Far Cry 5

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  1. Steve64b
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    NEW release candidate MOD VERSION, v 20210916_rc2 !

    Main new features:

    • Added dedicated Editormod menu to the main menu, options are no longer in the View menu.
    • Added support for creating your own Object Selections, accessible from the Object Tool.
    • Integrated Fallen.Ninja's FNSync tool that downloads community-made object selections straight into the editor!
    • Cleaned up Customizable AI
    • Added Customizable Text object that translates typed text into its equivalent letter object selection.
    • Added Customizable Vegetation.
    • Holding SHIFT while clicking an object in the "Add Object" tool will bring up the mod window to modify the object before placing it.
    • Object Preferences no longer show by default. Users will either to toggle CAPS LOCK/SCROLL LOCK, or set the "GUI: Always Show Object Preferences" tweak in the editor menu.

    If you want to check out this latest editormod version, get it at https://mega.nz/file/D7RUlTAY#T66LugE9vFfnVv8BtX6bH-mcWwRJ_CMqPRDSI7IXoLg and extract the zip into your Far Cry 5 game folder.

    *edit* 20210917_rc3: for when 20210916_rc2 crashes at startup
    After extracting the above ZIP file, also extract the contents of This IGE.WPF.Core64.20210917_rc3 fix to your Far Cry 5 game/bin (or bin_plus for Ubisoft+) folder, overwriting the IGE.WPF.Core64.dll file. This should fix a crash that happens with 20210916_rc2 on some systems.
  2. ThaEthanator
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    I put everything in the folder, and it still doesn't work. 
    1. Steve64b
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      You probably didn't use the right folder, or you did not extract the zipfile, overwriting the files that were already there.

      Unless the editor crashes at startup. In that case, you need to install the IGE.WPF.Core64.20210917_rc3 fix mentioned above, and unzip the file into your Far Cry 5 game's bin and bin_plus folder.
  3. DianaRose1232
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    Hey, Steve!
    Is there a function to activate the script to turn the flashlight on and off?
    1. Steve64b
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      Not at this time, I fear this would require a game mod.
    2. DianaRose1232
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      Thank you for your reply
  4. MrRed2205
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    Hi!
    I found that whenever I spawn a Custom AI model using a script they turn into whichever weapon they are using, is there a workaround for this? or am i doing something wrong? for info, I made a whole faction, (Assaulters, Pistolero's etc) and saved them to the ''Saved objectselections" tab, my idea is to have a big linear level where the AI spawns as you enter each section, to break it up instead of having about a hundred NPC's in there all at once

    Love your mod, it made one of my favorite hobbies much better, cheers
    1. Steve64b
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      Unfortunately, spawning custom AI is NOT possible at all.

      I don't understand why the editor allows that, I should have disabled that.
  5. FFFFFZeppe
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    Can I edit my own models in the editor? if yes, what do I need for this?
    1. Steve64b
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      You can't import models from outside the game files.

      You can reuse assets from the game, resized and retextured, to create your own visual model. See e.g. Farcrystein 3D Mod Object - Hitler Portrait (de)construction - YouTube
  6. tghfkhi
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    Did all the AI in this mod come from the vanilla game? You didn't change them? For example, Seeds with new weapons and Vietnamese
    1. Steve64b
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      Yes, the archetypes referenced are the ones found in the vanilla game files, unmodified.

      Though you can apply additional mods to them, and even use the Customizable AI objects in the latest mod version to customize the AI's behavior and looks.
  7. CAST5439cast
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    Hey may sound dumb to ask but do were / how do I actauly install the mod ( file dircotry? ) 
    1. Steve64b
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      Your Far Cry 5 game folder, wherever Steam or Uplay installed the game.
  8. ben1arh
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    Hi, I see this post was about RC2.
    Was there ever a definitive release of the mod including Fallen.Ninja's additional objects?
    On my PC, it seems the DLL-file of this version gives problems.
    1. Steve64b
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      I added a RC3 fix to the post that fixes an issue with the editor crashing on initialization. 

      So far at the time of me writing this, these files form my latest released public release. They give the most advanced modding options possible, but I was unsure whether the build was stable enough.

      Since then I made a few alterations, which so far haven't been published yet. Maybe some day. ;)
    2. ben1arh
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      For some unknown reason, the Dll-file of the RC2 causes problems. There are no objects visible to select. There is no searchbox for objects and the scrollwheel of the mouse doesn't work. I tried the fixes as shown in the youtube video and adding the regfile into the registry, but sadly no results.
      So I use the 2020 version of your mod to create a map and after that I use the 2021RC2 version to edit. Because I can select objects in the map and edit them, but no way I can add new objects when RC2 is installed. Any ideas how this can be?
    3. Steve64b
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      Oh, you're referring to the Object Tool not showing objects? That's usually a cosmetic issue with the editor, where the panels are the wrong size.

      Known fixes for me are the instructions in this YouTube video, and possibly in applying the .REG file mentioned on that video's comments (from here; close the editor, execute the reg file, and then start the editor). But your case seems different.

      I also offer a fix for windows rendering outside the screen bounds in editor maximized state. The code Ubisoft used to detect (multi-?)monitor setups sometimes doesn't work, resulting in windows being drawn off-screen. Installing that can do no harm, but I doubt it will address an issue that occurs for you specifically between several editormod versions.

      Are you running the editor in a different (GUI) language than English? Are you running Windows 11 x64?  If I can somehow reproduce the issue, I might be able to see where it's coming from. Maybe there are some helpful errors/warnings mentioned in the Windows Application Event Log, but as the editor isn't crashing on you I doubt that would be the case?
    4. ben1arh
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      Hi Steve, the event log did not show anything, because there was no crash or error. Like you said, it seems to be a cosmetic issue.
      The editor runs in English on a windows 10 x64 system (system language Dutch).

      I had already tried the registry fix and the FC_MahApps.Metro.dll fix for going outside the screen bounderies, with no success.
      Now I did all these things again with the DLL-file from the 20210917_rc3. The problem remained the same.

      After taking a closer look at the registry fix, I noticed it was meant for a vertical resolution of 1080 px.
      Since I run the editor in 4K mode, I changed a few values in the registry fix, to make it more in line with 2160 px.
      In the PLACEMENT key I set the windowed limits to: <Left>152</Left><Top>152</Top><Right>3032</Right><Bottom>1708</Bottom>
      I changed the value of key: grid_fth_object from 1 to 240 and the value of key grid_osh_object from 273 to 520.

      After entering this into the registry, I started the editor again and now everything seems to be okay.
      Can it really be this simple?
    5. Steve64b
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      Well, technically, it really should be simple. :)

      But I'm unsure to what extent the editor uses the values in the Registry, as I previously tried fixing the offscreen-window bug through just editing the registry values & that didn't seem to work. 

      I figured that a regfile based on a 1080p resolution would work for anyone (given that 1080P is a subset of 4K), but I assume the Bottom value you changed did the trick for you. Subtracting the old 795 pixels from a higher res display's height may not have been enough to fix the obscurement.

      I realize something I changed between those two mod versions; I added a "full screen play" option that would change the window size on explore/play (removing the lower status bar during gameplay). Perhaps that code caused the issues on your end.

      Hmmm, and now I also wonder if DPI has something to do with it (Windows Settings: System -> Display ->Scale), and potentially any setting akin to Dynamic Superresolution/supersampling. I might have to revisit the editor code & see if I can make a "Fix object tool visibility" fix.

      But glad it works for you now! :)
    6. ben1arh
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      Just a little update. After fixing the visibility of the objects and AI, I noticed that the animation points weren't showing correctly. So I did the same thing, changing the registry values of grid_fth_stp and grid_osh_stp. After that the problem was fixed.
      Strange how sometimes solutions that work on one system don't work on another and vv. But I do think the registry settings are important. After running the editor the values in the registry are always updated (I made a compare). So I think any fix for object and AI selection menu should include registry settings.

      I have afew other questions.
      If I want to change the name of an item in the directory tree for objects, is it enough to change the display name in the object_inventory.ige.rml file or is there more that needs to be done?

      How about changing the location of an item in the directory tree, can I just change the order in the Directory Id or does that mess up things?

      There are many objects without a thumbnail. If I want to add a thumbnail, how do I link the png file to the right entry?

      It would be great if you can give some explanation about this.
    7. Steve64b
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      Yes, object names in the editor come from the object_inventory.ige.rml, you can change the Displayname there.
      Moving it to another location requires putting the entry in another Directory within the inventory file. You can't name directories explicitly in the inventory file, they reference localized strings from the game's oasisstrings file.

      Object thumbnails are either the object's {Archetypeid}.jpg, or {CRC32B(Id)}.jpg for grouped objects. Unless there's a Thumbnail=XXXX in the Entry, then that number is used.

      Note that the ige.dat file is already very large in my editormod, and adding more thumbnails to that would increase the size even more. Not really practical.
    8. ben1arh
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      Thank you for the info.

      So the easiest way is to put a Thumbnail=XXXX in the Entry, just making sure it is a unique identifier.

      As to the size of the ige.dat file, I already reduced it from 1,07 GB to 485 MB without removing any files.

      Ubisoft uses PNG-images sized 128 px square. Many images you added were 256 px square or 256 px long side.
      So I scaled all the images to 128 px long side and in the editor the loss in quality is hardly visible.
      Furthermore I deleted the metadata from all images and greyscaled the research note images. That is visually a step back, but it's over 23000 images reduced in size, so it has great impact on the ige.dat filesize.

      Maybe if the filetype can be set to JPG instead of PNG, the size can be reduces even more. I don't know if JPG-files can be used for thumbnails or that they have to be PNG-files. I see you mentioned JPG as the filetype for thumbnail, but both the ige.dat file and the igepatch.dat file contain only PNG-files.
    9. Steve64b
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      Ah yes, it's png. And I used 256x256 because I figured they would look better on displays with a higher resolution. My display only goes up to 1080p, so I couldn't test that. 
    10. ben1arh
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      Hi Steve, you wrote in an earlier post: "You can't name directories explicitly in the inventory file, they reference localized strings from the game's oasisstrings file."
      This is clear to me. What I can't figure out is how to set the sort order of the directories.

      Example: Directory Id="09_Nature#701141/04_Plants#730237" Display="04_Plants"

      Is the sorting defined by the number in front of the directory id (04_Plants#730237) or by the number in the display field (04_Plants)?

      Another example:  Directory Id="09_Nature#701141/05_Vines#704396" Display="05 Vines"

      Here the display name has no underscore between the number and the name. I get that it has to be there in the directory id, but what influence does the underscore have on the sorting?
    11. Steve64b
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      I don't really know how the sorting works, I'm already glad I got the inventory 'sorted out' at all :D the way I did. 

      It makes sense that the "04" prefix used by the devs impacts the sorting, but AFAIK the Display="" value has no real meaning (the editor won't display it in the GUI).
    12. ben1arh
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      So the display field doesn't show in the editor. It is also not needed for recognition during development, because the directoryname already does that. A directory Id like 09_Nature#701141 makes it clear that it is nature and not vehicles or explosives :) The oasis string confirms that.

      So it would make sense that the display name is only there for sorting purposes. But then there would be no reason to put the prefix in front of the directory name. I tried a few different combinations, but can't get the sorting results I would like. I'll just keep on trying .........
    13. ben1arh
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      As far as I can tell, sorting is done based on the oasis string, but not purely alphabetically.
      If the name of the string starts with a number followed by a dash, the number is not displayed, but used for sorting. Only the name part after the dash is displayed.

      You would expect that a string without a number and dash would be sorted AFTER the strings with a number, but that's not the case.
      The name is displayed as it is, but the sorting is done as if the string has a zero in front of it. So then the text appears alphabetically above the names that do have a preceding digit.

      For example:
      Id #840812 value 06 - Far Cry® 5: Dead Living Zombies is sorted between Id #938871 value 05 - Far Cry® 5: Lost on Mars and Id #938863 value 07 - Far Cry® 3: Blood Dragon.
      It displays as Far Cry® 5: Dead Living Zombies, so without the number and dash.

      If you use Id #880522 value Dead Living Zombies instead of Id #840812, it will be sorted at the top, as if the string were 00 - Dead Living Zombies.

      So I think the only way to take control of the sorting is to use an info_replace file and add new oasisstrings.
  9. SnipesMcKinley
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    I hate to ask this if its already been covered, but I can't find documentation or an explanation anywhere;
    How do you go about customizing NPCs? I've seen a bunch of Arcade maps made with some very creative looking NPCs, and eventually came across this mod, but I can't figure out how to do it myself. Other comments here about Control + C / Control + Shift + V I can't figure out, as those commands do nothing for me in the Editor even with objects/AI selected.

    Sorry if I'm missing something simple, but I've been scratching my head all week over this.
    1. Steve64b
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      For the customizable NPC's, you will need the latest mod version installed (version 20210916+, not from the Nexusmods files section, but from the MEGA link up here ^ ). You can find them in the AI tool, in a Customizable section. See here: (screenshot).
      For all the object preferences options to display, you may need to have either Scroll Lock or Caps lock turned on, and enabled "Show even more values in Object Preferences dropdown menus" option in Editormod Settings.

      It's strange that Control+C and Control+Shift+V don't work, I'm thinking either you didn't install the mod correctly, or some external process is messing with your clipboard or hotkeys. Having said that, the Control+Shift+V window is a rather technical and experimental option, only useful if you want to dive into how objects work on a technical component level.
    2. SnipesMcKinley
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      Thank you!

      The Editor has always been buggy for me, copy / paste shortcuts never worked even before trying to install this mod, and the menus themselves have severe graphical glitches nonstop. Not sure if its my PC or what is going on.
      Thank you again for your response, your mod is incredible and adds a lot that should have been there to begin with, plus some extras.
    3. vvk78
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      Mega is banned in my country. Can the latest mod file be uploaded to NexusMods please? You can mirror it on ModDB or FCModding also.
    4. Steve64b
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      @vvk78: I mirrored the file here temporarily.
  10. joemama887
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    some of my guns lack sound and the animals make no noise whatsoever!
    1. Steve64b
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      That happens sometimes in the editor due to unknown reasons. Probably some assets in the map are interfering or limits have been reached, I'm not sure. But I think when you play the map in its published form from the Arcade, the issues should be fixed.
  11. Bonieboonebooney
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    Hey Steve, how do change the NPC weapons? I tried looking under "Customizable AI" but couldn't find the option that would let me do that (At least outright, like it doesn't "Change AI Loadout/weapon") either that or I'm blind or under some Jargoned name that I have no knowledge of. The closest thing I could find is "inventory_slot8". toggled it but have no idea what it does. I know in vanilla editor you can't do that (at least without some Ai trickery, even then, result isn't guaranteed). I tried looking at YouTube for tutorials and google using your mod however, they either don't show it, or show the vanilla tutorial/trickery or doesn't even exist.

    If you could point me in the right direction, that would be much appreciated. A reply here or a link to the exact YouTube video would be great, Thanks!!
    1. Steve64b
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      The way the CTRL+C,  CTRL+SHIFT+V mod window works, is it removes all present properties in the clipboard, and puts the new properties in. With customizable AI, it will remove all of the AI's graphic model slots so you'll have to put in a GraphicComponents (Object#FileModels or AI Skin Preset) to show the character again.

      Customizing the weapon type is possible, and does indeed use the InventoryPack_SLOT8. As with all toggled object properties, you'll put the object in the map, select it, and the property will be exposed in the Object Preferences window (provided you have SCROLL LOCK or CAPS LOCK turned on).

      However, the AI isn't programmed to use different weapons their archetype can't handle. So when you give a heavy gunner a loadout with a sniper rifle, they will probably just stand there and not even take out the sniper rifle. Plus, the InventoryPacks themselves aren't really well-documented. So it's a bit of a trial and error, and likely not really useful to use, unfortunately. My impression is that it at most is usable to change the skin of a weapon used by the AI, to one of the other InventoryPacks. Like changing the normal AI weapons to the Vietnam-skinned weapons, as seen in the code here.
    2. ben1arh
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      Sorry, I hit the wrong reply button