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Nixos

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dremor8484

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13 comments

  1. gantarat
    gantarat
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    Does this mods compatible with Core Balance? 
    1. dremor8484
      dremor8484
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      patch_Prey2017_Nixos_MoveMargraveToArboretum_1.0.pak
      patch_Prey2017_Nixos_RepairBrokenDoors_1.1.pak

      probably do not overlap, and you can use them if you wish.

      everything else overlaps, and it may be not easy to mix them.
      so you may as well try a run with all core rebalance files + the fix broken doors with leverage 3 and move premium gun to arboretum if you wish.

      and/or try a run with all my mods instead (you can pick and choose the difficulty of something when 3 minimods do the same thing but are called easy, normal, hard just delete the minimods that you do not want... example hacking time!)
  2. rowell
    rowell
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    I like leverage additions including broken door opening, turret weight and modified movement speed/artax boost.

    Also like recycling economy and food/regen changes.

    Didn't like golden gun nerf, so I think it should be optional patch file.
    1. dremor8484
      dremor8484
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      i see, if you refer to:

      patch_Prey2017_Nixos_1.5.pak
      golden pistol now deals the same damage as regular pistol (8 and 12, instead of 10 and 15)

      it was made since the golden shotgun is only a reskin of the normal shotgun, so i did the same for the golden gun.

      on the other hand with a simple txt editing you could give the golden pistol its original damage.

      ----------------
      using 7zip, unzip: patch_Prey2017_Nixos_1.5.pak

      revert this change:

      GOLDEN PISTOL NOW DEALS SAME DAMAGE AS PISTOL
      (patch) Ark\SignalSystem\Packages.xml
       <package name="9mmBulletGolden" id="3149325216965834707">
        <signal signalID="3149325216929612871"/>
        <signal signalID="9469288860523156056" value="1"/>
        <signal signalID="3149325216915549018" value=".34"/>
        <signal signalID="3149325216915554009" value="100"/>
        <signal signalID="3149325216914689581" value="1"/>
        <signal signalID="3149325216939211670"/>
        <signal signalID="7745561652447168043" value="1"/>
        <signal signalID="3149325216954694561" value="1"/>
       </package>
       <package name="9mmBulletCriticalGolden" id="3149325216965834719">
        <signal signalID="3149325216929612871"/>
        <signal signalID="9469288860523156056" value="1"/>
        <signal signalID="3149325216915549018" value=".34"/>
        <signal signalID="3149325216915554009" value="150"/>
        <signal signalID="3149325216914689581" value="1"/>
        <signal signalID="3149325216939211670"/>
        <signal signalID="7745561652447168043" value="1"/>
        <signal signalID="3149325216954857386" value="1"/>
        <signal signalID="3149325216954694561" value="1"/>
        <signal signalID="3149325216930480877"/>
       </package>
       into
        <package name="9mmBulletGolden" id="3149325216965834707">
        <signal signalID="3149325216929612871"/>
        <signal signalID="9469288860523156056" value="1"/>
        <signal signalID="3149325216915549018" value=".34"/>
        <signal signalID="3149325216915554009" value="80"/>
        <signal signalID="3149325216914689581" value="1"/>
        <signal signalID="3149325216939211670"/>
        <signal signalID="7745561652447168043" value="1"/>
        <signal signalID="3149325216954694561" value="1"/>
       </package>
       <package name="9mmBulletCriticalGolden" id="3149325216965834719">
        <signal signalID="3149325216929612871"/>
        <signal signalID="9469288860523156056" value="1"/>
        <signal signalID="3149325216915549018" value=".34"/>
        <signal signalID="3149325216915554009" value="120"/>
        <signal signalID="3149325216914689581" value="1"/>
        <signal signalID="3149325216939211670"/>
        <signal signalID="7745561652447168043" value="1"/>
        <signal signalID="3149325216954857386" value="1"/>
        <signal signalID="3149325216954694561" value="1"/>
        <signal signalID="3149325216930480877"/>
       </package>

      ---
      rezip everything, rename patch_Prey2017_Nixos_1.5.zip into patch_Prey2017_Nixos_1.5b.pak

      you got your unnerfed gun !

      the change (8 and 12, instead of 10 and 15)
      is just txt editing

      <signal signalID="3149325216915554009" value="80"/>
      back to
      <signal signalID="3149325216915554009" value="100"/>

      and

      <signal signalID="3149325216915554009" value="120"/>
      back to
      <signal signalID="3149325216915554009" value="150"/>

      which is gold gun bullet damage, and gold gun bullet critical damage
    2. rowell
      rowell
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      Cool, thanks. Can you also help with unnerfing suit repair kits to restore their original armor amount?
    3. dremor8484
      dremor8484
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      there are 2 places to modify:
      first is the base value amount... i chose 15 instead of 25

      then there is the modifier % when you train the ability... 
      the unmodded game has: 100%, +0%, +20%. +50%
      i added +33% as tier1, and modified tier 2 and 3 into: 100%, +33%, +25%, +20%

      you can just modify the base value 15 into 30 to get this outcome: 30,40,50,60 which is more than the unmodded values:
      Ark\SignalSystem\Packages.xml
      <signal signalID="3149325216951319156" value="15"/>


      if you really want to restore the original values, remember that to restore a +0% change in tier 1 repair
      you can modify scale="1.33333333" of <modifier name="Ply_Repair1" id="7777777777777777777">
      into 1.0 to restore the +0% value you have when you train repair ability to 1



      ARMOR REPAIR AMOUNT 15,20,25,30 //25,25,30,45
      (patch) Ark\SignalSystem\Packages.xml
      <signal signalID="3149325216951319156" value="25"/>
      into
      <signal signalID="3149325216951319156" value="15"/>

      (patch) Ark\signalsystem\modifiers.xml
      insert before Ply_Repair2
       <modifier name="Ply_Repair1" id="7777777777777777777">
        <rule>
         <inputFilters/>
         <outputEffects>
          <effect signalID="3149325216951319156" scale="1.33333333"/>
         </outputEffects>
        </rule>
       </modifier>

      (patch) Ark\signalsystem\modifiers.xml
      <modifier name="Ply_Repair2" id="3149325216993978019">
        <rule>
         <inputFilters/>
         <outputEffects>
          <effect signalID="3149325216951319156" scale="1.2"/>
         </outputEffects>
        </rule>
       </modifier>
      into
        <modifier name="Ply_Repair2" id="3149325216993978019">
        <rule>
         <inputFilters/>
         <outputEffects>
          <effect signalID="3149325216951319156" scale="1.25"/>
         </outputEffects>
        </rule>
       </modifier>

       <modifier name="Ply_Repair3" id="3149325216993978339">
        <rule>
         <inputFilters/>
         <outputEffects>
          <effect signalID="3149325216951319156" scale="1.5"/>
         </outputEffects>
        </rule>
       </modifier>
      into
         <modifier name="Ply_Repair3" id="3149325216993978339">
        <rule>
         <inputFilters/>
         <outputEffects>
          <effect signalID="3149325216951319156" scale="1.2"/>
         </outputEffects>
        </rule>
       </modifier>
  3. Azog4
    Azog4
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    Where exactly did you move Kirk Remmer to? Using a Security Station still doesn't direct me to a location, and the resulting side quest is immediately cancelled. Thank you in advance for fixing this bug!
    1. dremor8484
      dremor8484
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      • 9 kudos
      i wonder if you installed the mod file with the change:
      Kirk Remmer is moved at the start of the map, in the bathroom.

      i made tests to check his ai and behaviour, in two different scenarios... if you break the gloo obstructing the bathroom door, or if you sneak inside from the maintenance tunnel.

      in both cases the a.i. acted well, and behaviour was fine.
      the bathroom is an area without activity, untill it is explored, so Kirk Remmer should not die.

      in the original game Kirk Remmer, in the escape pod area, is killed by the electricity of a nearby alien, this electricity moves to the metal floor, and in a few seconds kills Kirk Remmer.

      patch_Prey2017_Nixos_RepairBrokenDoors_1.1.pak
      is the file that has the Kirk Remmer fix, it had to be there since it is a change to a map file, and also repair broken doors is a change to map files.

      do you have this mod file in your game ? (inside .\gamesdk\precache\)

      mod files are applied in alphabetical order, the first ones get overwritten by the last ones.
      if you are using other mods, check that they do not alter the map file where remmer is found.

      ideal test is a savegame, made before you enter the area, you will have dead bodies with a audio talking about remmer, then you have a security room on your left, and bathrooms at the end of the hallway on your right.

      you can check the bathroom from both entrances, the main one closed with gloo, and the one crawling into maintenance tunnel
    2. Azog4
      Azog4
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      Thanks for the quick reply. My mistake, I thought the mod might retroactively fix the problem, but I guess if Kirk has already vanished, he's not coming back. I guess I'll have to try and save everyone on a future playthrough.
  4. nognow
    nognow
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    Amazing work!
    Is the mod compatible with RealLights and FCK TIMER?
    1. dremor8484
      dremor8484
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      MOONCRASH
      real lights should not conflict with my mod (mooncrash version)
      fck timer doesnt conflict with my mooncrash mod on the clock timer, but conflict with PlayableCharacterLibrary.xml on the loadout item given for free to characters... his version gives 10 delay time items, my version patch_Mooncrash_Nixos_NoStartingAbility_1.0.pak makes the engineer start without knowing the turret summon ability, but having to buy it using 2 points. that is the only conflict i see.

      ---------------------------------------

      MORGAN YU
      real lights has conflict with my mod in morgan yu story (main game) unfortunately affect levels... which means that you can use it, but you risk a conflict with the mod that let you force open closed damaged doors using lift skill 3, and the mod that moves margraves from the locker in morgan room, to a corpse in arboretum.

      you can try to use both installing my mod for last.
      keep in mind that conflict with this file patch_Prey2017_Nixos_MoveMargraveToArboretum_1.0.pak may make the golden shotgun unobtainable at all, so you can delete this file to avoid the risk.

      conflict with this file patch_Prey2017_Nixos_RepairBrokenDoors_1.1.pak MAY mean that you renounce the ability to force open damaged closed door using lift 3, and a fix for remmer that is friendly fire killed by a shock phantasm and his/its quest fails.
  5. sadpeso
    sadpeso
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    Hey I have a question. Would you know what xml file I would need to edit to change the enemies' alert level? (The bar over their head when you're sneaking).
    1. dremor8484
      dremor8484
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      nope :/
      i did not mess with a.i. so i have no clue, sorry.