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Steve64b

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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. npc1234555
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    Hi, does this mod work on a pirated version of the game?
    1. Steve64b
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      No
  3. ATallyHock3y
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    Hey I was making a map and had a question about the budget, I can't upload or play my map because the ai in wave one is over 24 and I thought I could bypass the budget limit is there anything I need to do in order to be able to pass the limit because ive seen other maps with over the max ai limit for wave one so i don't know what to do to bypass this limit as I can't test or publish my map.
     
    1. Steve64b
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      If you installed my mod correctly, you should be able to upload the map anyway. Just ignore/accept any warnings. 
    2. ATallyHock3y
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      ill try and reinstall the mod but I downloaded in here and dragged it into my fc5 files and I tried to ignore the budget warning and it still wouldn't work.  
    3. Steve64b
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      Be sure to extract the files from the zip file. Just dragging the downloaded zip file into the game folder won't work. 
  4. ATallyHock3y
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    I was trying to add music from the vietnam dlc and there doesn't appear to be any will any music from the Mars and vietnam dlc be added?
    1. Steve64b
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      Unfortunately, those dlc files aren't loaded in the Arcade Editor mode. 
  5. Guilherme8911
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    I'm having difficulties to access the object preferences, I've seen in videos it shows right under in the rmenu on the right side but for me it doesnt show. Can you help me out?
    1. Steve64b
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      In the View menu, you can toggle the Object Preferences window. You can double-click any window to toggle it between docked and floating. 
  6. Ilya300
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    Thanks Steve for this nice mod, helps a lot in creative map building))
  7. internalspace
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    Hello all, I've downloaded the mod editor MOD VERSION, v 20210916_rc2 !  I've noticed that most gun sounds are muted when I play test.  I'm sure I read somewhere but can't find it that the sounds will be there when published is this true?
    1. Steve64b
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      Yes, it's a bug in the editor, not in the published version. Published version should work properly.
    2. internalspace
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      That's great, thanks mate.
  8. PVZ1031
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    Hey i downloaded the mod, but i still have a budget limit, how do i bypass this?
    1. Steve64b
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      My mod doesn't remove the budget or the messages, but it does let you publish/play the map anyway. So you can just ignore the budget.
  9. CyberOmen
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    Hey Steve64b, love the work you've done with this! Thank you for adding so much that should have been in the editor from the jump. Is there a way on our end to trim down some of the dropdowns, or is it a script that just dumps everything into them? There's a lot of superfluous items in the generic object textures one like various model textures for animals and whatnot, after all.
    1. Steve64b
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      The superfluous items are in there to allow retexturing of any object, not just the ones that use the Generic Object type "Basic" textures.

      If you don't plan on using them, maybe try extracting this zip over your editormod installation, it will effectively remove those "extra" entries from the editor.
    2. CyberOmen
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      Ah, I see that now with the extended menu thing. Thank you for the alternate zip, though! I'll try that out tonight.

      EDIT: Works great, thank you very much! I tried fiddling with changing model textures but didn't find much use for it myself. This file set makes it much easier to work with the basic shapes though, and less random hangs from forgetting to turn off CAPSLOCK when picking an object. Thank you very much, Steve!
    3. Steve64b
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      You're welcome, and thank YOU! :)
    4. CyberOmen
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      There wouldn't happen to be a way to easily make an external file listing the textures, would there? To facilitate searching for specific ones, as the editor is kinda... Not good at that. I started writing favorites down on a note pad but that got out of hand very quickly. If not, no big deal!

      Edit: Or, if the textures are internally named the same as the game, a way to dump them themselves as PNG (or whatever they are) and just search in the resulting external folder? I'm reaching, cause I'm trying to match some Generic Shapes to specific models like a fool lol
    5. Steve64b
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      I do have a list of textures and their corresponding names here, but no correlation between editor objects and textures.

      Closest I have for that, is the list at https://list.farcry.info, where clicking the ' i '  on an object will open up the object's entity code, revealing the materials used.
    6. CyberOmen
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      That's exactly what I was looking for, you're the king, dude!

      Edit: My luck is amazing, the one texture I'm looking to use isn't in the dropdown even with the full install lol! No Basic IGE_ACBF_CAR_S_WallBrick for me (:
    7. Steve64b
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      The editormod has several stages of hiding information, there should be an option in the editormod menu called "Show even more values", make sure that's checked.

      By default that material is hidden, and it could be called "Basic zIGE_ACBF_CAR_S_WallBrick" instead.

      I uploaded a miscellaneous file to the files section that should include all the internal values for different CustomProperties. 
    8. CyberOmen
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      Incredible, thank you! Took me a minute to figure out it's the Serialized Value that has to be replaced. I was initially looking for something as simple as the Material name or a file path. And now that I know that, I see that same value is in fact shown in your Object List info links. Sorry for the hassle! 😅
  10. Greekfury
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    Hey Steve. So i want to add drama to my map by adding looping particle effects. Is that even possible? Specifically i want a loop on the AA_Gun firing animation.

     -Secondary questions so i dont overflow the sections.
    1)Are you still supporting the mod or planning any new releases?
    2)Any way to add dlc features like airstrikes from Nam dlc?
    3)Any way to add the F4 flybys from Nam dlc?
    4)Any way to add custom silenced weapons since we dont have a silenced preset for every available weapon.
    5)I am dying to release my Infiltrated remastered map and cant find a way to bypass the saving failed error. Can you suggest anything about that? I dmed you the map some months ago. Any guidance on what exactly must be changed to fix it?
    6)What are those ''Legacy_Turret'' items? Seems like they cannot be used.
    7)Do the shops and lootable containers work normally in published maps?
    1. Steve64b
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      * Looping particles isn't possible. Whether or not a particle loops is something embedded in the particle effect itself. The closest you can get to this, is to find a looping particle effect, and modify its parameters (height/speed/gravity/scale/color/emitfactor) to the extent where the resulting particle comes close to your liking.

      1. I'm not planning a new release, unless it becomes possible to unpack and repack map files to the point where adding additional mods inside of a mapfile is feasible. But I'm not actively pursuing that anymore (time constraints plus Ubisoft's servers probably won't accept large mapfiles, that already have issues saving - as per your question #5).

      2. I don't think it's possible to add dlc content like airstrikes to my mod, it seems reliant on features specific to those gamemodes.

      3. Unless they're particle effects, and the effects are exposed in the editormod aleady, I don't think so. Best I can think of is https://pastebin.com/rGWVzzNy

      4. Maybe this file contains some silenced weapons for use in loadouts. Other than that, I don't think custom weapon pickups are possible in a pure editormod.

      5. Unfortunately, when saving fails, it's failure of the engine trying to cram too much data in the limited mapfile format specification. No way to overcome that. :/

      6. I don't know, my mod exposes a lot of things that haven't been tested. When things are designated placeholder, WIP, or Legacy, it often means that Ubisoft used them during development or previous games at some point.

      7. I'm not sure. I think the shop may work, but the lootable container may not be lootable.
  11. Abobanchick1234
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    Hi , Steve64b. Fallen.Ninja site is not working (I tried using VPN, it didn't work). How can I use custom objects textures and FNSync?
    1. Steve64b
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      For FNSync to work, fallenninja.com will need to be brought back online again, it seems to be malfunctioning atm.
      I have a copy of my FNSync downloaded objectselection from my PC uploaded here , you can extract it to your Documents/Far Cry 5 folder.

      You can create your own objectselections, by selecting a group of objects in the editor, then go to Editormod menu -> Objects in Selection -> Save to textfile.