Description

Unlocks Avril's F-104C Starfighter for use in Campaign and Free Mode, and gives it gun weapons and custom skins. Available in two variants.

Preview
Playable F-104C -AV-
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Rythu5
Rythu5 - - 29 comments

Nice to see you modding Ace Combat 7 Blue(Steam Sale i would probably say, along your computer meets the requirements), i've seen the Donald skin before and went suprised when i've seen the AC7 pictures, as indeed, you're a good skin maker since the ACZ modding, nothing less that Urvogel and others were adapting your skins to AC7

suprised you decided to go even further to learn datatables and pawn editing too, from the details i noticed from the mod, you used the default F-104C model because of the refueling probe(as Avril's F-104C model lacks the probe, similar to the F-104A, and if i'm correct old F-104C models, it's 50/50 due Avril's F-104C was a mothballed one) inclusion of the IEWS pod, at worst morph targets were lost at the process unless the modding team got you covered, and noticed the Custom MGP unique model, which unsure if is a port or not, i guess it was from Cherry's YF-4E originally

also nice that you added a compatibility patch not only for some mods, but including the ADFX-00, which yeah, i was having headaches at thinking into a good solution for possible future release of isolated aircraft slots because of MGP/PLSL not begin modular on a brief solution i through, despite i could make sort of a bundle, modularity wouldn't be one of the best, Gunplay at first i was in doubt, but seeing it would be multiplying the values at least, task would get a bit complex depending of the new aircraft begin added with time. but making each aircraft compatible would be a challenging task seeing i would need to reach contact, and depending of new releases making them also compatible, and currently we have 30 to 35 models at best(despite most are hosted on Nexus, which yeah, i know you'll be uploading at Moddb seeing you and Charles started on it on ACZ/AC5/AC4 modding, probably thanks to part of inspiration mine)

one last thing, i tried to check out the compatibility patch, but somehow the mod got an async issue somehow, not sure if because of using a old version of UAssetGUI, a slight detail went wrong during the pawn editing, but mostly is a issue to the Enchanter's ESM used, here's a photo in case of the log
Lensdump.com

please be welcome at doing AC7 modding and feel comfortable at doing future works and doing nice works, probably backporting some of the other skins(personally i would like the Crimison-esque Cobalt one you did for the FB-22), wish that i could still continue doing modding work, but unfortunately my real life got priority at the moment due to some serious issues, so stuff related to hobbies on my part has to be put on hold for now

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BelkanLoyalist Author
BelkanLoyalist - - 12 comments

Thank you for the kind words, I'm honored to receive it from a seasoned modder such as you. To be honest, I learned much of how AC7's files work by analyzing others' mod files, particularly your ADFX-00 for this mod's skin slots restoration. So I owe you for this one.

The model edit for this F-104C is simpler than that, because I have no idea how to edit SkeletalMesh yet... I'm just taking the playable F-104C's fuel probe mesh, added the IEWS pod and a socket, and make them a static mesh for this Starfighter.
Media.moddb.com

The custom gun pod's model is taken from the F-85B Bullshark in Call of Duty franchise. I'm only changing its colors and barrel shape.
P3dm.ru

Right, I'm making PlayerPlaneData patches for a number of mods because I like to use them with this plane. I have to agree that making compatibility patches for such mods that makes significant changes can be tedious, but personally I think what we have now is convenient enough. I'm considering to upload this to Nexus, but for now ModDB will do I suppose.

Oh, I haven't encountered such issue on my end... The custom IEWS is made by modifying the original base IEWS pawn and giving it the Enchanters' values using the latest publicly available UAssetGUI, v1.0.0.0-alpha.7. I have no idea how the issue occurs, but I shall rearrange the custom IEWS pawn just in case.

Thank you for the warm welcome. I have plans to port some of my PS2 liveries to AC7, so hopefully I can make a number soon. And no need to worry, personal matter is the foremost priority before anything else. Still, I hope you can sort things out safe and sound.

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Rythu5
Rythu5 - - 29 comments

Your welcome, and nice to see i'm still sort of a influence, along you managed to understand the basis of the datatables by studying them which i would recomend for most for now, despite tutorials would be the ideal for most topics, at the current time i can't give such attention to it, as i'm good at documenting and listing notes, but currently i'm still relearning how to video editing(as i switched from Sony Vegas) and my voice for speaking isn't one of the best, so the idea was working at written documentation, but then it enters into the prolixity issue

Thanks for the explanation, as yeah, when i was rechecking the photos, noticed the afterburner still reacted, and now with the photos you indeed used the VISMOD solution, which isn't wrong either, as it's useful for slight details that won't be necessary to edit the main model

Yeah, for now things are a bit limiting, hope it gets better at the future, indeed it can be tedious depending of the mods you want to support. don't worry about uploading at Nexus, as yeah, it's from your criteria, despite most upload there due it turned out popular and Moddb begin in sorts outdated, Kosnag and Urvogel still adopted at uploading here due i made by part on this site, and it got a niche mostly by the eastern AC players using Moddb, mostly i multi-task seeing i also manage Codename VANILLA there, despite i went a bit unsatisfied with Nexus recent behaivour towards me as they started to block my files as malicious, so i had to lost 4 to 5 days just to remove the false positive with email support, and i still didn't got a consise answer, or if i still with this perk if i uploaded something...

Noticed you updated the mod, i'll be testing out later, so i hope the async error got fixed by the revisions you did, but yeah, you're not the only one that heard from such cases of bizzare issues that occured when installing mods, some i managed to troubleshooting, but others i went clueless by the way it behaved(e.g begin a user having issues with the ADFX-00 by using Nostalgic UI, part of the most issues i know it were resulted from the .dat localization, but a user i had notion which used my very old AC4 font mod, didn't had issues and managed to play fine with the mod)

Looking forward for your future releases, and thanks, you're right on that part of foremost priority at personal matters, at times isn't easy along how long it takes, but i'm doing my best to deal with most of it

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Rythu5
Rythu5 - - 29 comments

Sending a quick reply that yeah, async error still occurs, and seeing you're using the last version of UAssetGUI, indeed i'm clueless, the basic math is indeed the mod works fine to you right? along some users probably managed to play with it too, most async issues mostly are result of a parse failure, which were a common issue at the early UAssetGUI versions, the partial solution begin moving AC7 to the SSD, but then it was fixed on alpha5 and onwards

(UPDATE)
One detail i noticed, as yeah, forgot to mention, i had two mods instaled by default on my ~mods folder, the first is this mod from Dan, despite modified as i did to only remove the Trigger emblem
Moddb.com

And the second begin the current NoPortraits version i made long ago

Tested by only installing one of them, depending of NoPortraits or the Invisible Emblems, if i have one more mod installed at the same time as the F-104C, it'll result in async issues, however only having the F-104C installed, it works fine

some pictures to showcase it :
Lensdump.com
Lensdump.com
Lensdump.com

(UPDATE 2)
Yeah, no success, when the game was loading a mission, it crashed, same log from the previous fatal error, async issues

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BelkanLoyalist Author
BelkanLoyalist - - 12 comments

I see, so you have a tutorial planned for AC7 modding processes. The video format would be very nice, but I recommend you also make written tutorials with image examples as well, in case there are users that couldn't understand it. I think Death_the_d0g's tutorials can be a good example of how such tutorials are written. They're pretty concise with what to mention and illustrate.

Ah, so that's what it is called... Yeah, the fuel probe and ESM pod are VisMod, with "lubp" socket added in UE4 for the refueling drogue to connect.

Indeed, the traffic on Nexus certainly far outmatches ModDB's, not to mention the complaints on how files sometimes took a long while to authorize here. But personally, I had a good experience here. I have heard about Nexus' odd decisions with some mods, and I truly have no idea why that occurs.

Oh my... what's wrong with the mod, I wonder? Yeah, it still works on my end. I honestly have no clue how the issue persists on your side.

Speaking of which, in order to prevent this mod's comment section to be too cluttered with our thread, how about we continue this through direct messages?

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