Hey man, thanks for the effort. Quick question, does it have all brands with all the perks? I mean, did you make packs for every combination possible? Thanks in advance.
Yes I believe so. If I remember correctly (It has been awhile) I did make a pack for each brand. Of course not every possible combination but all the combinations with the brands that focus on speed acceleration and nos with some of the brands favoring air or brakes more than the others.
Thanks for the reply. Problem is, I can't seem to make it work. I launched the manager, choose Payback and let it to its thing for some time. When it was loaded and the game was ready, I chose the game and installed the mods and launched the game with it. Tried like 2-3 times uninstalling and installing the mod files back but it doesn't work.
Are you using EA App? If so you may need to get the datapathfix if you haven't already
How are you launching game? Are you pressing launch in the mod manager window? Because from the way you explained it kinda sounded like you launched the game separately. If that is what you did then that's why it won't work.
Nope, I just forgot to add that I press "Launch" to launch the game. I did everything legit. I use EA Desktop since Origin no longer exists but didn't know of datapathfix existed. I'll try it and make an update here whether it works or not. Thank you.
Changing launch option to EA Desktop from Origin did the trick. Thank you man. Again, than you for your effort. This game is one of the best in terms of handling physics, story, main character and world design. Performance system is really the one thing that keeps me from downloading every time. Thank you so much.
If you have my project open you should see that I created new branded parts. Open the part and about halfway down is the part bonuses/perks. a normal perk is 0.17 Look for *partname*_Outlaw, partname_Americana etc these are the branded parts which I made for the mod. Open those parts to change the perks assigned to them.
You can even make all perks maxed out by changing it on all of them.
It works,but not compeletely.. when i go for catch ups, i can buy packages with specific parts.. but when i buy vanity bags, it fails.. price shows $0, but it actually costs money and only gives me some normal parts,. and when i don't have enough money , i fail to buy it ,and the game won't run any more
Yeah, it doesn't work perfectly. I have noticed that if you used the same car over and over to buy them you run into issues. I have also noticed that if you sell the car used to buy vanities they will disappear. The catch-up packs weren't meant to be used like this so they won't be perfect.
It works ! However, when I try to buy the same one for twice, game crashs, I think every car can only buy them once. And I want to know where can I get air suspension, I buy every level pack and don't get one. Thanks :)
You also helped me with the NFS Heat film grain when I had asked about that earlier lol.
So you added the entries for Lavender and Tan tire smokes to the GameItemSystem file since those are additional vanities you made? I ask cause I want to confirm that changes don't have to be made to GameItemSystem otherwise.
And since you did create an all sellable vanity pack I am guessing it is possible to add all items to a single UpgradePackTemplate_XX file? The game would add all of them to your save every time you purchase the pack?
This is my first time playing Payback and I am creating a all-in-one mod that makes replaying the game easier and approachable instead of relying on RNG for upgrades and other stuff.
You made the Tune-Up Shop Tweaker too so you are the only one with some knowledge about it. I see the comments on that mod saying that people had trouble with the Speed Card levels, here is how to fix that:
Probability Graph: Determines the chance of getting higher level/quality speed cards: 0,1;1,1;2,1;3,1;4,96 0,1 - 1% chance to get 0 increase 1,1 - 1% chance to get 1 increase 2,1 - 1% chance to get 2 increase 3,1 - 1% chance to get 3 increase 4,96 - 96% chance to get 4 increase
0,10;1,35;2,40;3,10;4,5 0,10 - 10% chance to get 0 increase 1,35 - 35% chance to get 1 increase 2,40 - 40% chance to get 2 increase 3,10 - 10% chance to get 3 increase 4,5 - 5% chance to get 4 increase
-1,20;0,25;1,30;2,25 -1,20 - 20% chance to get 1 decrease 0,25 - 25% chance to get 0 increase 1,30 - 30% chance to get 1 increase 2,25 - 25% chance to get 2 increase
What my Target Roll looks like: 0,1;1,1;2,1;3,1;4,1;5,1;6,1;7,1;8,1;9,1;10,1;11,1;12,1;13,1;14,1;15,1;16,1;17,100;
Yes sometimes it will give upgrades lower than 18 but each value defined with a chance of 1 ensures the level doesn't roll over. In fact game has a built in logic to use these probabilities to ensure it can give upgrades properly. So something like 16+2, 17+1, 18+0 and so on.... but no roll overs!
My shop and event probability looks like this: 0,1;1,1;2,100
100% chance for 2 levels higher, else 1 or 0 depending on max values.
I have not set "LootSystem_Shop_GradeGenerationMethod" to 1 nor tested with it set to 1 so not sure how that would affect the shop.
Of course events and shop generation are pointed to "TargetedRollPerformanceItemGenerationInfoAsset" to ensure those rolls and no stock parts.
The only thing I really wanted to do and couldn't was to always force each Speed Card to have 3 perks. BUT any tampering with "TargetedRollPerformanceItemGenerationInfoAsset" breaks Speed Cards so they have no perks. You cannot change orb weights, upgrade percent and you cannot reorder the entries. You cannot add 3 perks to the entries with 1/2 perks. No idea how this array/list is used, why it breaks speed cards on any changes. It is likely being index checked against some other array/list.
I think orb weight is responsible for the chance of perks to appear. No idea what upgrade percent does, it may have to do with actual performance parameters of the cars when using any speed card.
I didn't find any other place for these any chance based assigning of perks to the cards.
Asking if you have any knowledge on this (probably not, else someone might have made that mod already).
The idea behind 3 perks only is to remove the RNG, redundancy and waste of time brought on by Targeted Rolls or searching for 3 perk cards from a brand among the 200 cards in the shop.
What I can do is force 200 entries to the shop, use Targeted Roll generation with my shop probability AND enable "ReuseGeneratedItems" which regenerates the shop items every time you change menus or buy something but it is also inconvenient since every time you buy/change menu the shop regenerates and you might miss out on good cards you see.
Anyway, do let me know if you have any inputs and thanks again for your help.
You certainly can put it all in one pack. I made them separate in case some people did not want all of them. Yeah, i already figured that how the tune up worked when i was messing around with it.
It should be there, just scroll through the catch-up packs. watch as your stats change color and the build label change name to the one you want then purchase
It's there only in the fitgirl version, couldn't find in the non-fitgirl version. Maybe you forgot to add the build changer in the non-fitgirl version of the mod?
So it's pretty alright, i can get max possible upgrades it just lags like hell when i go to the catch up pack part of the tune up shop, not sure as to why it does that.
127 comments
Of course not every possible combination but all the combinations with the brands that focus on speed acceleration and nos with some of the brands favoring air or brakes more than the others.
Same goes for the Tune-Up Shop Tweaker.
How are you launching game? Are you pressing launch in the mod manager window?
Because from the way you explained it kinda sounded like you launched the game separately. If that is what you did then that's why it won't work.
thanks!
Look for *partname*_Outlaw, partname_Americana etc these are the branded parts which I made for the mod. Open those parts to change the perks assigned to them.
You can even make all perks maxed out by changing it on all of them.
when i go for catch ups, i can buy packages with specific parts..
but when i buy vanity bags, it fails..
price shows $0, but it actually costs money and only gives me some normal parts,.
and when i don't have enough money , i fail to buy it ,and the game won't run any more
However, when I try to buy the same one for twice, game crashs, I think every car can only buy them once.
And I want to know where can I get air suspension, I buy every level pack and don't get one.
Thanks :)
I Using the new one of frosty MOd 1.06 but I can't load that MOD
I haven't tried 1.0.6.0 with payback yet.
There is also a possibility that the mod would need to be updated to latest mod manager as i made this with version 1.0.5.6
Edit: Just uploaded updated version, see if that works.
So you added the entries for Lavender and Tan tire smokes to the GameItemSystem file since those are additional vanities you made? I ask cause I want to confirm that changes don't have to be made to GameItemSystem otherwise.
And since you did create an all sellable vanity pack I am guessing it is possible to add all items to a single UpgradePackTemplate_XX file? The game would add all of them to your save every time you purchase the pack?
This is my first time playing Payback and I am creating a all-in-one mod that makes replaying the game easier and approachable instead of relying on RNG for upgrades and other stuff.
You made the Tune-Up Shop Tweaker too so you are the only one with some knowledge about it. I see the comments on that mod saying that people had trouble with the Speed Card levels, here is how to fix that:
Probability Graph:
Determines the chance of getting higher level/quality speed cards:
0,1;1,1;2,1;3,1;4,96
0,1 - 1% chance to get 0 increase
1,1 - 1% chance to get 1 increase
2,1 - 1% chance to get 2 increase
3,1 - 1% chance to get 3 increase
4,96 - 96% chance to get 4 increase
0,10;1,35;2,40;3,10;4,5
0,10 - 10% chance to get 0 increase
1,35 - 35% chance to get 1 increase
2,40 - 40% chance to get 2 increase
3,10 - 10% chance to get 3 increase
4,5 - 5% chance to get 4 increase
-1,20;0,25;1,30;2,25
-1,20 - 20% chance to get 1 decrease
0,25 - 25% chance to get 0 increase
1,30 - 30% chance to get 1 increase
2,25 - 25% chance to get 2 increase
What my Target Roll looks like:
0,1;1,1;2,1;3,1;4,1;5,1;6,1;7,1;8,1;9,1;10,1;11,1;12,1;13,1;14,1;15,1;16,1;17,100;
Yes sometimes it will give upgrades lower than 18 but each value defined with a chance of 1 ensures the level doesn't roll over. In fact game has a built in logic to use these probabilities to ensure it can give upgrades properly. So something like 16+2, 17+1, 18+0 and so on.... but no roll overs!
My shop and event probability looks like this:
0,1;1,1;2,100
100% chance for 2 levels higher, else 1 or 0 depending on max values.
I have not set "LootSystem_Shop_GradeGenerationMethod" to 1 nor tested with it set to 1 so not sure how that would affect the shop.
Of course events and shop generation are pointed to "TargetedRollPerformanceItemGenerationInfoAsset" to ensure those rolls and no stock parts.
The only thing I really wanted to do and couldn't was to always force each Speed Card to have 3 perks. BUT any tampering with "TargetedRollPerformanceItemGenerationInfoAsset" breaks Speed Cards so they have no perks. You cannot change orb weights, upgrade percent and you cannot reorder the entries. You cannot add 3 perks to the entries with 1/2 perks. No idea how this array/list is used, why it breaks speed cards on any changes. It is likely being index checked against some other array/list.
I think orb weight is responsible for the chance of perks to appear. No idea what upgrade percent does, it may have to do with actual performance parameters of the cars when using any speed card.
I didn't find any other place for these any chance based assigning of perks to the cards.
Asking if you have any knowledge on this (probably not, else someone might have made that mod already).
The idea behind 3 perks only is to remove the RNG, redundancy and waste of time brought on by Targeted Rolls or searching for 3 perk cards from a brand among the 200 cards in the shop.
What I can do is force 200 entries to the shop, use Targeted Roll generation with my shop probability AND enable "ReuseGeneratedItems" which regenerates the shop items every time you change menus or buy something but it is also inconvenient since every time you buy/change menu the shop regenerates and you might miss out on good cards you see.
Anyway, do let me know if you have any inputs and thanks again for your help.
EDIT: grammar
Yeah, the build changer is missing from the non-fitgirl mod.
You could also go into the payback directory and delete the moddata folder to refresh the mod.