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Re: Modding BiA[message #299012]
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Wed, 15 February 2012 09:41
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Koda |
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Messages:40
Registered:December 2011 |
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Actually the IDs should be free to choose. You just have to be careful that you don't ever use an already taken ID. However I haven't implemented this so I'm not too sure. Are you sure the crash you once had wasn't just caused by accidently using an already taken ID?
Edit: Oh and of course a patch might use an ID you used :/.
[Updated on: Wed, 15 February 2012 09:42] by Moderator Report message to a moderator
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Corporal
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Re: Modding BiA[message #299016]
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Wed, 15 February 2012 10:56
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R@S |
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Messages:134
Registered:July 2004 Location: Sweden |
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Hi Koda
I'll go through the ID's again, just to make sure, but from reading the ammunition.txt I gather the range should be between 900-999. I'll do some testing before I have to leave for work, try to switch out the 7.62x39 with one of the others I added last night.
There is no crash, but if I add any new ammo above the ID 913(new 7.62x39), all weapons that uses that new ammo above ID 913 automatically is set to use the 913(7.62x39) ammo. If I change the 913 entry to 915 and then add a 916, I get the same error. It's as if any added ammo will revert to use the last working one, in this case the ID 913 7.62x39. I added the 9x39 and 40mm and set the weapons to use those, but the weapons used the 7.62x39 caliber, but their clip sizes were taken from the weapons.txt tho, it's why I think the issue is with the ammo.
Hope my explanation helps.
I also noticed in the quests.txt that there were references to some quest.xml files, and this gives me hope that we might be able to add some new quests. This would be very fun to do, adding stuff to do and enemies to kill is very important to a mod
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Sergeant
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Re: Modding BiA[message #299086]
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Wed, 15 February 2012 20:16
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Koda |
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Messages:40
Registered:December 2011 |
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Yep you were right regarding Ammo, there was no way to add additional ammo types. For some weird reason those are hardcoded (I guess initially there even was no ammunition.txt, that's probably why).
[Updated on: Wed, 15 February 2012 20:16] by Moderator Report message to a moderator
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Corporal
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Re: Modding BiA[message #299118]
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Thu, 16 February 2012 09:19
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Koda |
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Messages:40
Registered:December 2011 |
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Afaik it's a custom or modified algorithm, but I can't check at home. Shouldn't matter for you anyways as it's only used for creating pak updates for patches. We use a different checksum for checking modifications to disable achievements.
Yes local file content is read first, this was a bug. Mod support is a decision BC has to make. I can't answer this.
[Updated on: Thu, 16 February 2012 09:20] by Moderator Report message to a moderator
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Corporal
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Re: Modding BiA[message #300081]
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Thu, 23 February 2012 16:10
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Shambone |
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Messages:6
Registered:February 2012 Location: Oregon |
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An organize mod. Ammo dumps and chest organized just like Ja2. rifles next to rifles, like ammo next to each other and so on. Maybe a grappling hook mod that would allow roof top access from any where instead of ladders. I want the ability to blow up any section of the wall and make an entrance. Maybe some underground lairs and some multi floor buildings like a skyscraper. blood mod where heads and limbs explode or are dismembered. Vehicles. Smiley Face sex. Ceramic plates or steel plates for vests. Dragon Armor. better grenade launchers. holographic and red dot sights actually reduce time it takes to aim. level cap removal. Sci-fi Mode. Maybe incorporate some kind of propaganda mod that would allow for better recruitment of mercs and militia.
EDIT: Where are the wire cutters?
[Updated on: Thu, 23 February 2012 16:11] by Moderator Report message to a moderator
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Private
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Re: Modding BiA[message #302340]
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Sun, 25 March 2012 02:05
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Kaos1973 |
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Messages:41
Registered:March 2012 |
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Equipment.ctx file modified thus...
!!python/object:ctx_file.CTX_data
data_offset: !!python/long '67'
language_list:
- !!python/object:ctx_file.CTX_language
data_dictionary: !!python/object/apply:collections.OrderedDict
- - [0, Empty]
- [1, SU-16CA]
- [2, G36C]
- [3, SCAR-H Carbine]
- [4, M98B]
- [5, USP Tactical .45]
- [6, M16A4]
- [7, Knife]
- [8, HK416 Carbine]
- [9, M4A1 Carbine]
- [10, SCAR-L Carbine]
- [11, HK 417 CQB]
- [12, SCAR-H CQB]
- [13, AUG A3 CQB]
- [14, AUG A3 Carbine]
- [15, ACR 762x39 CQB]
- [16, HK 416 9mm]
- [17, Mk 46]
- [18, HK 21]
- [19, RPK Tactical]
- [20, KSG Shotgun]
- [21, Mk 14]
- [22, 110 SASS]
- [23, DeLisle Carbine]
- [24, AK Shorty]
- [25, HK 416 PDW]
- [26, MP5K PDW]
- [27, MP9]
- [28, UMP 45]
- [29, AUG A3 Para]
- [30, AK Tactical]
- [31, M1A Scout]
- [32, SRS Covert]
- [33, Model 500]
- [34, AK Suppressed]
- [35, ACR 762x39 Carbine]
- [36, Model 60LS]
- [37, Model 686]
- [38, Deagle XIX]
- [39, Glock 17]
- [40, Glock 18]
- [41, USP Tactical 9mm]
- [42, MAC-10]
- [43, G2 Contender]
- [44, Super Shorty]
- [45, Mini-14]
- [46, SKS Tactical]
- [47, Saiga Techtronix]
- [48, AT4]
- [49, AW50]
- [50, AS50]
- [51, MML]
- [52, Machete]
- [53, Axe]
- [54, MP5SDA5]
- [55, HK 416 Pistol]
- //[56, G36C]
- //[57, MP7]
- //[58, F2000]
- //[59, AN94]
- [60, Vector Kriss]
Yet to be modified
- [7002, 'This rifle is destined to become one of ''s greatest exports, second
only to tactical nuclear warheads.']
- [7003, 'Although you can trace its lineage back to the Eugene Stoner
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Corporal
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Re: Modding BiA[message #302423]
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Mon, 26 March 2012 11:40
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Kaos1973 |
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Messages:41
Registered:March 2012 |
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Have version 1.11. I think there might be some conflict with other files. I will try pruning off some superfluous files by putting them into an "archive" folder within each tree branch.
[Updated on: Mon, 26 March 2012 11:45] by Moderator Report message to a moderator
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Corporal
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Re: Modding BiA[message #303710]
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Sat, 21 April 2012 09:14
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Kaos1973 |
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Messages:41
Registered:March 2012 |
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Have ver 1.12 and evertything is clean and working well.
Why is it that all the config and interface text files when modified change everything they are supposed to except the names and descriptions of weapons, ammo and characters?
Now game has started crashing to desk top when I try and enter the water supply or the mine near Cambria from a new start (happened twice). Am able to visit roadblocks in between but CTD everytime I go to those two places! WTF?
- I haven't tampered with anything other than equipment, characters, weapons & ammo ctx text files.
Am I the only one having this problem?
Could it be because I have a Steam copy of the game?
[Updated on: Sat, 21 April 2012 17:02] by Moderator Report message to a moderator
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Corporal
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Re: Modding BiA[message #303831]
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Tue, 24 April 2012 09:08
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Kaos1973 |
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Messages:41
Registered:March 2012 |
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Sorted it!
Had disabled some items but they were still in containers and on npcs - still can't change names or descriptions.
New weapons show as tab data and picture + icon with no name or description
ANy suggestions
[Updated on: Tue, 24 April 2012 09:10] by Moderator Report message to a moderator
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Corporal
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