I changed this line for each 2nd island weapon :
which desactivate the mission check.<field name="UnlockOnMissionComplete" type="String">(something here)</field>
<field name="UnlockOnMissionComplete" type="String"></field>
AND I changed the line
For each weapons in the shoppingitems.lib file<field name="UnlockFromScript" type="String">Tower[number here]</field>
<field name="UnlockFromScript" type="String">Tower99</field>
As this tower don't exist , the weapon will never be activated througt towers ! Thats the same way Ubisoft developers used for the signatures weapons.
But beware , if you just delete the >tower[number]< the weapon will be free at the begining of the game.
Last edited by Chorizosss; 12-13-2012 at 08:37 AM.
use my little tool: H2CF.
What is the max values? Dunno, try a higher values and go testing...
Removed auto reload for all weapons
Realistic range for all weapons
Increased reload time by slowing animatios
Increased recoil for all weapons
Corrected magazine sizes (to match real life counterparts)
Corrected fire rates (to match real life counterparts)
More attachments (some weapons have 3 some 2) for balancing reasons
Increased damage for all sniper rifles - one hit kill if hit head or chest
Increased penetration for all sniper rifles
Increased shotgun damage by 25% shotguns are now terrifying at close range
Minor damage improvements for assault ,smgs,pistols
Increased FOW for all weapons
Increased reload times for all light machine guns
Increased draw and holster times for some weapons
AI now does same damage to you + ai weapons range increased to match players
Last edited by fnx..; 12-12-2012 at 06:44 PM.
Added to compilation:
Weapons Ballistics by Fnx..
Unlocked 2nd island weapons by teknogek1300
Better Sights 1.2 by Khenaz
Beverhund HUD mod compilation
Leechmongers attachement mod
KyodanXD Objective icon removal
object blinking removal by tom.solo
Wallhack removal by KyodanXD (UPDATED to include animal tagging)
Tested it, killing power is evidently increased (killed tiger with 1 shot from Z93). Now to test range.
Having this power left me uncertain as to whether it is balanced. However, considering that we remove all HUD assists and the enemies get the same upgrades, it will probably be cool. Definitely makes for a more dynamic and deadly game.
Hey guys, before I ask my dumb question, I just want to say thanks to everyone who's contributed - top work.
I've applied a bunch of mods so far, which were all hex edits, and have had no issues.
I'm now at the stage where I'd like to install two specific mods (no minimap and the hardcore v2 mod) but I'm stuck as I'm not sure how to make the game use both patch.dat/.fat files.. Do I need to merge them or something? I've tried searching on here and on google but with little luck. The first post mentions the unpack/repack tools - do I need to use those? Could someone give me some layman instructions? It'd be much appreciated
Your first stop may be the compilation collection. See if you find a package to your liking over there. By the sound of it, you may be interested in Beverhund's compilation, which can be accessed separately from the front page, but I would suggest you try other mods as well.
If you don't find what you want, then use the tools to make your own package. They are relatively simple, basics are described at the first page of this thread, and there's a GUI version now as well.