cpypasta / cotw-mod-builder

A tool to create custom mods for COTW.
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sundarpatan #23

Open killermouse1974 opened 2 months ago

killermouse1974 commented 2 months ago

Hi. Game will run fine with Mod Builder for all "old" reserves, but crashes when trying to use "new" Sundarpatan reserve. Sundarpatan reserve starts without issue if launch option for running Mod Builder is removed.

Haven't played yet, only tested so far to see if I could actually get the game to stop crashing.

I removed a heap of mods to see if that might help, but maybe there is a particular mod it doesn't like, or maybe it is Mod Builder as a whole.

No idea yet how this affects the "old" reserves where I have added heaps of extra deployables, but I guess they all disappear.

Even though I'm only very new to Mod Builder, I can't imagine how I'm going to enjoy the game any where near as much any more without Mod Builder. I hope you are able to find a fix so Mod Builder will work with Sundarpatan.

zebez commented 2 months ago

image Sundarpatan works just fine for me with these mods enabled.

weaponfx commented 2 months ago

Fairly sure Cpypasta (the Mod Builder) has ended support on this project. He has posted other things here on Github in recent weeks for what appears to be an unrelated project so he's definatley aware of all the requests posted to his page in the last couple of months about COTW. Without an update made to include this and any future DLC, we will only ever be able to use Mod builder for maps/DLC prior to the last weapons pack (.300 Semi, 10 gauge semi and handgun). Sad days for this epic mod.

Heifenbrug commented 2 months ago

What's even more unfortunate is the animal population change module. There are so many tiger skins that without the right tools, it would be impossible to collect them all.

Mom-Kat commented 2 months ago

Skill mods work still for the new map. Anything that modifies the store remove the new the Gandahar rifle. Increased cash and animal senses seems to be fine. If you have the 'haggler' skill you should be able to get better prices with that. Since they abandoned .gcc files, the issues on new maps seem to be with anything touching new weapons.

Enderlordalatreon commented 2 months ago

Hope the mod continues to mostly function if the dev really decided to quit (which is most likely, they closed their Nexus account).

killermouse1974 commented 2 months ago

I removed almost all mods and I couldn't get the game to stop crashing, hence removing launch option just to get it to stop crashing. I will definitely try some of the mods mentioned and see how I go. I haven't been using Increase Speed, Decrease Wobble etc because I like using the 300 Magnum semi auto so much. Increased Render Distance was initially why I found myself at Mod Builder.

I think, from what I've read on Nexus, that the account was closed by Nexus due to an issue with someone claiming unfair use of their work, which I think is somewhat addressed in the YouTube video "Mod Builder Introduction" by Mod Builder's developer. I think the video also addresses the time and effort required to maintain Mod Builder, and that although he is willing to continue working on the project, that anyone wanting to use the code [is that the right term?] is welcome to do so, so I think he is hoping that someone else might take on at least some of the project. At least from what he says on the video, I don't think he was giving up on Mod Builder, just that it takes a lot of time and effort, and that he had other things too, so I hope he hasn't given up on Mod Builder, as it improves the game so dramatically. I have absolutely no knowledge of / experience with coding etc, so I'm not in a position to even offer the most basic of help with the project, so can only hope that someone else is willing to help.

As people have indicated at least some mods still work, I will try again and see how I go with even fewer mods selected. I spent ages trying to get the game to stop crashing, removing more and more mods, that I just got to the point where I just wanted to play the new reserve so I removed Mod Builder altogether, but I had heaps and heaps of mods to start with. Thanks to those who have responded, otherwise I wouldn't have bothered giving Mod Builder another attempt with new reserve. I was going to try "reintroducing" Mod Builder via an "old" reserve I hadn't played much and then swap to the "old" reserve[s] I did want to play, with the full compliment of mods, as a way around not being able to use full compliment of mods with "new" reserve.

weaponfx commented 2 months ago

I removed almost all mods and I couldn't get the game to stop crashing, hence removing launch option just to get it to stop crashing. I will definitely try some of the mods mentioned and see how I go. I haven't been using Increase Speed, Decrease Wobble etc because I like using the 300 Magnum semi auto so much. Increased Render Distance was initially why I found myself at Mod Builder.

I think, from what I've read on Nexus, that the account was closed by Nexus due to an issue with someone claiming unfair use of their work, which I think is somewhat addressed in the YouTube video "Mod Builder Introduction" by Mod Builder's developer. I think the video also addresses the time and effort required to maintain Mod Builder, and that although he is willing to continue working on the project, that anyone wanting to use the code [is that the right term?] is welcome to do so, so I think he is hoping that someone else might take on at least some of the project. At least from what he says on the video, I don't think he was giving up on Mod Builder, just that it takes a lot of time and effort, and that he had other things too, so I hope he hasn't given up on Mod Builder, as it improves the game so dramatically. I have absolutely no knowledge of / experience with coding etc, so I'm not in a position to even offer the most basic of help with the project, so can only hope that someone else is willing to help.

As people have indicated at least some mods still work, I will try again and see how I go with even fewer mods selected. I spent ages trying to get the game to stop crashing, removing more and more mods, that I just got to the point where I just wanted to play the new reserve so I removed Mod Builder altogether, but I had heaps and heaps of mods to start with. Thanks to those who have responded, otherwise I wouldn't have bothered giving Mod Builder another attempt with new reserve. I was going to try "reintroducing" Mod Builder via an "old" reserve I hadn't played much and then swap to the "old" reserve[s] I did want to play, with the full compliment of mods, as a way around not being able to use full compliment of mods with "new" reserve.

I've loaded and tested nearly every mod 1 at a time, took bloody ages however the only one that crashed the map for me was Render Distance unfortunately, even setting it as low as possible it still CTD. Removing it with most of the mods active loads the game without issue.

killermouse1974 commented 2 months ago

Bit of a running commentary here...

I just tried reduced, but still long-ish list of mods and it crashed, both with and without 300 Mag sa and 10G

Increased Deployables Increase Render Distance Increased Weapon Magazine Modify Ammo Modify Weapon Modify Animal Senses Modify ATV Enhanced various Skills and Perks

Removed some more weapons, but still crashes

Removed more weapons and some skills/perks, but still crashes. I'm down to 21 mods

Down to 18 mods, and not using any of the three new weapons in any way, and not using any mods on any other specific weapons either, and still crashing before getting to Sundarpatan

Removed Increased Deployables, still crashes. Down to 17 mods, Increased Render Distance, Modify Animal Senses and Enhanced skills/perks.

Down to just 8 mods, Increase Render Distance, and Skills, and still crashes before Sundarpatan reserve.

I'm on a really decent laptop, so it shouldn't be a limiting factor.

Just Increase Render Distance still crashes before Sundarpatan reserve. Increased render distance was the main reason I was looking for a mod in the first place, so this was a big one for me.

Tried zebez's Increased Speed, Decrease Wobble [both I've never used/tried before], Enhanced Soft Feet and Increase Render Distance, but still crashes.

I'm using --vfs-fs dropzone --vfs-archive patch_win64 --vfs-archive archives_win64 --vfs-archive dlc_win64 --vfs-fs. which worked for me on "old" reserves

Getting very disappointed now, knowing at least some mods are working for others but I can't get them to work. Any advice would be appreciated.

Got it to work at last. Only using Pack Mule, but at least it didn't crash.

Starting from scratch and adding limited number of mods at a time.

Success so far adding skill and perk mods.

Got it to load once with just Increase Render Distance, with minimum distances for birds, but couldn't get it to do it again, not even without any other mods. I was so excited when it first worked. As I've said, increased render distance is what brought me to Mod Builder.

I've continued trying just Increase Render Distance, reducing distance, and once out of several attempts it loaded, but then I close game and try again and it crashes. Try several more times and eventually it doesn't crash. Fast travel to several locations until eventually I have the chance to see something at longer distances and it works. So I close game and try again, but it crashes. I really want increased render distance, but can't justify using it if the game crashes multiple times in between actually working once in awhile.

I never had any issues with "old" reserves, even with distances much higher than "recommended".

Any suggestions / ideas?

Keep trying Increase Render Distance, but no success. Go back to using skills / perks that worked previously and opens fine, but add Increase Render Distance and it just crashes. The fact that it will load once in awhile when on its own, but not consistently, is frustrating the heck out of me.

I'm going to try adding some of the other mods I would like and see what happens.

At this stage any help would be much appreciated.

Just read "weaponfx" latest response before posting this, and it seems we have a similar outcome to our "testing", apart from me being able to get it to work a few times with Increase Render Distance.

That "zebez" has been able to get it to work with Increase Render Distance both gives me hope and also annoys me that I can't get it to consistently work.

killermouse1974 commented 2 months ago

image Sundarpatan works just fine for me with these mods enabled.

Are you able to get it to run consistently with Increase Render Distance?

killermouse1974 commented 2 months ago

Although the game will not crash with it included, Increase Deployables [20x] doesn't function, or at least not for me. Anyone found otherwise?

If we can put together an extensive list of what does and/or doesn't work, including settings, if they play any part, it will surely be helpful for cpypasta if he does intend to continue development of Mod Builder.

m0nk3yuk commented 2 months ago

I posted this on Nexus, and I'll add it here too...

I'm by no means a modder, but managed to get this working through trial and error of reverse engineering the modbuilder. To try fill in a bit more detail. As far as I can see, the modbuilder's versions of the live files need updating from the current set it holds (the ones listed here https://github.com/cpypasta/cotw-mod-builder/tree/master/modbuilder/org, but the local ones your modbuilder.exe is using). You could attempt to update all the modbuilder files yourself, but I chose to just update the files I knew I needed for the mods I wanted. Your success may vary, but to give this a try yourself...

Step 1 Download the latest version of this modbuilder from Github at https://github.com/cpypasta/cotw-mod-builder/releases Extract it and put it somewhere, as per usual. Pick all the mods you want, build them as you normally would to get it working, but then go take a note of what folders & files it created in your 'dropzone' folder in your game's install folder. These are just for reference. Lets call this list of files 'list A'. Do not run the game at this point, these files won't work. This step just gets you the list of what modbuilder files you'd need to update to get your flavour of mods working.

Step 2 To update these files, you'll need to grab a recent copy of deca from https://github.com/kk49/deca/releases Extract it somewhere, and start up deca_gui.exe Set up a New Project in deca_gui by point it at your game theHunterCotW_F.exe file, at which point it'll take a LONG time to compile all the info, possibly around 30 mins. Their own guide on this bit is here https://github.com/kk49/deca?tab=readme-ov-file#quick-start if you need it. Once it's done, use the Directory browser window to locate each of the files listed in your earlier 'list A', and extract each one. Make sure the 'Export Raw Files' tick box is ticked, then hit the EXTRACT button to the right of it, to extract each one. This should pull out the current live game version of each file, and put them in the "\deca_gui-b***\work\hp\extracted" folder, in where ever you extracted deca_gui to. You can also open that folder directly by hitting the folder shortcut icon next to the EXTRACT button. Once you have all those files extracted, copy/paste them into your /modbuilder/org/ directory in the relevant sub-folders to overwrite the current set the modbuilder was initially using.

Step 3 You can now repeat step 1 again, but make sure to 'Replace' the previous 'dropzone' folder/files when you build the mod in the modbuilder. This should now have been using the updated files you gave it as the source files, and the mods should work.

Hope this is clear enough to follow, and helps get yours working! As before, your mileage may vary, and if there's any further issues, you'll need someone more experienced than me to help you with it!

killermouse1974 commented 2 months ago

Is anyone else experiencing...

killermouse1974 commented 2 months ago

how do you message people on here? I'd like to try to message m0nk3yuk

killermouse1974 commented 2 months ago

I posted this on Nexus, and I'll add it here too...

I'm by no means a modder, but managed to get this working through trial and error of reverse engineering the modbuilder. To try fill in a bit more detail. As far as I can see, the modbuilder's versions of the live files need updating from the current set it holds (the ones listed here https://github.com/cpypasta/cotw-mod-builder/tree/master/modbuilder/org, but the local ones your modbuilder.exe is using). You could attempt to update all the modbuilder files yourself, but I chose to just update the files I knew I needed for the mods I wanted. Your success may vary, but to give this a try yourself...

Step 1 Download the latest version of this modbuilder from Github at https://github.com/cpypasta/cotw-mod-builder/releases Extract it and put it somewhere, as per usual. Pick all the mods you want, build them as you normally would to get it working, but then go take a note of what folders & files it created in your 'dropzone' folder in your game's install folder. These are just for reference. Lets call this list of files 'list A'. Do not run the game at this point, these files won't work. This step just gets you the list of what modbuilder files you'd need to update to get your flavour of mods working.

Step 2 To update these files, you'll need to grab a recent copy of deca from https://github.com/kk49/deca/releases Extract it somewhere, and start up deca_gui.exe Set up a New Project in deca_gui by point it at your game theHunterCotW_F.exe file, at which point it'll take a LONG time to compile all the info, possibly around 30 mins. Their own guide on this bit is here https://github.com/kk49/deca?tab=readme-ov-file#quick-start if you need it. Once it's done, use the Directory browser window to locate each of the files listed in your earlier 'list A', and extract each one. Make sure the 'Export Raw Files' tick box is ticked, then hit the EXTRACT button to the right of it, to extract each one. This should pull out the current live game version of each file, and put them in the "\deca_gui-b***\work\hp\extracted" folder, in where ever you extracted deca_gui to. You can also open that folder directly by hitting the folder shortcut icon next to the EXTRACT button. Once you have all those files extracted, copy/paste them into your /modbuilder/org/ directory in the relevant sub-folders to overwrite the current set the modbuilder was initially using.

Step 3 You can now repeat step 1 again, but make sure to 'Replace' the previous 'dropzone' folder/files when you build the mod in the modbuilder. This should now have been using the updated files you gave it as the source files, and the mods should work.

Hope this is clear enough to follow, and helps get yours working! As before, your mileage may vary, and if there's any further issues, you'll need someone more experienced than me to help you with it!

I wish I understood these instructions, but as clear and simple as they might be for probably everyone else here, for me not so unfortunately.

Is there anyone that understands the instructions that could use them to create what's necessary to get Mod Builder working as a whole? Or at least some specific mods working? I'd really like to get Increase Render Distance working? Deployables would be great too. The ATV is invisible, but it still drives ok. The 454s don't fire, but that's not the end of the world. The Gandahar rifle seems to have disappeared, and it's needed to complete a mission.

I hate to sound like an complete idiot, but my abilities when it comes to computers is extremely limited at best, and that's overstating my ability. If there's anyone that could help, it would be much appreciated.

m0nk3yuk commented 2 months ago

It looks to be a case that some of the files never changed, so some mods will still work. Some of the files were just updated, and updating the modbuilder's corresponding files will fix that. The main problem is if the files were updated in an unexpected way, like they moved locations, or got split out into multiple files, or new files are present. In these cases, even updating those files into the modbuilder won't help, as the modbuilder needs a programmatic update to be told how to handle those changes.

Unfortunately it's not a 1 solution fix all situations. I am not a programmer, and can only advise what I found worked for me on the specific mods I'm using. You'll have to test it with your mod combinations, and hope for the best. Until someone with programming skills comes along that can take over the maintenance of this modbuilder.

I'll attach my Render Distance files if that helps you limp on until someone can hopefully pick up this project. dropzone_render.zip Extract the global_animal_types.bl and global_animal_types.blo files into your game's \steamapps\common\theHunterCotW\dropzone\global folder (create it if it's not there), and you should have 750m render distance. You may need to delete the whole dropzone folder and create it again from scratch with just those 2 files to get rid of all the broken old stuff. It's just trial and error from that point if you want to try add more back in.

killermouse1974 commented 2 months ago

It looks to be a case that some of the files never changed, so some mods will still work. Some of the files were just updated, and updating the modbuilder's corresponding files will fix that. The main problem is if the files were updated in an unexpected way, like they moved locations, or got split out into multiple files, or new files are present. In these cases, even updating those files into the modbuilder won't help, as the modbuilder needs a programmatic update to be told how to handle those changes.

Unfortunately it's not a 1 solution fix all situations. I am not a programmer, and can only advise what I found worked for me on the specific mods I'm using. You'll have to test it with your mod combinations, and hope for the best. Until someone with programming skills comes along that can take over the maintenance of this modbuilder.

I'll attach my Render Distance files if that helps you limp on until someone can hopefully pick up this project. dropzone_render.zip Extract the global_animal_types.bl and global_animal_types.blo files into your game's \steamapps\common\theHunterCotW\dropzone\global folder (create it if it's not there), and you should have 750m render distance. You may need to delete the whole dropzone folder and create it again from scratch with just those 2 files to get rid of all the broken old stuff. It's just trial and error from that point if you want to try add more back in.

m0nk3yuk thank you for taking the time to reply. i really do appreciate it.

are you using more than just increase render distance? if so, do you mind telling what other mods you are using. i ask because i'm assuming that for me, with a lack of confidence to "trial and error", that using your "setup" might be the simplest option for me.

i'm sorry for sounding like an idiot, but i just really do have only an extremely basic level of knowledge and understanding, [and no confidence in "trial and error"] beyond simply using software

killermouse1974 commented 2 months ago

if it might help trying to update Mod Builder, I'll add to the list...

killermouse1974 commented 2 months ago

It looks to be a case that some of the files never changed, so some mods will still work. Some of the files were just updated, and updating the modbuilder's corresponding files will fix that. The main problem is if the files were updated in an unexpected way, like they moved locations, or got split out into multiple files, or new files are present. In these cases, even updating those files into the modbuilder won't help, as the modbuilder needs a programmatic update to be told how to handle those changes.

Unfortunately it's not a 1 solution fix all situations. I am not a programmer, and can only advise what I found worked for me on the specific mods I'm using. You'll have to test it with your mod combinations, and hope for the best. Until someone with programming skills comes along that can take over the maintenance of this modbuilder.

I'll attach my Render Distance files if that helps you limp on until someone can hopefully pick up this project. dropzone_render.zip Extract the global_animal_types.bl and global_animal_types.blo files into your game's \steamapps\common\theHunterCotW\dropzone\global folder (create it if it's not there), and you should have 750m render distance. You may need to delete the whole dropzone folder and create it again from scratch with just those 2 files to get rid of all the broken old stuff. It's just trial and error from that point if you want to try add more back in.

m0nk3yuk

THANK YOU

it has taken me some time to actually find an animal far enough away to test, but at last i've seen one at over 550m, so i think it works as desired

i created the new folder and added the files, but left everything else as it was. increased speed still works, so i think my sundapatan specific mod options still work

since you have indicated to add the file to a folder named "global", does that need this is a solution across all "old" maps too, therefore not requiring to add increased render distance to a non sundapatan / old map mod list?

i have found "750" in the global_animal_types.bl file, so i think it might possibly be viable to adjust the distance parameter by changing it in that file, but that's something for me to consider later. i had distance set higher without issues. on some of the other maps, eg cuatro coronas, it is possible to find places to take very long shots with the 300 upgraded, with animal senses modified so they don't just all immediately run off. trying to open a file in notepad and doing a search and finding a parameter like 750 is about the full extent of my skills.

sorry for all my questions, but your responses are very much appreciated, and i really do mean that

i have no idea as to the time and effort, but i do know you said "LONG time", but would it be possible for you to make the necessary file[s] so as to include increased deployables x20?

i know it is most probably asking way way too much, but is it possible for you to create a video for youtube showing the process you described in relation to the deca process? i do a lot better at anything when watching a very complete step by step video than i do with written instructions.

salsataco569 commented 2 months ago

I posted this on Nexus, and I'll add it here too...

I'm by no means a modder, but managed to get this working through trial and error of reverse engineering the modbuilder. To try fill in a bit more detail. As far as I can see, the modbuilder's versions of the live files need updating from the current set it holds (the ones listed here https://github.com/cpypasta/cotw-mod-builder/tree/master/modbuilder/org, but the local ones your modbuilder.exe is using). You could attempt to update all the modbuilder files yourself, but I chose to just update the files I knew I needed for the mods I wanted. Your success may vary, but to give this a try yourself...

Step 1 Download the latest version of this modbuilder from Github at https://github.com/cpypasta/cotw-mod-builder/releases Extract it and put it somewhere, as per usual. Pick all the mods you want, build them as you normally would to get it working, but then go take a note of what folders & files it created in your 'dropzone' folder in your game's install folder. These are just for reference. Lets call this list of files 'list A'. Do not run the game at this point, these files won't work. This step just gets you the list of what modbuilder files you'd need to update to get your flavour of mods working.

Step 2 To update these files, you'll need to grab a recent copy of deca from https://github.com/kk49/deca/releases Extract it somewhere, and start up deca_gui.exe Set up a New Project in deca_gui by point it at your game theHunterCotW_F.exe file, at which point it'll take a LONG time to compile all the info, possibly around 30 mins. Their own guide on this bit is here https://github.com/kk49/deca?tab=readme-ov-file#quick-start if you need it. Once it's done, use the Directory browser window to locate each of the files listed in your earlier 'list A', and extract each one. Make sure the 'Export Raw Files' tick box is ticked, then hit the EXTRACT button to the right of it, to extract each one. This should pull out the current live game version of each file, and put them in the "\deca_gui-b***\work\hp\extracted" folder, in where ever you extracted deca_gui to. You can also open that folder directly by hitting the folder shortcut icon next to the EXTRACT button. Once you have all those files extracted, copy/paste them into your /modbuilder/org/ directory in the relevant sub-folders to overwrite the current set the modbuilder was initially using.

Step 3 You can now repeat step 1 again, but make sure to 'Replace' the previous 'dropzone' folder/files when you build the mod in the modbuilder. This should now have been using the updated files you gave it as the source files, and the mods should work.

Hope this is clear enough to follow, and helps get yours working! As before, your mileage may vary, and if there's any further issues, you'll need someone more experienced than me to help you with it!

made an account just to say you are goated af. this literally fixed all my problems, and i was able to multiply my animal population on the new reserve too!! encourage everyone to try this even if it sounds difficult, worked like a charm with no crashes

m0nk3yuk commented 2 months ago

are you using more than just increase render distance?

I currently use Render distance set to 750m, Modify ATV speed increased to 120kmh with high acceleration & grip, Enhanced Soft Feet skill, and remove intro logos. These all work without any issues after following the method I covered above.

i know it is most probably asking way way too much, but is it possible for you to create a video for youtube showing the process you described in relation to the deca process? i do a lot better at anything when watching a very complete step by step video than i do with written instructions.

Sorry, I'm not very comfortable doing that. However this guy's channel https://youtu.be/ZT7IqUPO1bQ has a couple videos with him using deca for similar stuff in CotW, which may help.

MODIFY RESTING COST

resting cost doesn't seems to work, although the first time i use rest after removing the mod, the rest cost is only 1. maybe that is just a new first use price, but i can't imagine that is actually right.

I tested this mod out after you've mentioned it. It seems to kick in after the first rest. So I'm guessing the 'next' rest value is probably saved in your game save somewhere, then when you rest for the first time it then applies the 'multiplier' (which the mod sets) for the following rest cost, making it only cost 1 from that point forward.

i have no idea as to the time and effort, but i do know you said "LONG time", but would it be possible for you to make the necessary file[s] so as to include increased deployables x20?

I've made a new zip, added the mods you mentioned, except for the animal senses, which I didn't want to guess your preferred values for. dropzone_killermouse.zip This collection has:

I've confirmed these work to the best of my ability.

killermouse1974 commented 2 months ago

are you using more than just increase render distance?

I currently use Render distance set to 750m, Modify ATV speed increased to 120kmh with high acceleration & grip, Enhanced Soft Feet skill, and remove intro logos. These all work without any issues after following the method I covered above.

i know it is most probably asking way way too much, but is it possible for you to create a video for youtube showing the process you described in relation to the deca process? i do a lot better at anything when watching a very complete step by step video than i do with written instructions.

Sorry, I'm not very comfortable doing that. However this guy's channel https://youtu.be/ZT7IqUPO1bQ has a couple videos with him using deca for similar stuff in CotW, which may help.

MODIFY RESTING COST resting cost doesn't seems to work, although the first time i use rest after removing the mod, the rest cost is only 1. maybe that is just a new first use price, but i can't imagine that is actually right.

I tested this mod out after you've mentioned it. It seems to kick in after the first rest. So I'm guessing the 'next' rest value is probably saved in your game save somewhere, then when you rest for the first time it then applies the 'multiplier' (which the mod sets) for the following rest cost, making it only cost 1 from that point forward.

i have no idea as to the time and effort, but i do know you said "LONG time", but would it be possible for you to make the necessary file[s] so as to include increased deployables x20?

I've made a new zip, added the mods you mentioned, except for the animal senses, which I didn't want to guess your preferred values for. dropzone_killermouse.zip This collection has:

  • Render distance 1km
  • 20 deployables for all reserves
  • Modified resting cost at 1

I've confirmed these work to the best of my ability.

m0nk3yuk

again THANK YOU. your time and effort is truly very much appreciated. i'm sorry if i have been bothering you too much.

i will watch the videos and see if it helps me make much sense of it.

i'm quite new to Hunter Call of the Wild, and very very new to Mod Builder, but jumped in the deep end and started using a lot of mods, in excess of 100 when including all weapons and ammunition modified, to some extent i just wanted to try them out and see what affect they had. so haven't really got to the stage where i could say i have my ideal mod selection or parameters yet. i originally was only looking for a way to increase render distance. i think it very likely i will ultimately choose to use much much fewer mods in the future.

there are several mods i haven't used before except to see if they would or wouldn't work for sundapatan eg modifying resting cost. i thought trying to create a list of mods that did or didn't work and/or to what extent that they did or didn't work [eg atv usable but invisible, modifying animal senses seems to just make new species completely calm no matter what and the few old species unaffected in any way no matter what settings are used], or any other issues [eg 454 pistols not firing, sundapatan rifle missing] might help cpypasta or anyone else trying to fix Mod Builder.

i had previously always used atv as my increased speed, but found it much less useful and/or difficult to use on sundapatan map, so tried increased speed mod for the first time. it has meant i haven't been able to use my preferred weapon, the semi auto 300 mag, but the bolt action version has been a reasonable replacement.

re using modifying animal senses, although useful for shooting the new species, since they just stand there for you no matter what, it has become somewhat boring, and a little annoying in regards old species that they seem unaffected and just run off immediately. since i haven't used it a great deal yet, i don't know for sure what my ideal settings are for modifying animal senses, but i have mostly had it set at half way. it is one mod that i think will require the most tinkering to find the settings that i prefer.

once again, THANK YOU. it is incredibly kind of you to spend your time and effort to create the updated mods. i will watch the videos soon and see how much sense i can make of them. i realise i may seem like a complete idiot for not knowing anything about this sort of thing, or being able to understand your instructions for example, but it something i was never taught, so have no experience from that perspective, and i lack the confidence to just give these things a go. i do try to look for youtube videos to see if i can learn relatively simple things, but anything beyond very very simple usually just scares me off from trying.

killermouse1974 commented 2 months ago

are you using more than just increase render distance?

I currently use Render distance set to 750m, Modify ATV speed increased to 120kmh with high acceleration & grip, Enhanced Soft Feet skill, and remove intro logos. These all work without any issues after following the method I covered above.

i know it is most probably asking way way too much, but is it possible for you to create a video for youtube showing the process you described in relation to the deca process? i do a lot better at anything when watching a very complete step by step video than i do with written instructions.

Sorry, I'm not very comfortable doing that. However this guy's channel https://youtu.be/ZT7IqUPO1bQ has a couple videos with him using deca for similar stuff in CotW, which may help.

MODIFY RESTING COST resting cost doesn't seems to work, although the first time i use rest after removing the mod, the rest cost is only 1. maybe that is just a new first use price, but i can't imagine that is actually right.

I tested this mod out after you've mentioned it. It seems to kick in after the first rest. So I'm guessing the 'next' rest value is probably saved in your game save somewhere, then when you rest for the first time it then applies the 'multiplier' (which the mod sets) for the following rest cost, making it only cost 1 from that point forward.

i have no idea as to the time and effort, but i do know you said "LONG time", but would it be possible for you to make the necessary file[s] so as to include increased deployables x20?

I've made a new zip, added the mods you mentioned, except for the animal senses, which I didn't want to guess your preferred values for. dropzone_killermouse.zip This collection has:

  • Render distance 1km
  • 20 deployables for all reserves
  • Modified resting cost at 1

I've confirmed these work to the best of my ability.

m0nk3yuk

sorry for having to ask...

what are the bin files for? how will using the bin files you have created effect things [my "old" stuff] when using them to replace my existing ones? i have most of those bin files, but not all of them. is that relevant?

m0nk3yuk commented 2 months ago

what are the bin files for? how will using the bin files you have created effect things [my "old" stuff] when using them to replace my existing ones? i have most of those bin files, but not all of them. is that relevant?

The reserve .bin files are the reserve specific data, which is where it seems the deployable limit is set. The ones I added are purely with the 20 deployables change. I don't now what other mod data is stored in those files though. If your 20 deployables mod is still working using the old reserve .bin files, then you just need to add number 17 to apply that to the new reserve. If not, then you'll need to use the new files I put in the zip, although I don't know what will be removed if you had other mods turned on that store their data in the reserve .bin file. This would require a much more in depth knowledge of the way mod builder and the game works.

The resting_data.bin is just for the resting charge change. I wouldn't think much else would be in there, so that one should work fine. Your old file may be fine also, as I can't think much to do with that got changed in the latest version of the game.

killermouse1974 commented 2 months ago

I posted this on Nexus, and I'll add it here too...

I'm by no means a modder, but managed to get this working through trial and error of reverse engineering the modbuilder. To try fill in a bit more detail. As far as I can see, the modbuilder's versions of the live files need updating from the current set it holds (the ones listed here https://github.com/cpypasta/cotw-mod-builder/tree/master/modbuilder/org, but the local ones your modbuilder.exe is using). You could attempt to update all the modbuilder files yourself, but I chose to just update the files I knew I needed for the mods I wanted. Your success may vary, but to give this a try yourself...

Step 1 Download the latest version of this modbuilder from Github at https://github.com/cpypasta/cotw-mod-builder/releases Extract it and put it somewhere, as per usual. Pick all the mods you want, build them as you normally would to get it working, but then go take a note of what folders & files it created in your 'dropzone' folder in your game's install folder. These are just for reference. Lets call this list of files 'list A'. Do not run the game at this point, these files won't work. This step just gets you the list of what modbuilder files you'd need to update to get your flavour of mods working.

Step 2 To update these files, you'll need to grab a recent copy of deca from https://github.com/kk49/deca/releases Extract it somewhere, and start up deca_gui.exe Set up a New Project in deca_gui by point it at your game theHunterCotW_F.exe file, at which point it'll take a LONG time to compile all the info, possibly around 30 mins. Their own guide on this bit is here https://github.com/kk49/deca?tab=readme-ov-file#quick-start if you need it. Once it's done, use the Directory browser window to locate each of the files listed in your earlier 'list A', and extract each one. Make sure the 'Export Raw Files' tick box is ticked, then hit the EXTRACT button to the right of it, to extract each one. This should pull out the current live game version of each file, and put them in the "\deca_gui-b***\work\hp\extracted" folder, in where ever you extracted deca_gui to. You can also open that folder directly by hitting the folder shortcut icon next to the EXTRACT button. Once you have all those files extracted, copy/paste them into your /modbuilder/org/ directory in the relevant sub-folders to overwrite the current set the modbuilder was initially using.

Step 3 You can now repeat step 1 again, but make sure to 'Replace' the previous 'dropzone' folder/files when you build the mod in the modbuilder. This should now have been using the updated files you gave it as the source files, and the mods should work.

Hope this is clear enough to follow, and helps get yours working! As before, your mileage may vary, and if there's any further issues, you'll need someone more experienced than me to help you with it!

hi

once again, sorry to bother you.

watched videos, but didn't help me a great deal. i think they rely on someone having more knowledge and confidence than me. the same for the deca instructions. your instructions make more sense to me, even if i don't understand them well enough.

i've downloaded deca and done the "LONG" bit.

i've started to do the mod builder bit, adding mods i want. as i started adding extended list of specific weapons, thinking that it was best to do them all now rather than doing this process over again later, it considered that on a larger scale and wondered, and hoped you might have the answers...

do i need to include each specific weapon for each mod eg increase weapon magazine and modify weapon and each specific ammunition for modify ammo, or will just adding one weapon and one ammo type give me the files i need for all of them?

if i include as many mods as possible, therefore generating more files to change initially, does this mean that mod builder would be set up for me to pick and choose and change parameters for all of those mods in future? is this how the process works? change the relevant file using the deca process once and that mod works in mod builder from this point on? eg replace the render distance file this once and i use mod builder and change render distance[s], up/down, as i please going forward? am i permanently "fixing" each mod within mod builder so that i can use it again and again, or is this a one time process, needing to redo the deca thing each time? the way i understand what you've written, it "fixes" it, right?

what i am thinking is, if i create as long a list of mods as possible the first time, hopefully with just one weapon or ammo type etc, including all the mods i might want, and replace the files via the deca process, those mods will be "updated" and working properly in future. i guess partially, as you put it, "attempt to update all the modbuilder files yourself"? if i replace the file[s] using the deca process, does it "fix" that mod[s]? assuming the process fixes the particular mod, and as i kind of understand, that won't be the case for all mods because of changes in the way the latest, and previous, updates have changed things, that mod is now fixed and will work, allowing me the option to pick and choose mods and vary parameters for different set ups if i want to change things?

my hope is that i can do a little more work the first time, assuming i can actually do it, and have a more fully functioning Mod Builder.

i hope i am explaining myself well enough.

also, is the "LONG" aspect of the deca process a once off? is the project saved? can i close deca and come back and complete the process later? or does it need to be done each time? can i "fix" some mods and come back and do more later, doing a bit at a time, without doing the "LONG" part each time?

m0nk3yuk commented 2 months ago

also, is the "LONG" aspect of the deca process a once off?

The LONG extract is a 1 off on the first load, you can load the project again after that without the wait.

The rest of what you're asking is stuff I really don't know about, and would need more mod/game knowledge. I just did enough to get by with the minimal I needed, while trying not to include stuff I didn't care about in case it breaks everything. Extracting every possible game file via deca, then re-adding/updating everything in the mod builder folder, might work for a larger set of mods, but I'm pretty sure it isn't the full fix. It's just adding too many variables that I have no clue about. My solution was a temporary bodge, while someone comes up with something more reliable. Hopefully someone shows up soon.

Cartographer1-1 commented 2 months ago

Thank you m0nk3yuk, this helped me out and resolved some older issues as well.

I will note that not every updated file works properly. "Increased cash reward" is linked to a "Player reward" file which works with the old file but not the newly extracted one.

I'm encountering one last annoying issue though: It seems in certain cases every animal's weight is set to 0, at least when it comes to the new Sundarpatan species. This can even happen when the only mod loaded is "No intro", but it isn't guaranteed. Earlier I tested this with a bunch of mods and removing "Render distance" fixed it, next time it didn't. This can easily be checked by examining tracks, the numbers are in the negative. A downed animal will have a weight of 0. Can someone help me figure this out?

killermouse1974 commented 2 months ago

also, is the "LONG" aspect of the deca process a once off?

The LONG extract is a 1 off on the first load, you can load the project again after that without the wait.

The rest of what you're asking is stuff I really don't know about, and would need more mod/game knowledge. I just did enough to get by with the minimal I needed, while trying not to include stuff I didn't care about in case it breaks everything. Extracting every possible game file via deca, then re-adding/updating everything in the mod builder folder, might work for a larger set of mods, but I'm pretty sure it isn't the full fix. It's just adding too many variables that I have no clue about. My solution was a temporary bodge, while someone comes up with something more reliable. Hopefully someone shows up soon.

again, thank you for all your help. it is most appreciated.

i will have to give things a go and see what happens. not something i am very comfortable with when it comes to things computer related.

i'm sure your fix has helped many, but so few have given feedback to help the process, or thanked you for your efforts in finding a solution, even if only "a temporary bodge".

Cartographer1-1 commented 2 months ago

also, is the "LONG" aspect of the deca process a once off?

The LONG extract is a 1 off on the first load, you can load the project again after that without the wait. The rest of what you're asking is stuff I really don't know about, and would need more mod/game knowledge. I just did enough to get by with the minimal I needed, while trying not to include stuff I didn't care about in case it breaks everything. Extracting every possible game file via deca, then re-adding/updating everything in the mod builder folder, might work for a larger set of mods, but I'm pretty sure it isn't the full fix. It's just adding too many variables that I have no clue about. My solution was a temporary bodge, while someone comes up with something more reliable. Hopefully someone shows up soon.

again, thank you for all your help. it is most appreciated.

i will have to give things a go and see what happens. not something i am very comfortable with when it comes to things computer related.

i'm sure your fix has helped many, but so few have given feedback to help the process, or thanked you for your efforts in finding a solution, even if only "a temporary bodge".

I was hesistant to try as well. While I consider myself somewhat savvy sometimes I can't even figure this site out. m0nk3yuk's instructions were very easy to follow however, so don't worry. The worst that can happen is the mods break something in the game, in that case just remove the "dropzone" folder.

Reiterating what I said in the message just before yours, this isn't a perfect solution and actually broke one mod which worked fine before, and breaks other things which work fine without it. So keep that in mind. I've been doing a lot of troubleshooting with the mods I want and I think I just have to make do with the issue mentioned above. That said, you're absolutely right. m0nk3yuk, thank you for sharing your findings and posting a guide. It's very much appreciated.

killermouse1974 commented 2 months ago

so i gave it a go, and the game crashes before opening i went back to only mods before changes, still crashes if i delete dropzone contents it doesnt crash i can add render distance and it doesnt crash, or at least it gets to the menu screen, and it crashed before then when this process started back all those days ago lol adding deployables doesnt make it crash adding modify animal senses makes it crash. i used to be able to have it, but old animals seemed unaffected and new species seemed totally calm no matter what. now it crashes when i try to use it.

anyone else tried "fixing" "modify animal senses"? successfully? if so, what file[s] did you change? what folder[s]?

without "modify animal senses", everything back to "normal", with everything, including new species, running at the first shot, rather than standing around completely calm no matter what. things will be exciting again. i just wish i could get "modify animal senses" to work they way it is supposed to.

anyone had success changing "modify animal senses"?

killermouse1974 commented 2 months ago

also, is the "LONG" aspect of the deca process a once off?

The LONG extract is a 1 off on the first load, you can load the project again after that without the wait.

The rest of what you're asking is stuff I really don't know about, and would need more mod/game knowledge. I just did enough to get by with the minimal I needed, while trying not to include stuff I didn't care about in case it breaks everything. Extracting every possible game file via deca, then re-adding/updating everything in the mod builder folder, might work for a larger set of mods, but I'm pretty sure it isn't the full fix. It's just adding too many variables that I have no clue about. My solution was a temporary bodge, while someone comes up with something more reliable. Hopefully someone shows up soon.

bothering you yet again

could i bother you for a copy of animal_senses.bin and global_simulation.bin from settings/hp_settings, if you have the originals please. i think one or both of them are the cause of my crash[es]. i was stupid and didn't create a backup of anything.

i thought i did everything right, apart from not backing up anything of course, but modifying animal senses seems to definitely cause a crash for me, and i'm still unsure, but i think modifying hunting pressure does too maybe.

i looked at modifying atv, but way too many files and folders. i admire your determination to take that on and achieve such a positive outcome. i think i'll have to just put up with an invisible atv when i get around to using it next.

i haven't done anything yet. got to sundarpatan and found myself holding ar300, which i had ditched from inventory long ago due to not working with increased speed, so some things changed with the file changes.

Cartographer1-1 commented 2 months ago

also, is the "LONG" aspect of the deca process a once off?

The LONG extract is a 1 off on the first load, you can load the project again after that without the wait. The rest of what you're asking is stuff I really don't know about, and would need more mod/game knowledge. I just did enough to get by with the minimal I needed, while trying not to include stuff I didn't care about in case it breaks everything. Extracting every possible game file via deca, then re-adding/updating everything in the mod builder folder, might work for a larger set of mods, but I'm pretty sure it isn't the full fix. It's just adding too many variables that I have no clue about. My solution was a temporary bodge, while someone comes up with something more reliable. Hopefully someone shows up soon.

bothering you yet again

could i bother you for a copy of animal_senses.bin and global_simulation.bin from settings/hp_settings, if you have the originals please. i think one or both of them are the cause of my crash[es]. i was stupid and didn't create a backup of anything.

i thought i did everything right, apart from not backing up anything of course, but modifying animal senses seems to definitely cause a crash for me, and i'm still unsure, but i think modifying hunting pressure does too maybe.

i looked at modifying atv, but way too many files and folders. i admire your determination to take that on and achieve such a positive outcome. i think i'll have to just put up with an invisible atv when i get around to using it next.

i haven't done anything yet. got to sundarpatan and found myself holding ar300, which i had ditched from inventory long ago due to not working with increased speed, so some things changed with the file changes.

I don't know about the rest, but downloading the Mod Builder again gives you the original files back.

killermouse1974 commented 2 months ago

also, is the "LONG" aspect of the deca process a once off?

The LONG extract is a 1 off on the first load, you can load the project again after that without the wait. The rest of what you're asking is stuff I really don't know about, and would need more mod/game knowledge. I just did enough to get by with the minimal I needed, while trying not to include stuff I didn't care about in case it breaks everything. Extracting every possible game file via deca, then re-adding/updating everything in the mod builder folder, might work for a larger set of mods, but I'm pretty sure it isn't the full fix. It's just adding too many variables that I have no clue about. My solution was a temporary bodge, while someone comes up with something more reliable. Hopefully someone shows up soon.

bothering you yet again could i bother you for a copy of animal_senses.bin and global_simulation.bin from settings/hp_settings, if you have the originals please. i think one or both of them are the cause of my crash[es]. i was stupid and didn't create a backup of anything. i thought i did everything right, apart from not backing up anything of course, but modifying animal senses seems to definitely cause a crash for me, and i'm still unsure, but i think modifying hunting pressure does too maybe. i looked at modifying atv, but way too many files and folders. i admire your determination to take that on and achieve such a positive outcome. i think i'll have to just put up with an invisible atv when i get around to using it next. i haven't done anything yet. got to sundarpatan and found myself holding ar300, which i had ditched from inventory long ago due to not working with increased speed, so some things changed with the file changes.

I don't know about the rest, but downloading the Mod Builder again gives you the original files back.

i realised that was probably the case some time after typing the message. seemed kind of obvious after i gave it more thought.

i'm still living in hope more people will give some feedback and help contribute to the process. having tried the process myself now, i'm wondering if it's a case of there only being relatively few mods that have stopped functioning properly specifically since the sundarpatan update. there were already several mods that didn't function properly in conjunction with the high calibre weapons pack. for example and some new issues, like the 454 pistols not firing, or at least they won't for me and no one else has made a comment either way about that, don't seem solvable using m0nk3yuk's method, or at least i can't see how, yet.

i'm wondering how effective some of the skills and perks mods are now. with animal senses mod not functioning at all, new species are free to run off instead of standing around calm no matter what, except my soft foot and improvised blind etc should be giving me some advantage, and even thought the sound notification bar thing is showing me not making noise, almost everything seems to hear me and/or see me from a long way away and run off.

i'm starting to have some sympathy for the people not using mods commenting elsewhere that they can' find any animals on this new map. if i didn't have increased speed to allow me to arrive sooner, if think i wouldn't be seeing the animals running away because they'd already be long gone. the buffalo along the river, with the advantage of increased render distance, of course, are about the only exception, most of the time.

anyway, here's my shoutout, again, for anyone to give feedback in regards their experiences using m0nk3yuk's solution. which mods have/haven't you been able to fix? have you found some other solution[s]?