Out Hud Let Us Never Speak Of It Again Rar Extractor
Posted By admin On 28.12.19Having been burned by compromises to censors on his earlier films Cat On a Hot Tin Roof and Sweet Bird of Youth, Paul Newman decided to star in as uncompromising a property as he could find. That property was Hud, inspired by a portion of Larry McMurtry's novel, Horseman Pass By. Hud Bannon (Newman) is a young Texas rancher who lives with his cattleman father Homer (Melvyn Douglas) and his hero-worshipping nephew Lon (Brandon DeWilde). Hud is an amoral, cold-hearted creature; his father, who holds Hud responsible for the death of his other son, tries to imbue Lon with a sense of decency and responsibility to others, but Lon is devoted to Hud and isn't inclined to listen. When hoof-and-mouth disease shows up in one of the elder Bannon's cows, Hud is all for selling the herd before the government inspectors find out. But Homer orders the cattle destroyed (the film's most harrowing sequence), driving an even deeper wedge between himself and Hud. Finally, Hud steps over the line by attempting to rape Alma (Patricia Neal), the earthy but warm-hearted housekeeper.
Paul Newman was so repellantly brilliant as an unregenerate heel that his Oscar nomination for Hud was a foregone conclusion. Although Newman lost the Oscar to Sidney Poitier in Lilies of the Field, Oscars did go to Neal for Best Actress, Douglas for Best Supporting Actor, and cinematographer James Wong Howe.Rent $3.99.Buy $14.99. Having been burned by compromises to censors on his earlier films Cat On a Hot Tin Roof and Sweet Bird of Youth, Paul Newman decided to star in as uncompromising a property as he could find. That property was Hud, inspired by a portion of Larry McMurtry's novel, Horseman Pass By. Hud Bannon (Newman) is a young Texas rancher who lives with his cattleman father Homer (Melvyn Douglas) and his hero-worshipping nephew Lon (Brandon DeWilde). Hud is an amoral, cold-hearted creature; his father, who holds Hud responsible for the death of his other son, tries to imbue Lon with a sense of decency and responsibility to others, but Lon is devoted to Hud and isn't inclined to listen.
When hoof-and-mouth disease shows up in one of the elder Bannon's cows, Hud is all for selling the herd before the government inspectors find out. But Homer orders the cattle destroyed (the film's most harrowing sequence), driving an even deeper wedge between himself and Hud.
Finally, Hud steps over the line by attempting to rape Alma (Patricia Neal), the earthy but warm-hearted housekeeper. Paul Newman was so repellantly brilliant as an unregenerate heel that his Oscar nomination for Hud was a foregone conclusion. Although Newman lost the Oscar to Sidney Poitier in Lilies of the Field, Oscars did go to Neal for Best Actress, Douglas for Best Supporting Actor, and cinematographer James Wong Howe.Rent $3.99.Buy $14.99View in iTunes.
Here NO NEED post REQUESTS!!! - Thread for Request (Channel for Modders (Cry 3 Mod/Pack Tutorial VIDEO (by Rick (convert XBT to DDS and DDS to XBT with Gibbed Dunia 2 Tools GUI by Haoose VIDEO (Modding's Wiki Gibbed Tools Dunia 2 GUI 1.01 ( 1.02 ( 1.03 ( 1.04 (http://forums.ubi.com/showthread.php/734046-Mods-for-Far-Cry-3?p=8836561&viewfull=1#post8836561). Amazing work, vitrex!! Thank you!im loving the 'no enemies show on mini map'! It's what i've been waiting for.fighting without knowing where the enemy is is a HUGE change for gameplay. Sooooo much better.is it possible to remove the white arrows that show where enemies are seeing you from? The arrows that appear in the middle of the screen that grow white when they notice you?it's a big part of gameplay, i know, but i wonder if the game is still playable without these or if combat becomes too hard.
I like a challenge that comes from the right reasons and this seems like a right reason. Although there SHOULD be a way to tell from which direction the player got shot from. Excellent work so far.I second the dude above.
That detection meter is a big immersion killer.it's not that it's an immersion killer but i think its more fun to not know where the AI is observing me from. It's just a very game-y mechanic.however im afraid that the RED indicators that tell the player WHERE he got HIT from are a part of this mechanics and the red arrows SHOULD remain.frankly i think that if i was to chose if to have the both existing white and red arrows or none of them i'd go with both. Losing the red arrows is too much, IMO.turning off the red pointers on the mini-map is already a big boost to difficulty and i love it.
Hi!Thank you for your mods!It is possible to create a mod for:-delete minimap YES-delete white detection meter DON;T KNOW, POSSIBLY-delete flashing items DON;T KNOW, POSSIBLY-delete yellow point for objective mission YES-fix fov 110 always (because fov switch 60 in cars.) DON;T KNOW, POSSIBLY-delete crouch indicator YESThank you!- Far Cry 3 No HUD! (modification DLL-files)Thank you for your interest in the subject. Look for interesting, useful files, which could be something of interest to modify and write here. Any chance to make attachments work on weapons that don't support any by default?
I'd really like to be able to put a silencer on a 1911. It would bring back so many awesome memories of Metal Gear Solid 3.if you ask me - no way in hell.
There needs to be a model of the gun with that attachment. It's not a seperate model of an attachment that just appears on the gun. It's a different gun model with the attachment attached. If there is no model of a deagle with a silencer, for example, than you cant mod it in.
I really wonder if there is a way to edit the spawn system so there are still pirates in conquered areas. This is probably either very hard or impossible with hex editing, but its what i wish for the most, and i've seen enough thread about others that wish for that as well.if anything - i'd increase the popularity of pirates. Not decrease them.
Just for fun. I love the firefights in this game!Yes. I find myself hesistating to kill pirates because I'm afraid of ending up with no more resistance.
I wouldn't mind if there was twice as many pirates in every firefight.Any chance to make attachments work on weapons that don't support any by default? I'd really like to be able to put a silencer on a 1911. It would bring back so many awesome memories of Metal Gear Solid 3.There's a silenced 1911 available somehow. It's a special unlockable version of it.
It was also a silenced 1911 they showed off in the E3 2011 live gameplay footage. Oh good, these forums are going to use the really stupid name I put in on Uplay back when I assumed it would never be seen by another person. Anyway.I've been trying to kill just the static components of the UI and had only partial luck so far. By static I mean anything that stays on the screen at all times during gameplay (the minimap and health bar mostly. Ammo only appears when the game thinks you're in combat). I'm not really looking for immersion so much as plasma burn in protection - these 100% opacity screen elements in bright colors are a concern on a relatively new plasma display.Not being able to figure out how to actually disable these elements I went to trying to blank out their graphics, unfortunately so far that only got me to:also believe I can get rid of the remaining bits of health bar and the armor bar (no armor in the pic but it would be there) by blanking out the alpha channels in the solid colors used for fill. That just leaves me with the text and the large bright circle, which still concerns me from a burn-in perspective.
Unfortunately my understanding is that this part of the map is dynamically generated based on the height map so there's no image editing that can get rid of it.Anyone have any clues? Just being able to turn off pieces of the UI would be optimal, or even finding a way to trick it into rendering all of the terrain with colors that have a 0 alpha would work.PS: Anyone wondering how you get these files back to XBT, open the original XBT file in a hex editor to find out what mode to save your DDS in (DXT5 for most it seems). Then copy the header from the original (everything before the text 'DDS') and paste that in at the start of your new DDS file.
Finally rename your DDS file whatever.xbt and you should be done. Fc3main.fat/dat: worldsfc3mainworldmapYeah, I've seen the trick to disable the whole UI but I'm really just looking to turn the minimap and related static bits off while keeping all of the dynamic parts (detection indicators, weapon swap menu, ammo, QTE prompts, etc).It does look like I could pull this off by editing those images from the worldmap folder, but there are over 500. It seems like a monumental task. And it would destroy the full map in the process. Getting them to half opacity might do the trick but, again, it would need to be automated and I don't think I'm up to the task.I'm going to keep looking for a way to break the rendering of the minimap without killing the whole UI. So far no luck, though I've got it down to just the circle itself. Yeah, I've seen the trick to disable the whole UI but I'm really just looking to turn the minimap and related static bits off while keeping all of the dynamic parts (detection indicators, weapon swap menu, ammo, QTE prompts, etc).It does look like I could pull this off by editing those images from the worldmap folder, but there are over 500.
It seems like a monumental task. And it would destroy the full map in the process. Getting them to half opacity might do the trick but, again, it would need to be automated and I don't think I'm up to the task.I'm going to keep looking for a way to break the rendering of the minimap without killing the whole UI. So far no luck, though I've got it down to just the circle itself.UISingleplayerHUD contains some.FEU ('Fire' UI) files.
You might be able to replace the ones you don't want in there with empty files. UISingleplayerHUD contains some.FEU ('Fire' UI) files. You might be able to replace the ones you don't want in there with empty files.I've been messing with the minimap file for a while now, unfortunately anything I do to it seems to result in the entire UI failing to load. I assume it's because I'm creating errors by just chopping stuff out, that it fails if it loads a blank file, etc. Or it might even be CRCing somewhere and just not liking me changing anything at all.
I managed to change the font size of the number of health kits you have, but only to another 2-digit number. I tried '2' and '0' to try to make it go away and it went back to killing the whole UI. If you ask me - no way in hell. There needs to be a model of the gun with that attachment. It's not a seperate model of an attachment that just appears on the gun. It's a different gun model with the attachment attached. If there is no model of a deagle with a silencer, for example, than you cant mod it in.Colt 1911 with silencer is present in both SP and MP, in SP as a Special unique gun that you can unlock by achieving a certain progress% in one of the things and in MP it's just one of the viable attachments.
So yeah, theoretically that CAN be done. When i try to open Gibbed.Dunia2.Unpack it closes right away. Is there a specific place I need to put the Dunia 2 folder content to make it work? I have fond memories of increasing weapon accuracy and damage in Farcry 2.It's a command line application, you should run it from a command prompt.
For simplicity you might want to copy your.DAT and.FAT file that you're going to open (probably common) into the same directory as the exe, then run:gibbed.dunia2.unpack common.fat outputDirreplacing outputDir with a subdirectory you want it to create for all the files it's going to unpack.Then when you're done editing you can use:gibbed.dunia2.pack -c common.fat thatSameDir-c is for compression, to keep the file size similar to the original. Not required, and crashes if you're trying to pack up the 5-gigs world main file.
It's a command line application, you should run it from a command prompt. For simplicity you might want to copy your.DAT and.FAT file that you're going to open (probably common) into the same directory as the exe, then run:gibbed.dunia2.unpack common.fat outputDirreplacing outputDir with a subdirectory you want it to create for all the files it's going to unpack.Then when you're done editing you can use:gibbed.dunia2.pack -c common.fat thatSameDir-c is for compression, to keep the file size similar to the original.
Not required, and crashes if you're trying to pack up the 5-gigs world main file.This is not necessary. Simple click on the file and open with Gibbed.Dunia2.Unpack exe. Even drag and drop works.In case of the big 'fc3main' file it is recommended to put it in the same directory as the exe.Btw, i have send you a PM. Can you please answer it? Anyone had any luck finding weapon or inventory files?? I'd like to accomplish the following:1. Make ammo capacity for the sniper rifles larger.
It's ridiculous that you can carry hundreds of rounds for a MS16 (M14) yet only 30 for the Dragunov, despite the fact they weigh practically the SAME in real life. (Never mind the fact that you have generic 'assault rifle ammo', despite the guns having 3 different calibers between them)2. Fix bullet vanishing. Bullets seem to vanish before 300 meters, which is absurd when you have rifles like the sniper rifles, in addition to the m14 analogue (MS16) which pack killing power at 600 meters and beyond. The assault rifles, as far as I can tell, have a pathetic range of around 100 meters. As someone who has fired a variety of rifles on a 500 yard range, this is irritating.3. Fix range damage reduction.
There seems to be a really extreme drop off in damage over a certain distance, which is correct for submachine guns, pistols, and especially shotguns, but absurd for rifles.4. Bullet-sponge animals. WTF, how many grams of lead can a bear or tiger take through the head? Apparently the fur of these animals is where the Far Cry 2 mercenaries got their bulletproof T-shirts from. If they were this hard to kill in real life, human hunters wouldn't have pushed most of them close to extinction with much less powerful weapons than assault rifles and sniper rifles.5. Tone down the vest damage reduction. Sorry, no body armor in the world can take a dragunov round to the same place several times in a row, and keep its wearer on his feet.
Do you have the stack trace for that crash?Also, you should never ever ever ever try to repack anything other than patch.fat/dat.Yeah, I finally realized you could recreate the directory structure in the patch file instead of rebuilding the whole thing.I didn't grab the trace but I do still have the cmd window open, and I can see the error 'Unhandled Exception: OutOfMemoryException.' Only when using -c, worked fine without it. I already deleted the files from the fc3main after my project failed (my 50% opacity minimaps project lagged the game horribly, unfortunately). If I do anything with it again I'll make sure to grab it.For anyone who's curious, I attempted to create a 40% opacity minimap. I used the batch converter program from earlier in the thread, created an automated batch process in Photoshop to add an alpha layer at 40% opacity to every file that makes up the world map (about 500), and then wrote a quick program to batch copy the XBT headers back into the files. While it did work it created such a horrible performance issue that it wasn't worth it (from 80 fps to 20fps on a 680). Was able to extract all sound and score from the game.Using the.DAT/FAT extractor tool, I put the Sound.dat and sound.fat into a test directory, ripped all sound.SBAO files (these are just oggvorbis files)Using the tool I earlier specified, Oggdecv1.9.7, I was able to wildcard the conversion just using a the.
wildcard for all.sbao files in that directory which defaults their conversion to uncompressed.WAV files.and they all play perfectly, even the soundtrack parts there were not included with Deluxe Edition =Dproof:http://i48.tinypic.com/lwape.png. Was able to extract all sound and score from the game.Using the.DAT/FAT extractor tool, I put the Sound.dat and sound.fat into a test directory, ripped all sound.SBAO files (these are just oggvorbis files)Using the tool I earlier specified, Oggdecv1.9.7, I was able to wildcard the conversion just using a the. wildcard for all.sbao files in that directory which defaults their conversion to uncompressed.WAV files.and they all play perfectly, even the soundtrack parts there were not included with Deluxe Edition =DFound the annoying menu audio in there? Anyone had any luck finding weapon or inventory files??
I'd like to accomplish the following:1. Make ammo capacity for the sniper rifles larger. It's ridiculous that you can carry hundreds of rounds for a MS16 (M14) yet only 30 for the Dragunov, despite the fact they weigh practically the SAME in real life.
(Never mind the fact that you have generic 'assault rifle ammo', despite the guns having 3 different calibers between them)2. Fix bullet vanishing. Bullets seem to vanish before 300 meters, which is absurd when you have rifles like the sniper rifles, in addition to the m14 analogue (MS16) which pack killing power at 600 meters and beyond. The assault rifles, as far as I can tell, have a pathetic range of around 100 meters. As someone who has fired a variety of rifles on a 500 yard range, this is irritating.3.
Fix range damage reduction. There seems to be a really extreme drop off in damage over a certain distance, which is correct for submachine guns, pistols, and especially shotguns, but absurd for rifles.4. Bullet-sponge animals. WTF, how many grams of lead can a bear or tiger take through the head?
Apparently the fur of these animals is where the Far Cry 2 mercenaries got their bulletproof T-shirts from. If they were this hard to kill in real life, human hunters wouldn't have pushed most of them close to extinction with much less powerful weapons than assault rifles and sniper rifles.5.
Tone down the vest damage reduction. Sorry, no body armor in the world can take a dragunov round to the same place several times in a row, and keep its wearer on his feet.I would love to see all that fixed!So having all attachments in SP for each weapons, but i doubt it would be easy to achieve. Huh, vehicles do not work they invalidate the map at least for me unless you know something i don't, and what do you mean ai and animals wont work, im not sure i understand what you mean when you say synced.if i understand him correctly there must be a code (a complicated one) in the MP code that syncronizes the AI movement and behavior between more than one player over the net. If such a code doesnt exist that its imporssible for two players or more to share AI since one player will not have the same AI data as the other. Who knows what will be the result of that.
Maybe the AI in one's game won't be in the same spot or do the same things as in the other's. Maybe the human players WILL be in sync but the AI won't.i just want the editor to allow me to play the maps with AI in the game itself.
But i doubt even THAT can be done. If i understand him correctly there must be a code (a complicated one) in the MP code that syncronizes the AI movement and behavior between more than one player over the net. If such a code doesnt exist that its imporssible for two players or more to share AI since one player will not have the same AI data as the other. Who knows what will be the result of that. Maybe the AI in one's game won't be in the same spot or do the same things as in the other's.
Maybe the human players WILL be in sync but the AI won't.i just want the editor to allow me to play the maps with AI in the game itself. But i doubt even THAT can be done.They do work in the multiplayer, and they work well.https://dl.dropbox.com/s/546kz2br45p2nhi/Vehicles2.png. Yeah!UnLock all DLC!UnLock The Monkey Business, The Lost Expeditions, Lost ExperimentBefore mod:mod:it's done:In fc3main.dat/fat: dominosystemlockedcontentcheck.luaChange these lines:if (IsLockedContentUnlocked(self.ContentName)) thenoutUnlocked(self);elseoutLocked(self);endOn these lines:if (IsLockedContentUnlocked(self.ContentName)) thenoutUnlocked(self);elseoutUnlocked(self);endEnjoy! Yeah!UnLock all DLC!UnLock The Monkey Business, The Lost Expeditions, Lost ExperimentBefore mod:mod:it's done:In fc3main.dat/fat: dominosystemlockedcontentcheck.luaChange these lines:if (IsLockedContentUnlocked(self.ContentName)) thenoutUnlocked(self);elseoutLocked(self);endOn these lines:if (IsLockedContentUnlocked(self.ContentName)) thenoutUnlocked(self);elseoutUnlocked(self);endEnjoy!lmao! Just a quick update for anyone else who's interested in completely removing the minimap.So it's fairly easy to get rid of everything except the text (the med count and the distance to objective).
I made the health and armor bars transparent but you could make them completely invisible just as easily. Not being able to remove the text entirely I made it about 50% brightness to it's less annoying.Unfortunately the big circle of terrain height rendering is still there. I just went back to the world map files from fc3main and tried making them completely invisible instead of 50% opacity. I saved them all as DXT1 with 1-bit alpha (so, on or off, nothing in between). What I found is that, while this didn't create the performance problems that 50% alpha DXT5 did, it still had no impact on the minimap at all. The full world map was invisible at all zoom levels but the minimap was intact.So obviously these world map images aren't what the minimap uses. It can't even be the software adjusting the alpha itself because I actually made all of the files 4x4 pixel (smallest possible DDS size) black squares, so even if it had set the opacity back to 100% it would have been all black.
I'm still hunting for the images the minimap actually uses, no luck so far (of course it seems the extractor is currently only able to grab the filenames of 50% of the files, so this may become more obvious eventually).Update: The minimap is put together from 12000 9kb.xbt's which are currently being dumped into the unknown pile from fc3main.dat.I can try making them 50% opacity like I originally did with the world map, but considering how horribly it reacted I'm thinking it might not be worth it. And my Photoshop macro takes 3 minutes to do 500 files, so I expect this would take. Well about an hour. Not that terrible.Instead I'm going to make a single 4x4 pixel 0 opacity DXT1 DDS file. Then I'll write some code to open each original file, grab the header and filename, and then paste that + the blank DDS into a new file with the same name.
The good news is that the world map should be totally untouched.If everything works I'll pack it into a patch.dat/fat, and I can upload a zip of the files themselves if anyone else wants to include no minimap into their mod. My understanding is that as long as I leave them in the unknown directory with their original crazy filenames the packing process will work even though their real paths and filenames aren't available, hopefully that's correct. Mission accomplished. Minimap removed entirely, left the health bar at like 20% opacity. Should have turned the text 50% grey (and will before I post the patch.dat/fat files) but here's a shot:are other options available here. For example I could leave some of the icons at any level of opacity even without the big terrain rendering.
Or you could put the health bar's opacity back up. Or remove it entirely. The text, as I said, is a mystery to me for now aside from changing its color.Here's the basic version. This includes the following changes:-Everything is now gone from the minimap.
No icons, no terrain rendering, nothing's left. The world map is unchanged.-Health bar is about 40% opacity (it's more visible than the screenshot above). Same for the armor bar.-The health packs remaining text is no longer white, instead a neutral grey. I couldn't figure out how to make it disappear entirely without introducing a blank font.-The distance to waypoint text is unchanged.
I couldn't find this in any.FEU file, and even if I did the best I could do is make it a different color.might make some other variations if anyone's interested. For example I could put some of the icons back, or make a version with no health/armor bars at all. More importantly feel free to use what I did in your own mod. The files to get rid of the terrain rendering are in UNKNOWN/gfx, there are 12801 of them and they're 1kb each (9kb if you go get them from your own fc3main.dat).
You also want the transparent 'unknown' and 'underground' minimap textures in uisingleplayertextureshudminimap (this is also where you find the textures for the fill on the health/armor bars). So all of the cutscene audio sequences (without voiceovers) are in the UNKNOWN folder when you uncompress sound.datYou'll see a lot of.SBAO files (which are also all music/action sequences/ingame music or score) and then you'll see a folder called UNKNOWN, and it will have similar files in it without the.SBAO extension.Whether it has the.SBAO or not in this case, they are all highly compressed oggvorbis audio format. You can use the oggvorbis tool I mention earlier to convert them all to uncompressed.wav files (be forewarned, their original 4 or 5MB file size will balloon to 20 or 30MB in some cases. And you can just play them from media player.This solves the 'missing soundtracks from the OST' issue.
Not sure why they skipped this stuff in the soundtrack, its actually better then the stuff they released. I might make some other variations if anyone's interested. For example I could put some of the icons back, or make a version with no health/armor bars at all. More importantly feel free to use what I did in your own mod. The files to get rid of the terrain rendering are in UNKNOWN/gfx, there are 12801 of them and they're 1kb each (9kb if you go get them from your own fc3main.dat).
You also want the transparent 'unknown' and 'underground' minimap textures in uisingleplayertextureshudminimap (this is also where you find the textures for the fill on the health/armor bars).Just a quick question, can you take away the characters icon above the mini map in coop? Just a quick question, can you take away the characters icon above the mini map in coop?That's almost definitely a yes. I haven't played any MP yet so if you could link me to an image of what you're talking about that would be helpful. Also, the mod I posted is only going to impact the SP mode I believe, just so you know.The only problem with all of this is that there's only one patch.dat, so you basically can only install 1 mod unless you're willing to open them up and pack them back together. Also be aware that I suspect PB checks for things like incorrect.DAT file sizes.
Not sure if it actually enforces anything in co-op, but it's a risk. Mission accomplished. Minimap removed entirely, left the health bar at like 20% opacity. Should have turned the text 50% grey (and will before I post the patch.dat/fat files) but here's a shot:are other options available here. For example I could leave some of the icons at any level of opacity even without the big terrain rendering. Or you could put the health bar's opacity back up.
Or remove it entirely. The text, as I said, is a mystery to me for now aside from changing its color.Here's the basic version. This includes the following changes:-Everything is now gone from the minimap.
No icons, no terrain rendering, nothing's left. The world map is unchanged.-Health bar is about 40% opacity (it's more visible than the screenshot above). Same for the armor bar.-The health packs remaining text is no longer white, instead a neutral grey. I couldn't figure out how to make it disappear entirely without introducing a blank font.-The distance to waypoint text is unchanged. I couldn't find this in any.FEU file, and even if I did the best I could do is make it a different color.might make some other variations if anyone's interested. For example I could put some of the icons back, or make a version with no health/armor bars at all.
More importantly feel free to use what I did in your own mod. The files to get rid of the terrain rendering are in UNKNOWN/gfx, there are 12801 of them and they're 1kb each (9kb if you go get them from your own fc3main.dat). You also want the transparent 'unknown' and 'underground' minimap textures in uisingleplayertextureshudminimap (this is also where you find the textures for the fill on the health/armor bars).WOW Nice thank you its great!If its possible i just need to add at this good mod:- delete flashing items- delete yellow point for objective mission- delete white detection meterAnd it would the better mod for immersive gameplay without broke the game! R.Sporkington, really thank you so much!!! The nominimap mod is great! So when can you release a no anything mod, (no health, armor bars, no white spotting indicator, etc), looking forward to your new mod, thank you!!!:-)R.Sporkington, if you had a donate button I would send you enough for at LEAST a nice donut.:)I can't wait to try this. And I would be interested in a HUD with no crouch indicator.
This looks amazing. Thanks a ton.EDIT: I spoke a little too soon.
It works great (thank you) but I'm used to the noHUD hex hacks by now, and ANY UI elements drive me nuts. I bet I'll change my tune when I get to QTE sequences, but the noHUD hacks are the way to go for me, for now. Until all those mission indicators, UI popups, and 'press E!' Prompts can be switched off, so is the HUD, for me.:). Listen.i have been trying to figure this out all night and cannot do it.what i am looking for is a mod that gets rid of all unneccesary or ridiculous hud elements but leaves all the important ones (ammo, armor).ESPECIALLY the skill points one. Everything else is really in the way and i hate it, but the skill points one is just driving me mad, its making far cry.one of those games thats almopst not fun to play its so realistic and awesome, and turning it into an arcade game.i downloaded one and absolutely loved the map set up, its all gone except for objective areas and stuff, and everything else is still decently there, but still.theres skill points and i cant stand it.please if someone can do this for me, or teach a class on how you bet your.
ill be downloading.other than that keep up the good work you geniuses. Ok.What i removed:-Minimap (still get the blue mission area in the minimap)-Enemie tags-White Detection Indicator-Crosshair-Health and Armor IndicatorDidn't think of the mission area color. I suppose the fact that it's still there is probably a good thing really, since there's no way to see the mission area on the main map and you can very quickly have to restart if you wander. I also doubt it's an actual texture you could remove anyway.If you want to get the crouch icon too it'suisingleplayertextureshudiconsminimaptxcrou chfront.xbt.
Hi,i already use the mod for no enemy detection arrows in the minimap. This is working great. Really good job. But there is one more thing, which is really annoying in my opinion.is there a possibility to get rid of the effect showing in the picture below?marked the enemy with a red circle.
I find it really annoying that i can detect enemies even through grass or buidlings. Especially when playing the rakyat missions i see a lot of enemies behind buildings or something else. That has nothing to do with realism. I already switched the weapon detection in gameplay options to off but nothing changed.is there a possibility to mod this? Is there a possibility to get rid of the effect showing in the picture below?marked the enemy with a red circle. I find it really annoying that i can detect enemies even through grass or buidlings.
Especially when playing the rakyat missions i see a lot of enemies behind buildings or something else. That has nothing to do with realism. I already switched the weapon detection in gameplay options to off but nothing changed.is there a possibility to mod this?The single player wallhack?
Yeah, one of the last bastions for the modders with the UI. It can be reduced to a minimum by turning off in the gameplay options, using Vetrix mods in post#1, and only using the camera when you really have to identify the leader in the Rakyat missions. That isn't quite perfect, but it's a huge improvement.The other thing I'd love to see solved with the UI is the minimap only appearing when you have a certain mission area to search and stay in, or the search area appearing on the main map only, or the minimap toggle-able by the reload key, like how the ammo counter briefly appears by default. Anyway very good job to all the modders so far. Thanks for the answer. Oh, it is called wallhack, thanks for the info:-), i didn't know how to call this.you said, that i can decrease this wallhack by using the Vetrix mod in post 1, but which one do you mean. I use the following: 'Disable icons of enemies on the minimap'.
Is there a better one to avoid the wallhack?this wallhack is extremely annoying when playing the trials of the rakyat missions. There is one mission (unfortunately i don't know the name by heart) where this effect is really really bad. I see almost every enemy (about 5 or more) behind a building:-(. You said, that i can decrease this wallhack by using the Vetrix mod in post 1, but which one do you mean. I use the following: 'Disable icons of enemies on the minimap'. Is there a better one to avoid the wallhack?this wallhack is extremely annoying when playing the trials of the rakyat missionsThe 'wallhack' - seeing the red silhouettes of enemies through objects - should only happen if you center enemies,while in the camera view, providing you have weapon tagging off in gameplay options.
Hopefully Vetrix will work out how to turn this wallhack off too. The 'wallhack' - seeing the red silhouettes of enemies through objects - should only happen if you center enemies,while in the camera view, providing you have weapon tagging off in gameplay options.
Hopefully Vetrix will work out how to turn this wallhack off too.yes, i thought this too. But last time i played a trials of the rakyat mission and after the first shot of my gun i saw every enemy behind the building. I didn't use a camera or my weapon to detect this enemies and nevertheless the wallhack is active.i can deploy a screenshot later of what i'm talking about. Dudes, I just want to congrats you for all this amazing work out there! Only 1 week has passed and community got the power to modding! I'm not at home so I can't search for now but, do you think it can be possible to enable the M1911, AK47 and SVD customization? In MP it seems that it can be done but for a (really) absurd and inexplicable reason, we can't in SP.
I know there's the shadow but come on: a M1911 forced to have a red dot is not so cool. And a M1911 without a sound suppressor is really really sad!
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I just want to enable the suppressor for the M1911. If there's the model in MP, can we find a way to 'transfer' or 'apply' the attachments in Single Player?In S.T.A.L.K.E.R. It was so easy:D just a.ltx file with alot of data to modifiy. I think there must be an equivalent in the Far Cry 3 data files. In another language but I'm sure there's weapons caracteristics/values. If someone can check in the already unpacked files? I'll check that this week end if I got time.Stay tunned modders, we will make the game we like!Cheers(sorry for the mistakes, I'm french.).