theHunter: Call of the Wild
0 of 0

File information

Last updated

Original upload

Created by

Loky

Uploaded by

Akoniis

Virus scan

Safe to use

Tags for this mod

30 comments

  1. Arevalo2323
    Arevalo2323
    • member
    • 0 kudos
    Is this mod still working?
  2. Marcin89PL
    Marcin89PL
    • member
    • 1 kudos
    Can u update your mod for the lastest patch and dlc ?
    1. Akoniis
      Akoniis
      • member
      • 5 kudos
      this mod was merged in the EES mod since a while !!
      And update for Te Awaroa National Park is coming next week!
  3. luzclasil
    luzclasil
    • member
    • 1 kudos
    Equipment (specially callers) are stupidly heavy in vanilla in order to counterbalance ammo weight that is way too low. It would be cool to add weight to the cartridges and arrows per se so the more you carry, the more space it takes inside your bag.
    Because honestly I find it quite stupid that people go hunt packing thousand of rounds (I've seen YouTubers carrying over 5,000) simply because in vanilla it only takes 0.03 (or 0.05 kg) per type regardless of how many you carry...
    Game's supposed to be a simulator, so it comes without saying that sometimes you should go back to the outpost to rest a bit and restock. Being able to carry as much ammo as you ever need, without any consequence, really breaks the simulating atmosphere... it does in the exact same way as seeing a cheap piece of plastic weighing one whole pound lol

    Btw, I'm just sharing my opinion. Feel free to take some of it into account for future updates, or not. =D
    1. Akoniis
      Akoniis
      • member
      • 5 kudos
      Yeap! I'm working on it...
      But I have no idea about ammo weight, so any suggestion would be nice!

      Edit: Ok, ammo done.... Next I will do arrows and bolts ! ^^
      Edit2: Ok, arrows and bolts done! ^^
    2. luzclasil
      luzclasil
      • member
      • 1 kudos
      I think you got a bit confused with your math because you seem to be considering just the projectile (aka bullet) weight, and not the casing, propellant and everything else...
      For instance, around 9 to 11 g (or 150-170 grains) per 30-06 projectile is reasonable. However, when you consider the whole 30-06 cartridge, the weight goes all the way up to 25 or 27g per round! That means irl less than 20 rounds already weigh in one whole pound!
      Yeah, ammo really is heavy!
    3. Akoniis
      Akoniis
      • member
      • 5 kudos
      I knew I missed something ^^'...
      I knew that for arrows the weight in grains cover the whole arrow weight,
      but ok ok, for ammo the grains doesn't not cover the cartridge....
      Thanks ^^

      But you said "It would be cool to add weight to the bullets"..
      And then "you seem to be considering just the projectile (aka bullet) weight" !!
      So yeah !! ^^ hahaha


      But should I get full real like for the arrows or a bit less ??
    4. luzclasil
      luzclasil
      • member
      • 1 kudos
      Yeah, I agree with you, my previous wording was not the most accurate. I've said "bullet" referring to the whole cartridge, good point! I've just edited the first message I had sent so future readers shouldn't be confused by my sloppy wording anymore ;D
      Now answering your question. I think it would be cool to add one version of the mod for the ones looking for a better simulation experience, and in this one everything could have its weight as close as possible to reality. Then you could also add an alternative version with "50% off" for the ones looking for a better balanced experience, but not as realistic.
      Again, those are just suggestions!
    5. Weaselvindiesel
      Weaselvindiesel
      • BANNED
      • 1 kudos
      There is a "cheat" already online that allows you to carry 999 lbs of weight for this game...As far as  " really breaks the simulating atmosphere :..... Well from the onset that one decides to use Mods, cheats, etc, etc, you are already breaking whatever " normal" atmosphere of the original game.. So one more thing wont matter :)
    6. Akoniis
      Akoniis
      • member
      • 5 kudos
      Talking about "real" simulation... ^^lol
      I found out that all animals share most of the same f***ing values !!
      I mean, for example, a Red Fox share the same flesh "thickness" as a Bison!! LOL ^^
      Same for damage, for example, from a flesh wound a bunny will bleed the same amount of time than a Bison !!

      And what about the trophy stuff... Since when the jaw is not part of a "skull trophy"...
      To me it's strange... I can't see a lion skull without the jaw... ^^ but in that game you can destroy the jaw and still get the skull trophy...

      I am working on all that s*** !! ^^
    7. luzclasil
      luzclasil
      • member
      • 1 kudos
      Tbh, I'm starting to think Expansive Words should hire you as a game developer...
      Game's been full of bugs and following a developing logic that doesn't make any sense at all. And it has been like this since the beta!!
      Now you're fixing most of the stuff through mods... just wow. This shows me how lazy and careless EWdevs are.
      Next step is a mod that fixes disappearing blood tracks :p haha jk
      Again, thank you so much for this all!
    8. Akoniis
      Akoniis
      • member
      • 5 kudos
      Well.... I do have some OCD issue, and after seeing the game files, to be honest I would not be able to work in a studio with a so dirty way of doing things... There are lots of stuff that seems to be useless and there is even some code that remains from JC 2 & 3.. ^^
      I even tried to radically erase the content of some files and the game still run "smoothly" (I mean as usual ^^') without any issue ??!! LOL ^^
      (Right now I'm investigating some dog files that seems to come from "thehunter classic"..?)

      I'm almost sure that even them, are completely lost each time they make a new DLC, so instead of doing it right (like a cleaning patch), they just add more mess in the game files and hope everything will be fine.... Until freaking rabbits totally freeze... LOL ^^
      And as you can see, they took about a week to partially fix them !! LOL ^^
    9. luzclasil
      luzclasil
      • member
      • 1 kudos
      There are lots of stuff that seems to be useless and there is even some code that remains from JC 2 & 3.. ^^

      Yeah, I've noticed that as well! Also, there are a bunch of .ammo files that seem to have been imported from tH classic and are inside de folders for no apparent reason. I was able to find several variations of the .22LR, even though we only have hollow points available atm. And just as you've said, this is just one exemple of many others!

      As you can see I've been trying to mod a bit as well =D
      Seeing you, as well as many others, releasing very cool stuff has motivated me to give it a shot...

      So btw, I'd like to ask something regarding modding cause those .bin files truly are giving me one heck of a headache!
      I've been able to identify the right fields (e.g. rendering distance) for some of those .bin using as a reference the .txt DECA generates.
      I'll give you a practical exemple just to clarify even further. This is the line of code (extracted from the .txt) that sets spawn distance for mountain elk:

       @0x0000e3d3(   58323) "spawn_distance" 0x43c00000 0x02 f32    = @0x0000e3d7(   58327) 384.0
      Hence, if I search for "0x0000e3d7" inside the .bin, "384" will be just there. Given "file type is RTPC", I've noticed that it's fairly easy to identify the right field to edit for those types of .bin files.

      However, if the .bin is "type ADF" I'm still unable to identify the fields most of the time. Again, using the .txt DECA generates I was able to identify huge arrays of data. But finding where is what I need is borderline impossible :( . I was only able to identify float values (such as magnification and others) since they are easily distinguishable from the rest through a quick search....
      Now is when it gets hairy :( .... Let's say I'd like to increase reload animation time for .300... for this gun standard reload value is "49", but there are several other ones that share "49" in the exact same way! It's just the worst uugh
      But since you've recently tweaked lures (and they seem to follow the exact same logic and share values), I was wondering: Would you be able to shed some light on this issue? I have the feeling the txt file must show something else that makes finding adresses easier (just like it does with those .bin RTPC type). Nonetheless, I've decided it has about time to stop banging my head against the desk and ask for help lol. Literally any tip would be great =D

      Big thanks again!!
    10. Akoniis
      Akoniis
      • member
      • 5 kudos
      I write a tuto available in the forum !!
  4. deRuyter
    deRuyter
    • member
    • 22 kudos
    Hello,
    I made myself update of your mod where I changed weight of the firearms.
    I published it here if someone likes your mod with more realistic guns weight:
    Equipment plus firearms

    I hope it fits your permissions, if there is any issue, let me know please.

    Feel free to use the firearms part to augment your future versions. If you want my data - which firearms were used as a base and list of the weights I used, leave a comment or write me a message and I'll provide you with them.
    1. Akoniis
      Akoniis
      • member
      • 5 kudos
      Lol that was on my TODO list for tomorrow ^^ !!
      I will check it and probably merge it, thanks.
      Now I have more time to work on that freaking skills system !! ^^

      Yeah, would be nice to have the details of vanilla vs modded weight so that I can add it to the mod description !!

      PS: yeah sure we got the same "weapon real name steam post"... ^^
      I'm looking into changing the weapons name to real one aswell...
    2. deRuyter
      deRuyter
      • member
      • 22 kudos
      Hopefully I saved you some work so you can improve other part of the gameplay :-)

      On the page above I added file (word document) where is list of names, real ones and weight changes. It is sorted as I see weapons in the game shop - in mod, it differs.
      I also made note for Eckers and Martensson which skin variety is synthetic.
      For Nordin 20ga semiauto I used one weight as I do not have this DLC so I cannot check the skins.

      What i failed to do was weight change of the illuminated iron sight - 0.5kg is crazy, they should be (nearly) weightless, but I had hard time to identify them and the weight
    3. Akoniis
      Akoniis
      • member
      • 5 kudos
      Yeah thanks for the great work dude...
      In the EES update, I did change all the iron sights to 200g for now.... It need to be adjusted after some research !!
    4. deRuyter
      deRuyter
      • member
      • 22 kudos
      Can you go with irons sights weight even lower?
      I mean  in reality illuminated iron sight is original sight  with glass/plastic tube with small amount of radioactive gas and material emitting light when irradiated or material that absorbs energy from daylight and than slowly irradiating it as light. So something that barely add any weight to the original iron sights at all.
    5. Akoniis
      Akoniis
      • member
      • 5 kudos
      yeah in the last update I put them all at 20g !! ^^
  5. Weaselvindiesel
    Weaselvindiesel
    • BANNED
    • 1 kudos
    What I would like to see is if all the callers can be taken up a notch !!......give them all GREATER ATTRACTION STRENGTH....GREATER RANGE and LONGER DURATION than what they are now..... specially the " Greater Attraction Strength" would be nice.
    1. Akoniis
      Akoniis
      • member
      • 5 kudos
      I can check!!

      Edit:
      So after a test, it will not be possible to do that...
      Well, in fact it is possible, but all equipment use the same value. Which mean that if I increase the range effect of lures, it also increase the range of weapons... for example, all lures with an effective range at 150m share the same value, aswell as the weapons with the same effective range. So if I increase that value by 1.5, the lures effective range aswell as the weapon range will increase to 225.
      Same for most other equipment's stats (lures attraction chance of 50 increased to 75 and all stats of the ATV which are 50 get increase to 75 aswell...)

      I will check if I can tweak the animal reaction to it instead... (Just in case ^^)
    2. Weaselvindiesel
      Weaselvindiesel
      • BANNED
      • 1 kudos
      So in other words, one can not be done independently from the other, :(...........Of all these the "attraction strength" would be the one i would be really interested in, it there is a way,,, Thank You for trying :)
    3. Akoniis
      Akoniis
      • member
      • 5 kudos
      So... Some more details about what I found so far!!
      For now, I found that all equipment share the same value "sheet"...

      So, my guess is that if all the value are stored that way, that means there must be a way for an item to go get the proper value...
      If I find how, I suppose I can tweak those value to tell items to get another value !!
      What I mean is that instead of changing the range value of 200 to something else (cause of the issue mentioned earlier),
      Perhaps I can tell the item to go get the 500 value instead of the 200...
      Does this make sense?

      Or
      I can perhaps use value that are not "on this sheet" !! But I need to try !!

      Edit:
      OK ^^ I found it !!
      But there will be limitation...
      As I said, I can't tweak value directly, I can only swap it with other preexisting values.
      So I can swap the effective range, the effect duration and the attraction chance.

      FOR EXAMPLE:
      for the effective range: I can use all those predefined value: 100, 150, 165, 200, 250, 300, 500 (and other under 100)
      so what I can do is swap lure range of 200 to 500 (for the max)... But I will not be able to change the lures already at 500 to 700. or any lure range to others value than the ones mentioned above.
    4. Akoniis
      Akoniis
      • member
      • 5 kudos
      Ok !!
      Callers are all done......
      Check the Enhanced Equipment Stats mod !!
  6. deRuyter
    deRuyter
    • member
    • 22 kudos
    Weight of the sights should be also adjusted to make your mod reasonable. Scopes are OK - 0.5 kg per scope is reasonable weight otherwise you should adjust them one by one as 8-16x is bigger beast than 1-4x.
    But colimator sights are way too heavy and illuminated sights should be nearly weightless as they replace original ones, only transparent tube with light emitting material is added.

    What about geese blind? It is just fabric covered coffin so 2kg max? Was it also adjusted?
    1. Akoniis
      Akoniis
      • member
      • 5 kudos
      Yeah I will get through other equipment too !!
    2. Weaselvindiesel
      Weaselvindiesel
      • BANNED
      • 1 kudos
      Do what you can my friend :) It will be appreciated :)
  7. besthsq
    besthsq
    • premium
    • 26 kudos
    Good job!
    1. Akoniis
      Akoniis
      • member
      • 5 kudos
      thanks.. I finally get that crappy game files ^^