Yes! Any modern version will work, whether from Steam, GOG, Ubisoft Connect, or Epic Games Store
Yes! Any modern version will work, whether from Steam, GOG, Ubisoft Connect, or Epic Games Store
The enhanced download has always had the desaturation removed!
To have the original colour scheme you must have either used the 'Fixes Only' download or used one of the older mod versions.
This is due to the outpost respawn script, and while it didn't happen in the original game this is not a bug.
Can I please check what your exact experience was? Did you get past the launcher? Could you get through the menu into gameplay? Was gameplay working at all?
That's really strange... I don't know what to suggest as it's not even like you need to enable the controller, it just works! Or at least it should do. I'm glad you got it working with a different configuration at least
Yes you can still use the reshade with one of the 'original colours' downloads.
The use of reshade is I guess an advanced users feature at this point, I can understand wanting everything to be saturated including the UI.
What exactly wasn't working for you?
I've played FC2 on Steam Deck and with the Steam Controller both with gamepad controls and mouse used for looking around/aiming, neither have had any issues.
It's my changes to the order of the weapon shop which causes the incompatibility, so I'm familiar with it unfortunately. The main benefit you'll get from restarting is the outpost respawn script, which is a real nice feature to have.
Enjoy!
Your save will load but trust me, your weapon shop, unlocks, convoy missions, and outposts won't function properly.
Buying and unlocking weapons will unlock the wrong ones and that's the same for weapon and vehicle upgrades. I'm not sure exactly what will happen with outposts but the new respawn script certainly won't work.
You need to start a new game!
The removal of the reshade and the new outpost respawn script will make it to Vanilla+ and Chill+ eventually, this mod is the focus for now.
It has reduced the silenced makarov's magazine size to a more realistic 8, no need to start a new game.
I'm glad you like it! It would be possible to make individual skins but with how obtuse FC2 is that would have to replace the whole Anonymous Mercenary option in the player select screen. So you'd trade the randomness for only one option!
Enjoy the rarity knowing you might not see the same character twice.
Dylan's Realism really does increase damage a lot, and I'd agree it makes enemies die a bit too fast. This mod uses the player damage values from Redux, but also uses the increased enemy damage from Realism+, so it should feel the same as your second playthrough except you die a bit faster.
If you're able to select Anonymous Mercenary in the player select screen but still spawning as Warren Clyde then something is wrong with your 25_player.xml file. Make sure the correct file is there and that you've repacked entitylibrarypatchoverride.fcb and overwritten the original in the patch.
No problem at all, I'm happy to help. Welcome to FC2 modding I guess! What changes did you make in the end?
Oh sorry, I misread your comment. Only the fcb needs to go back into patch_unpack\generated. You can delete the xml and folder once you're done.
No, the xml is only created when unpacking the fcb so no need to include it in the patch.
The 'entitylibrarypatchoverride.xml' file and 'entitylibrarypatchoverride' folder need to be in the same folder as 'Gibbed.Dunia.ConvertBinary.exe'.
So as you've reached '21_WeaponProperties.xml' you must have these at the moment: a folder called 'patch_unpack', a folder called 'entitylibrarypatchoverride', a file called 'entitylibrarypatchoverride.xml' and afile called 'entitylibrarypatchoverride.fcb'.
Now you do this:
1. Copy your edited '21_WeaponProperties.xml' into the 'entitylibrarypatchoverride' folder and overwrite the original.
2. Drag “entitylibrarypatchoverride.xml” onto “Gibbed.Dunia.ConvertBinary.exe”. This will pack the files and overwrite the original “entitylibrarypatchoverride.fcb” with a fresh copy.
You can now copy the new “entitylibrarypatchoverride.fcb” back into \patch_unpack\generated\ and overwrite the old file.
3. Drag the “patch_unpack” folder onto “Gibbed.Dunia.Pack.exe” and this will create new patch files called “patch_unpack.fat” and “patch_unpack.dat”.
You can rename these files to “patch.fat” and “patch.dat” and they now replace your original files. You’re done!
Yeh those don't exist. There's a section in the guide titled 'Weapon Entry Titles' which lists all the weapon entries relevant to singleplayer. As you say the .multi versions are irrelevant for your purposes.
No worries, if I can help at all let me know!
Note that some of the things in the guide have 'Decoding Required' in red at the top. Go up to the section titled 'XML Decoding' and there's a link to a tool I have uploaded which you can use to reveal those sections.
While I appreciate that realism is in the name it isn't the sole aim on our mod. We want each class of weapon to make sense and be viable in their given role. This is alongside having made the combat more 'realistic' by increasing the damage of all weapons.
The weapon changes made have been chosen to enhance their combat role while maintaining the original game's design, and with that the sense of progressing to more powerful guns as the game goes on.
As I said previously though this is just my opinion, and if a strict calibre based damage model is what you'd prefer then it's relatively simple to do that. Let me know if I can help at all if you decide to edit the files.
The weapon stats in the game files are far more granular than those shown in-game. The G3 has a damage value of 10 and the Fal has 14.
While I understand what you're saying from a realism perspective, from a gameplay perspective the FAL is late game and the G3 is given in the tutorial. I don't think it makes sense for gameplay to have these weapons be virtually identical.
That's just my opinion though, if you'd like to make the edits yourself then my modding guide covers all of this: Docs.google.com
Limited saving like that depends on making edits to the .dll which the included multi-fixer relies on. If you're dead set on limited saving I recommend checking out the standalone Realism+ which has this feature.
On my end it looks different, I have the full \graphics\actors\anonymous_merc\ file path but that gets wiped and squashed into the 'xbg' folder once it's packed and repacked.
To describe how this works, let's start in \patch_unpack\ui\localized\pcwidescreen\eng\ui\sp_avatar.mgb.desc. This file lists the entries in the player select screen, and if we create a new entry then the game gets confused and uses the default playable character entry which is the first listed entry within xx_player.xml in the unpacked entitylibrarypatchoverride.fcb, which is normally called 'MainCharacter.PawnPlayer'.
We can make the changes required to 'MainCharacter.PawnPlayer':
The name shown in the save/load menu is scraped from the name of this entry, where as I changed it to 'MainCharacter.PawnPlayer.Anonymous_Mercenary' it takes the word between the second '.' and the '_', so the menu says 'Anonymous'.
For the actual player cosmetics I copied over the visual elements of an enemy mercenary from 'xx_enemy_archetypes.xml' and did some edits to remove any facial features, hats and scarves as then these models are used in first person the camera would be behind all these details. I also had to remove all the topless features as with the head skin removed the body was invisible, as while shirtless the torso and head were the same piece.
Once that was done I took 'merc_kit.xbg' from \worlds_unpack\graphics\characters\mercenaries\ and edited it to remove the same elements removed in the previous step. That's the 'anonymous_merc.xbg' which you've seen.
With all that lined up the Anonymous Mercenary works. It's hard to type all the details but if I can help further please let me know.
You install the texture pack and customisations using the same method. I've written them as clearly as possible already but I'm happy to help if there's a specific step you're stuck on?
The square shadow is a bug with DX10, play instead using DX9.
The Steam version should be fine for retail!
These tools are out of date and cause crashes when used with modern FC2 mods.
For up to date tools get those available here: Moddb.com
If you want instructions for their use and other modding tips I have a guide available here: Docs.google.com
I don't have an ultrawide monitor so don't know anything about stretched huds with something like. The HUD doesn't seem stretched at all with 16:9 though
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