and Control+Shift+V don't work, I'm thinking either you didn't install the mod correctly, or some external process is messing with your clipboard or hotkeys. Having said that, the Control+Shift+V window is a rather technical and experimental option, only useful if you want to dive into how objects work on a technical component level.
    2. SnipesMcKinley
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      Thank you!

      The Editor has always been buggy for me, copy / paste shortcuts never worked even before trying to install this mod, and the menus themselves have severe graphical glitches nonstop. Not sure if its my PC or what is going on.
      Thank you again for your response, your mod is incredible and adds a lot that should have been there to begin with, plus some extras.
    3. vvk78
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      Mega is banned in my country. Can the latest mod file be uploaded to NexusMods please? You can mirror it on ModDB or FCModding also.
    4. Steve64b
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      @vvk78: I mirrored the file here temporarily.
    5. Bloooooooooood
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      Steve, please leave the mega link again
      For customizable NPCs
    6. Steve64b
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      Latest mod version can always be found at  https://editormod.farcry.info/latest
    7. Bloooooooooood
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      The thing is, I don't have a zoom in or zoom out function for items in the editor.
    8. Steve64b
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      This probably happens when the patcher didn't apply the extra mods to the patchfile correctly. The editor should have popped up a message to install them.

      Make sure the editor isn't running, and then try running the bin\FC5ModInstaller_forceInstall.cmd
      script to install the extra mods again.
    9. Bloooooooooood
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      Thanks Steve! It's working!
    10. Steve64b
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      yay, enjoy! :D
  4. tghfkhi
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    I've noticed that flamers throw molotov cocktails when they can't reach their enemy. Is this your edit or a hidden feature of the vanilla game?
    And I also want to make sure: were the resistance flamers made by the Ubisoft developers or by you?
    1. Steve64b
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      I only made the Customizable NPC's, all other entities were sourced straight from the archetypes used in the vanilla Far Cry 5 game. 

      The flamers carry InventoryPack 9015207403987781 (NPC/HeavyFlamer_CultSecurity), which includes 1000x ThrowableItem 9015144056785322 (Thrown/Molotov_NPC). That should be vanilla behavior, but I too couldn't remember ever seeing the flamers throw a molotov. Kinda neat. :)

      That said, there may be some "infection" going on in the editor when you're using non-vanilla IGE AI. AI in the same class (i.e. HeavyFlamer) seems to share a general codebase, and if you place an AI in the map that falls in the same class but internally has some different flags set (i.e. can throw a molotov), then this behavior may override and be applied to other AI that normally wouldn't show this behavior. Not sure if that's the case here though. 
    2. tghfkhi
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      I tested this ability in the campaign, in the old version (cultist) and in the new version (zip). They didn't throw anything
    3. Steve64b
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      It's weird, because the only relevant database file I edited, was the IGECustomProperty database. The loadouts and inventories are defined in other files that my mod doesn't touch. So the fact that they have molotovs does seem to be due to the vanilla game. Maybe in the campaign this get suppressed.
  5. ThaEthanator
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    I put everything in the folder, and it still doesn't work. 
    1. Steve64b
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      You probably didn't use the right folder, or you did not extract the zipfile, overwriting the files that were already there.

      Unless the editor crashes at startup. In that case, you need to install the IGE.WPF.Core64.20210917_rc3 fix mentioned above, and unzip the file into your Far Cry 5 game's bin and bin_plus folder.
    2. ThaEthanator
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      Thank you, ill reply, back if I have any other problems. 
    3. ThaEthanator
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      it still doesn't work and did everything it says. I Extracted the files into the far cry 5 folder, and it loaded some stuff then I went into the editor and nothing was there?  
    4. Steve64b
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      If the editor window doesn't mention "Steve64B Editormod", then the mod wasn't installed properly.
      If the editor window does mention that, but there are no additional objects in the Object Tool, then the mod files that should be in Far Cry 5\data_final\ingameeditor\pack14 are missing.

      I only tested the editor with regular Far Cry 5 installations, so if you are using Ubisoft+, maybe additional steps are required to get it working?
  6. DianaRose1232
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    Hey, Steve!
    Is there a function to activate the script to turn the flashlight on and off?
    1. Steve64b
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      Not at this time, I fear this would require a game mod.
    2. DianaRose1232
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      Thank you for your reply
  7. MrRed2205
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    Hi!
    I found that whenever I spawn a Custom AI model using a script they turn into whichever weapon they are using, is there a workaround for this? or am i doing something wrong? for info, I made a whole faction, (Assaulters, Pistolero's etc) and saved them to the ''Saved objectselections" tab, my idea is to have a big linear level where the AI spawns as you enter each section, to break it up instead of having about a hundred NPC's in there all at once

    Love your mod, it made one of my favorite hobbies much better, cheers
    1. Steve64b
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      Unfortunately, spawning custom AI is NOT possible at all.

      I don't understand why the editor allows that, I should have disabled that.
  8. SoLeftTwoFreZeppe
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    Can I edit my own models in the editor? if yes, what do I need for this?
    1. Steve64b
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      You can't import models from outside the game files.

      You can reuse assets from the game, resized and retextured, to create your own visual model. See e.g. Farcrystein 3D Mod Object - Hitler Portrait (de)construction - YouTube
  9. tghfkhi
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    Did all the AI in this mod come from the vanilla game? You didn't change them? For example, Seeds with new weapons and Vietnamese
    1. Steve64b
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      Yes, the archetypes referenced are the ones found in the vanilla game files, unmodified.

      Though you can apply additional mods to them, and even use the Customizable AI objects in the latest mod version to customize the AI's behavior and looks.
  10. CAST5439cast
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    Hey may sound dumb to ask but do were / how do I actauly install the mod ( file dircotry? ) 
    1. Steve64b
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      Your Far Cry 5 game folder, wherever Steam or Uplay installed the game.
  11. ben1arh
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    Hi, I see this post was about RC2.
    Was there ever a definitive release of the mod including Fallen.Ninja's additional objects?
    On my PC, it seems the DLL-file of this version gives problems.
    1. Steve64b
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      I added a RC3 fix to the post that fixes an issue with the editor crashing on initialization. 

      So far at the time of me writing this, these files form my latest released public release. They give the most advanced modding options possible, but I was unsure whether the build was stable enough.

      Since then I made a few alterations, which so far haven't been published yet. Maybe some day. ;)
    2. ben1arh
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      For some unknown reason, the Dll-file of the RC2 causes problems. There are no objects visible to select. There is no searchbox for objects and the scrollwheel of the mouse doesn't work. I tried the fixes as shown in the youtube video and adding the regfile into the registry, but sadly no results.
      So I use the 2020 version of your mod to create a map and after that I use the 2021RC2 version to edit. Because I can select objects in the map and edit them, but no way I can add new objects when RC2 is installed. Any ideas how this can be?
    3. Steve64b
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      Oh, you're referring to the Object Tool not showing objects? That's usually a cosmetic issue with the editor, where the panels are the wrong size.

      Known fixes for me are the instructions in this YouTube video, and possibly in applying the .REG file mentioned on that video's comments (from here; close the editor, execute the reg file, and then start the editor). But your case seems different.

      I also offer a fix for windows rendering outside the screen bounds in editor maximized state. The code Ubisoft used to detect (multi-?)monitor setups sometimes doesn't work, resulting in windows being drawn off-screen. Installing that can do no harm, but I doubt it will address an issue that occurs for you specifically between several editormod versions.

      Are you running the editor in a different (GUI) language than English? Are you running Windows 11 x64?  If I can somehow reproduce the issue, I might be able to see where it's coming from. Maybe there are some helpful errors/warnings mentioned in the Windows Application Event Log, but as the editor isn't crashing on you I doubt that would be the case?
    4. ben1arh
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      Hi Steve, the event log did not show anything, because there was no crash or error. Like you said, it seems to be a cosmetic issue.
      The editor runs in English on a windows 10 x64 system (system language Dutch).

      I had already tried the registry fix and the FC_MahApps.Metro.dll fix for going outside the screen bounderies, with no success.
      Now I did all these things again with the DLL-file from the 20210917_rc3. The problem remained the same.

      After taking a closer look at the registry fix, I noticed it was meant for a vertical resolution of 1080 px.
      Since I run the editor in 4K mode, I changed a few values in the registry fix, to make it more in line with 2160 px.
      In the PLACEMENT key I set the windowed limits to: <Left>152</Left><Top>152</Top><Right>3032</Right><Bottom>1708</Bottom>
      I changed the value of key: grid_fth_object from 1 to 240 and the value of key grid_osh_object from 273 to 520.

      After entering this into the registry, I started the editor again and now everything seems to be okay.
      Can it really be this simple?
    5. Steve64b
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      Well, technically, it really should be simple. :)

      But I'm unsure to what extent the editor uses the values in the Registry, as I previously tried fixing the offscreen-window bug through just editing the registry values & that didn't seem to work. 

      I figured that a regfile based on a 1080p resolution would work for anyone (given that 1080P is a subset of 4K), but I assume the Bottom value you changed did the trick for you. Subtracting the old 795 pixels from a higher res display's height may not have been enough to fix the obscurement.

      I realize something I changed between those two mod versions; I added a "full screen play" option that would change the window size on explore/play (removing the lower status bar during gameplay). Perhaps that code caused the issues on your end.

      Hmmm, and now I also wonder if DPI has something to do with it (Windows Settings: System -> Display ->Scale), and potentially any setting akin to Dynamic Superresolution/supersampling. I might have to revisit the editor code & see if I can make a "Fix object tool visibility" fix.

      But glad it works for you now! :)
    6. ben1arh
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      Just a little update. After fixing the visibility of the objects and AI, I noticed that the animation points weren't showing correctly. So I did the same thing, changing the registry values of grid_fth_stp and grid_osh_stp. After that the problem was fixed.
      Strange how sometimes solutions that work on one system don't work on another and vv. But I do think the registry settings are important. After running the editor the values in the registry are always updated (I made a compare). So I think any fix for object and AI selection menu should include registry settings.

      I have afew other questions.
      If I want to change the name of an item in the directory tree for objects, is it enough to change the display name in the object_inventory.ige.rml file or is there more that needs to be done?

      How about changing the location of an item in the directory tree, can I just change the order in the Directory Id or does that mess up things?

      There are many objects without a thumbnail. If I want to add a thumbnail, how do I link the png file to the right entry?

      It would be great if you can give some explanation about this.
    7. Steve64b
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      Yes, object names in the editor come from the object_inventory.ige.rml, you can change the Displayname there.
      Moving it to another location requires putting the entry in another Directory within the inventory file. You can't name directories explicitly in the inventory file, they reference localized strings from the game's oasisstrings file.

      Object thumbnails are either the object's {Archetypeid}.jpg, or {CRC32B(Id)}.jpg for grouped objects. Unless there's a Thumbnail=XXXX in the Entry, then that number is used.

      Note that the ige.dat file is already very large in my editormod, and adding more thumbnails to that would increase the size even more. Not really practical.
    8. ben1arh
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      Thank you for the info.

      So the easiest way is to put a Thumbnail=XXXX in the Entry, just making sure it is a unique identifier.

      As to the size of the ige.dat file, I already reduced it from 1,07 GB to 485 MB without removing any files.

      Ubisoft uses PNG-images sized 128 px square. Many images you added were 256 px square or 256 px long side.
      So I scaled all the images to 128 px long side and in the editor the loss in quality is hardly visible.
      Furthermore I deleted the metadata from all images and greyscaled the research note images. That is visually a step back, but it's over 23000 images reduced in size, so it has great impact on the ige.dat filesize.

      Maybe if the filetype can be set to JPG instead of PNG, the size can be reduces even more. I don't know if JPG-files can be used for thumbnails or that they have to be PNG-files. I see you mentioned JPG as the filetype for thumbnail, but both the ige.dat file and the igepatch.dat file contain only PNG-files.
    9. Steve64b
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      Ah yes, it's png. And I used 256x256 because I figured they would look better on displays with a higher resolution. My display only goes up to 1080p, so I couldn't test that. 
    10. ben1arh
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      Hi Steve, you wrote in an earlier post: "You can't name directories explicitly in the inventory file, they reference localized strings from the game's oasisstrings file."
      This is clear to me. What I can't figure out is how to set the sort order of the directories.

      Example: Directory Id="09_Nature#701141/04_Plants#730237" Display="04_Plants"

      Is the sorting defined by the number in front of the directory id (04_Plants#730237) or by the number in the display field (04_Plants)?

      Another example:  Directory Id="09_Nature#701141/05_Vines#704396" Display="05 Vines"

      Here the display name has no underscore between the number and the name. I get that it has to be there in the directory id, but what influence does the underscore have on the sorting?
    11. Steve64b
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      I don't really know how the sorting works, I'm already glad I got the inventory 'sorted out' at all :D the way I did. 

      It makes sense that the "04" prefix used by the devs impacts the sorting, but AFAIK the Display="" value has no real meaning (the editor won't display it in the GUI).
    12. ben1arh
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      So the display field doesn't show in the editor. It is also not needed for recognition during development, because the directoryname already does that. A directory Id like 09_Nature#701141 makes it clear that it is nature and not vehicles or explosives :) The oasis string confirms that.

      So it would make sense that the display name is only there for sorting purposes. But then there would be no reason to put the prefix in front of the directory name. I tried a few different combinations, but can't get the sorting results I would like. I'll just keep on trying .........
    13. ben1arh
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      As far as I can tell, sorting is done based on the oasis string, but not purely alphabetically.
      If the name of the string starts with a number followed by a dash, the number is not displayed, but used for sorting. Only the name part after the dash is displayed.

      You would expect that a string without a number and dash would be sorted AFTER the strings with a number, but that's not the case.
      The name is displayed as it is, but the sorting is done as if the string has a zero in front of it. So then the text appears alphabetically above the names that do have a preceding digit.

      For example:
      Id #840812 value 06 - Far Cry® 5: Dead Living Zombies is sorted between Id #938871 value 05 - Far Cry® 5: Lost on Mars and Id #938863 value 07 - Far Cry® 3: Blood Dragon.
      It displays as Far Cry® 5: Dead Living Zombies, so without the number and dash.

      If you use Id #880522 value Dead Living Zombies instead of Id #840812, it will be sorted at the top, as if the string were 00 - Dead Living Zombies.

      So I think the only way to take control of the sorting is to use an info_replace file and add new oasisstrings.