Cpt Destruction Posted December 12, 2006 Share Posted December 12, 2006 I have been working at this for a few days now, and cannot seem to get this to work correctly or at all. I am attempting to mod the Barrett with 50 rounds per clip, SA firing rate and more clips. I have read plenty of conversations on this topic, and maybe I have not done everything in the right sequence. I have modified every .dat and .bin file that has the above characteristics for the Barrett. I have modified the context.xml file to reflect the <compile xml="true" scripts="false" mopps="false" texture_db="false"/></context>. I am just about pulling my hair out trying to get this to work. So far, then only thing that has worked is that the Inventory now shows the Barrett as being SA, but when you get to the mission, it is still SS and no other modifications have taken effect. Please help me with getting the correct files modified, and possibly, in the correct sequence. Thanks! Dell D4550, ATI X850 256, 1 GB Ram Quote Link to comment Share on other sites More sharing options...
Brettzies Posted December 12, 2006 Share Posted December 12, 2006 I'm not sure if this is your problem or not, but I thought the bin files were for when you are going to bundle something. As far as I know, they also overide any xmls you've edited. So theoretically all of your changes couldn't just be voided. If you haven't already, I'd start by getting the weapon to work using the "language" directory method first. Does that make any sense? Quote Link to comment Share on other sites More sharing options...
Cpt Destruction Posted December 13, 2006 Author Share Posted December 13, 2006 I'm not sure if this is your problem or not, but I thought the bin files were for when you are going to bundle something. As far as I know, they also overide any xmls you've edited. So theoretically all of your changes couldn't just be voided. If you haven't already, I'd start by getting the weapon to work using the "language" directory method first. Does that make any sense? Sorry, I am not sure what you mean by the "language" directory method. Could you please elaborate? Quote Link to comment Share on other sites More sharing options...
Brettzies Posted December 13, 2006 Share Posted December 13, 2006 Sorry, I am not sure what you mean by the "language" directory method. Could you please elaborate? Basically after you unbundle the .bundle files all of the xmls, etc are extracted into a data/ dir. They shouldn't be in your graw, but somewhere else. Anything you want to mod, can be put in the local/english dir, or whatever language you are playing I suppose. Files in that dir should overide whatever's in the bundle when you start the game. Language Method Quote Link to comment Share on other sites More sharing options...
Cpt Destruction Posted December 13, 2006 Author Share Posted December 13, 2006 Basically after you unbundle the .bundle files all of the xmls, etc are extracted into a data/ dir. They shouldn't be in your graw, but somewhere else. Anything you want to mod, can be put in the local/english dir, or whatever language you are playing I suppose. Files in that dir should overide whatever's in the bundle when you start the game. Language Method Quote Link to comment Share on other sites More sharing options...
Brettzies Posted December 13, 2006 Share Posted December 13, 2006 If you just dump them in your local/language folder they willl always be active. The link I pointed to says you can actually activate them via the content.xml which is cool to know as well. Personally I just rename dirs when I'm modding or playing, whichever is the case. Whatever works best for you. Good luck. Quote Link to comment Share on other sites More sharing options...
Cpt Destruction Posted December 13, 2006 Author Share Posted December 13, 2006 If you just dump them in your local/language folder they willl always be active. The link I pointed to says you can actually activate them via the content.xml which is cool to know as well. Personally I just rename dirs when I'm modding or playing, whichever is the case. Whatever works best for you. Good luck. Everything worked great. It took a few tries to get it all correct and not crash the game....but it is all working perfectly. Thank you so much...I have spent at least 10 hours pouring over the xml files looking for something that I missed. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted December 13, 2006 Share Posted December 13, 2006 Nice to hear it worked. If only I could get some favorable answers to my questions now. LOL! I'm not holding my breath though. Quote Link to comment Share on other sites More sharing options...
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