How to unlock the south island from the start

Started by Knightmare, April 12, 2014, 03:57:58 PM

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Knightmare

I'm sure most everyone here knows that Ziggy's mod and Schwartzmod already do this.  This is a description of how to do it yourself for those rolling your own mod.

First, you'll need to have Gibbed's Dunia2 tools downloaded and unzipped:
http://svn.gib.me/builds/dunia2/

Since this version of the tools doesn't have a bootstrap to extract stuff for you automatically,  you'll need to manually extract patch.fat/.dat and common.fat/.dat under your Far Cry3/data_win32 folder.  Do this by copying these files to a working folder and creating and running a batch file there:

Spoiler

X:\<path to tools>\bin\Gibbed.Dunia2.Unpack.exe patch.fat
X:\<path to tools>\bin\Gibbed.Dunia2.Unpack.exe common.fat
pause

This will pack them to folders named common_unpack and patch_unpack.  Once you have both files unpacked, you can delete the copies.  Then you'll need to copy the file common_unpack/generated/nomadobjecttemplates.fcb to another working folder for editing files.

There you'll need to create and run another batch file for converting the binary file to XML:

Spoiler

@echo off
echo Converting fcb to xml...
X:\<path to tools>\bin\Gibbed.Dunia2.ConvertBinaryObject.exe --xml nomadobjecttemplates.fcb
echo Done.
pause

This will create a folder named nomadobjecttemplates_converted and a file named nomadobjecttemplates_converted.xml in your editing folder.  Rename both of these to just "nomadobjecttemplates".  Then delete the nomadobjecttemplates.fcb file in the editing folder.

Now it's time to do the edit.  Open up PlayerParamsService.xml in the nomadobjecttemplates folder.  Go to line 482:


      <field name="DisableGatingOnMissionComplete" type="String">JAS_170_main</field>


This specifies the mission that unlocks the south island.  Change it to this:


      <field name="DisableGatingOnMissionComplete" type="String">JAS_080_main</field>


Now it's time to convert the XML back to binary.  Make another batch file in your editing folder and run it:

Spoiler

@echo off

echo Converting nomadobjecttemplates.xml...
X:\<path to tools>\bin\Gibbed.Dunia2.ConvertBinaryObject.exe --fcb nomadobjecttemplates.xml nomadobjecttemplates.fcb

echo Done.
pause

Create a "generated" folder in the patch_unpack folder, and copy and paste the new nomadobjecttemplates.fcb file there.

Last, you'll need to repack the patch files.  In the folder one level above patch_unpack, create and run another batch file:

Spoiler

X:\<path to tools>\bin\Gibbed.Dunia2.Pack.exe patch.fat X:\<path to upacked files>\patch_unpack
pause

This will build the modified patch.fat/.dat files.  Back up the original patch.fat/.dat in FC3's data_win32 folder, and copy the new set there.  Now you can boat/hang glide to the south island as soon as you are able to free roam.


You can also do a similar edit to change when weapons and maps normally unlocked in the south island are available.  Do the same convert-to-XML procedure for common_unpack/generated/databases/generic/shoppingitems.lib, and open up the XML files under shoppingitems_converted for items you want to edit.  Look for the "UnlockOnMissionComplete" key:


  <field name="UnlockOnMissionComplete" type="String">JAS_170_main</field>


Either delete the value to make the item availabile at game start, or change it to another mission's internal name to unlock it after that mission.  Here's a list of main game missions you can use:

Spoiler

bam_020
bam_030
bam_040
bam_055
bam_060
bng_010
bng_020
bng_030
cit_010
cit_020
cit_030
cit_050
den_020
den_040
den_060
doc_020
doc_025
doc_030
doc_030_opt10
doc_030_opt20
doc_030_opt30
doc_040_opt10
doc_040_opt20
doc_040_opt30
doc_040_opt40
doc_050_opt10
doc_050_opt20
doc_050_opt30
doc_050_opt40
doc_050_opt50
doc_060_opt10
doc_060_opt20
doc_060_opt30
doc_060_opt40
doc_060_opt50
doc_060_opt60
hoy_010
hoy_020
hoy_040
hur_020
hur_030
hur_040
hur_050
jas_020
jas_030
jas_060
jas_080
jas_100
jas_110
jas_130
jas_140
jas_145
jas_150
jas_160
jas_170
jas_190
jas_200
jas_210
jas_220
jas_230
jas_240
sam_015
sam_020
wil_010
wil_020
wil_040
wil_050
wil_060

These shoppingitems XML files can also be edited to enable weapon attachments that are hidden (silencer and extended mag for the SVD, ACOG for the MS-16, etc).


Another file of interest is nomadobjecttemplates/BonusService.xml.  This file contains the properties of the crafted gear- how much money, loot and ammo you can carry; even the syringe kits (which are called recipepouch_lv1, 2, 3, and 4).  The values are additive, not replacements for the previous carry capacities.  Here's the definition for the small loot sack:

Spoiler

          <object name="BonusPlan">
            <field name="text_name" type="String">lootbag_lv1</field>
            <field name="name" type="Hash32">B4EEE265</field>
            <field name="selBonusTypeId" type="Enum">CBonusPlan</field>
            <object name="BonusPlan">
              <field name="bAllowMultipleInstances" type="Boolean">False</field>
              <object name="Bonuses">
                <object name="Bonus">
                  <field name="selAttribute" type="Enum">MaxLoot</field>
                  <field name="fValue" type="Float32">16</field> <!-- adds to previous loot capacity -->
                  <field name="iDifficultyLevel" type="Int32">-1</field>
                  <field name="bAllowStacking" type="Boolean">True</field>
                  <field name="bPositive" type="Boolean">True</field>
                  <field name="locidLocName" type="Int32">-1</field>
                  <field name="selValueType" type="Enum">Additive</field>
                  <object name="UIAttribute">
                    <field name="selAttribute" type="Enum">None</field>
                    <field name="Value" type="Float32">0</field>
                  </object>
                </object>

To change the values in the gear descriptions, you'll need to convert common_unpack/generated/databases/generic/craftingrecipe.lib to XML and edit the XML files for the gear items as well.  Look for the "sItemSize" key.  Here's the one for the small loot sack:


  <field name="sItemSize" type="String">32</field>


BTW, these description values are absolute, not additive.

EDIT: Updated this with the internal names for the syringe kits.

Art Blade

Outstanding. Thank you very much, Knightmare  :)

Here's a well-deserved +1 :-X for you  :)
[titlebar]Vision without action is a daydream. Action without vision is a nightmare.[/titlebar]What doesn't kill us, makes us weirder.

PZ

My goodness that's an outstanding tutorial - thanks Knightmare - set the topic sticky for easy reference

+1 from me as well  :-X

OWGKID

This will probably w@&k for Far Cry 4 too, if we had the tools to get into the files and the necessary mission codes :-D
LEGACY

JRavens

Quote from: GKID7891 on July 29, 2015, 05:06:13 AM
This will probably w@&k for Far Cry 4 too, if we had the tools to get into the files and the necessary mission codes :-D

Unfortunately it doesn't :(

They changed it in FC4 and although that entry still exists the game just ignores it and instead uses a script during King's Bridge mission to unlock it.

You can disable the locking script though so that ALL the areas are unlocked at the beginning of the game (they actually lock a few areas like the so called "magic buses" outside the first outpost which block the road until you play through the first few missions Amita and Sabal missions.

The easiest way to unlock it now is just grab the "loose" file I have here:
http://www.nexusmods.com/farcry4/download/123

This is a decoded and altered .lua script (enableconditionalzoneevents_v1.lua) which just flips locked to unlocked.

If you download that file and include it in your pathc_hd it will unlock everything for you in your mod.

Note that this doesn't always play nice with previous saves (I had a save where the arena and Ajays house were unlocked but with this in the mod they acted like they were never unlocked and I couldn't get them to unlock). So a good rule of thumb is anytime you are making up changes like these to the game is to start a new save game. ;)
And all this science, I don't understand...
It's just my job, five days a week

PZ


Art Blade

[titlebar]Vision without action is a daydream. Action without vision is a nightmare.[/titlebar]What doesn't kill us, makes us weirder.

OWGKID

LEGACY

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