Red Faction: Guerrilla Steam Edition

Red Faction: Guerrilla Steam Edition

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Red Faction Guerrilla / Armageddon - Unofficial Update AIO
PLEASE FOLLOW THIS THREAD INSTEAD;

http://steamcommunity.com/app/20500/discussions/0/361787186426975560/


below is redundant now, all changes are now in mod manager compatible mod files for easy use. (armageddon mods still WIP, multi fov selections will be available soon + fixed 1st person with clipping glitches fixed in ruin mode and a bit better view of guns in 1st person view.)
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Red Faction Guerrilla: Unofficial Update – 10.04.16
Red Faction Guerrilla: Demons of the Badlands: Unofficial Update 10.04.16

Changelog:

- Vehicle (Automobiles) FOV adjusted to full 3rd Person POV.
(tweak_table.xtbl)

made adjustment to jetter fov, also increased raider follow distance, looks like it had separate fov from the other standard vehicles.

- Walker FOV adjusted to full 3rd Person POV. (Follow Distance)
(vehicles.xtbl)

- Tank FOV adjust to full 3rd Person POV. (Default Offset)
(Turrets.xtbl)

- Turret (Vehicle & Stationary) FOV adjusted to full 3rd Person POV.
(turrets.xtbl)
Minor update, plasma turret is now full 3rd person.

- Player Health Warnings & Screen Effects Disabled. Now the only warning your health is low will be from the red health bar.
de-saturation, flashing, bloom (set to default level) & red screen are all off.
(effect_heartbeat.xtbl)

- Two Multiplayer Maps added to Wrecking Crew Map List.
Deadzone & Overpass (could do more but these are the only two that are fully compatible with all wrecking crew modes, tried the rest but they ctd on barrel dash, so I left them out, also there’s currently a hardcoded limited on how many maps you can have in wrecking crew, If you try and add too many extra maps, the last couple on the list break / crash / appear as unknown / don’t work).
(wrecking_crew.xtlbl & wrecking_crew_challenges.xtbl

- FOV Zooming while sprinting has been removed, you run like a normal
person now. (camera.xtbl)

- Vehicle Camera Re-Centering has been disabled. (Free-Look)
(tweak_table.xtbl)

- Vehicle (ALL) FOV Zooming has been disabled as it makes your view stretch even more on a higher FOV and is annoying.

- 4 Weapons added to Upgrade Table (upgrades.xtbl)
Cost, 25 salvage.
EDF Gauss Rifle (not available by default, dropped weapon)
EDF Rail Driver (not available by default, dropped weapon)
Marauder Gutter (not available by default, dropped weapon)
Marauder Shotgun (not available by default, dropped weapon)


- disabled sheen animation on dropped weapons and salvage to increase
immersion.

going to see if I can disable target markers and route markers next (the ones on screen, not the ones on the mini / fullscreen map, the glowing yellow markers / indicators)


- Added the following weapons to the DLC Campaign Locker;
EDF Standard Gauss Rifle
Thermobaric Rocket Launcher
EDF Rail Driver
Nano Rifle
EDF Sniper Rifle
DLC Subverter (uzi)
DLC Pickaxe
DLC Royal Sword
EDF Enforcer
EDF Peacekeeper
EDF Pistol
EDF Assault Rifle
Charge Placer

with no missions complete but 2 marauder actions complete, i have 20 weapons in total available! 20+ when all missions are done.

Mission / Map Tweaks:

- *Tutorial Mission Tweaks, district set to Parker and mode set to Default to
match the regular game map setting. (25 salavage added on completion and
the map looks a little more atmospheric (more fog / haze).
Small correction made to avoid some missions breaking. (one setting i changed broke the walker stealing mission, this is now corrected)

*A Save Game is included with the tutorial mission disabled, so you can mess
about on the Abandoned Base area. Just choose the save with the thumbnail
showing “Dan”.

- All Guerrilla Missions Unlocked when starting a new game, they ALL show up on the entire map. (allowing you to do the missions in no particular order.)

got around to testing it now, works. you can now pick and choose the guerrilla missions.
if you have old savegames, they will still show missions unlocked in the old way. You have to start a new game for them ALL to show up as unlocked.

- spawn density tweaked from low-medium to all set on high. makes mars seem a bit more active, night and day. may have to play a while to notice a difference.

i did modify the spawn groups but that just ended up with lots of the same vehicles spawning, so reverted that to default....

i changed the drunk setting for ai behavior so it now includes females, was set to male ai only.
have yet to see a drunk female npc yet though.



Changes apply to;

Campaign
Wrecking Crew
*Multiplayer
DLC Campaign

Files Updated / Modified;

misc.vpp_pc


*To avoid possible bans / kicks, avoid using the multiplayer fov mod. All other changes should be fine while online as they are single player changes, plus there aren’t any vehicles in multiplayer.

If you want to use the better FOV in multiplayer, use at own risk, or use on LAN, Or on your own server.


Bonus;

Safehouse Vehicle Selector (Mod Manager Compatible) (credit to HazardX for original creation) Hexedited the exe and disabled the gui sounds, i was finding them annoying.

original exe included, i got in touch with the orignial author to see if he would update it, but he said he hadn't the time, fair enough, people move on! sure he won't mind me messing with it.

I’ve modified it and to include ALL useable vehicles in the MAIN campaign.
Using drop down lists, select a single vehicle to spawn at each safehouse, they can each be different or all the same.

Only thing worth mentioning is, for vehicles such as the Heavy Tank and Rocket Tank, you will need to enter the vehicle, exit so you are standing on top, smash a hole in the safehouse garage roof directly above / around the vehicle hatch. This is so your enter / exit area is unobstructed or the game won’t let you drive the vehicle. (something to do with spawn boxes I think).

made a few changes to the vehicle selector, removed some mistakes and added missing vehicles.

extra mods now included; (the *mp ones are now mods ONLY, not in files by default as requested)





SP Only:

-safehouse vehicle selector
-dlc safehouse vehicle selector (need to use / edit, included batch file to point to your game dir for it to work)
-npc squad companions, dlc compatible, drop down selection for ai amount

removed weapon enabler mods as i've got them ALL to show in game now, by using unused upgrade slots in the dlc for the rfg and extra dlc weapons avoids the need for mm mods!


MP Only: (remember to not use fov or unlock mod online!)

-*fov mod with selectable fov from 48(default)-85, same as sp (cheat)
-*base wrecking crew maps for mp, does not include the dlc wc maps, haven't been able to enable those yet.
-*all mp locked items, unlocked. (cheat)


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Red Faction Armageddon: Unofficial Update – 24.03.16

Changelog:

- Player FOV adjusted, equivalent or close to a setting of 66 in Red Faction Guerrilla. (distance set to 2.0) (camera.xtbl)

- Exo Suit FOV adjusted to full 3rd Person POV. FOV 75, All Available Exo Suits, ruin mode and campaign. (camera.xtbl)

- Marauder Heavy Walker FOV 40 > 80, Marauder Light Walker FOV 35 > 80 + Increased Follow distance. (vehicles.xtbl)

let me know about the light walker, think it might need the camera zoomed back in a bit.
i think the fov for the heavy walker is good though, you can now see the whole thing and there isn't a big gap between camera and walker like with the light walker.

- Player Health Warnings & Screen Effects Disabled. Now the only warning your health is low will be from the yellow health ring.
de-saturation, flashing, black ring animation, bloom (set to default level) &
red screen are all off.
(vdo_hud_low_health.lua, effect_heartbeat.xtbl & situational_lut.xtbl)

- Crouch FOV Zooming disabled, now camera just follows player up / down
when crouching. (fine aim unaffected)

- Fine Aim Crouch Zooming disabled, aim still zooms to fine aim view, but the
secondary FOV Zoom does not occur now. (fine aim unaffected)



Changes apply to;

Campaign
Ruin Mode
Infestation
DLC Campaign

Files Updated / Modified;

interface.vpp_pc
misc.vpp_pc

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AIO Package, includes both unofficial updates, gibbed tools (hope thats ok), mod manager + mods & backup xtbl's and backup vpp files.

removed table.vpp_pc modded files as that file isn't need after modding, so replaced with a dummy file, also included original(s)

also included dummy video files for both games that replace the intro logos for fast startup.
originals included.

Download: uploading soon...
mb
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Enjoy all.

p.s.

Mod Manager & Gibbed Tools are included for convenience, managed to find an updated revision that worked better on Armageddon, before i could only edit the camera.xtbl with the gibbed tools from the fps mod package off moddb as it would make the game black screen on loading when editing other files.

I wouldn't recommend the fps mod on moddb (http://www.moddb.com/mods/red-faction-armageddon-fps-first-person-mod/downloads/red-faction-armageddon-fps-1st-person-mod), as it suffers from clipping and glitches. (eyeballs visible on ruin mode when running and gun clipping in and out of view in campaign.

Will try and correct the clipping the original modder couldn’t, think the camera just needs a few adjustments and then repack it as a separate mod, sure he won’t mind, I’ll get in touch with him as well just to tell him I’m trying to fix his mod.

credit to the modder though, 1st person is pretty cool in armageddon, but the clipping kinda ruins the immersion, sometimes you can see the weapons and sometimes you can't.
Sist redigert av PlaystationBeast3000; 26. apr. 2016 kl. 12.21
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Sturm-Falke101 8. apr. 2016 kl. 21.48 
Awesome tweaks - I wasn't even sure some of these where possible. Jetpack tweak sounds awesome.
Opprinnelig skrevet av Sturm-Falke101:
Awesome tweaks - I wasn't even sure some of these where possible. Jetpack tweak sounds awesome.

yeah it'll be cool to use the other backpacks in the campaign, shame you can't get the correct models on all of them. guess it's because they were never meant to be used in the campaign.

the activation effects don't show either, forgot to mention that.

tested them all though and they seem to work the same as they do in mp, apart from stealth which is pointless against AI who weren't coded to think you disappeared and continue shooting you regardless of where you are.

there's two backpack mods on faction files but they aren't great, one just uses the default pack model for all of them and the other the author decided to add cheats to each one including the default pack file he included. (god mode, infinite ammo, infinite fuel)

i didn't want that as i still want to play the game with unaltered gameplay, my tweaks are just cosmetic, fov, some minor visual effects disabled, adding extra weapons only the edf have etc.
(extra weapons are unaltered, just evens the odds a bit)

nothing that makes the game easy, the games meant to be tough, that's why it's so fun.


one last thing, i think i'll move the marauder weapon unlocks to when you have liberated the badlands and the rail driver and gauss rifle to eos/central command. i think that'll make it more realistic, getting the good stuff when your in the toughest part of the game.
PlaystationBeast3000 11. apr. 2016 kl. 1.14 
small update, all *rfg weapons are now available in the dlc campaign + the two dlc weapons that don't get unlocked (pickaxe & subverter) (at least they didn't on the pc game on my play throughs)

*only the ones not available in the locker by default, the ones that are actual unlocks like the rocket launcher and mines, these are still unlocked by doing missions.

i just enabled all the rfg campaign weapons that they disabled for the dlc.

still trying to get singularity bombs to show in the locker...

also still doing the backpack selector. i got the backpacks working in the dlc campaign but they crash the game if the game does an autosave, also the models do not appear, only a floating jetpack appears in the air where you spawn.
PlaystationBeast3000 14. apr. 2016 kl. 13.00 
new update;

1st person mod!!!!

pros:

1st person!!!!!!!!!

cons:

stuck @ 45 fov / 54 fov on vehicles (perfectly playable imo, the view uses the fov of your weapon)
weapon zooming no long works
can just about see mason at the edge of screen at times

had to tweak fov scale for backpacks or the view does an annoying zooming thing, when you start a round, the view zoom in and continues to zoom...
fixed it by changing fov scale in mp_backpacks to 0.999 :)

for 3rd person i had it set to 1 to fix the backpack fov zooming, 0.999 does the same, fixes backpack zooming as well!

next:

i will try and make turrets first person without the over shoulder view (if possible)
first person vehicles (if possible)

then combine it all in a separate mod.
Sist redigert av PlaystationBeast3000; 14. apr. 2016 kl. 13.03
JP 26. apr. 2016 kl. 6.59 
I see no download links anywhere?
PlaystationBeast3000 26. apr. 2016 kl. 8.43 
Opprinnelig skrevet av JP:
I see no download links anywhere?

http://steamcommunity.com/app/20500/discussions/0/361787186426975560/

^ new thread. will be much clearer.

Todo:

instructions for some of the mods

fix a few issues

finish backpack selector (still got to edit several more backpacks and remove the cheats the original mod author added)

make mod for visual style transition removal, will also make it a switcher, i.e. make parker look like dust or eos like parker etc) so far it looks pretty sweet on default (all the sectors on my install match parkers visual style without any need for tweaking) i tried without fog but the game looks like ass, also tried to distant lod to match close lod setting, but still looking into that...

sorry to anyone patiently waiting for all mods to be finalised, having therapy atm and sometimes i don't want to do anything.
Sist redigert av PlaystationBeast3000; 26. apr. 2016 kl. 8.44
LSD 26. apr. 2016 kl. 12.12 
"de-saturation, flashing, bloom (set to default level) & red screen are all off.
(effect_heartbeat.xtbl)"

Does that mean there's a way to modify bloom? Really want a way to turn it off, or at least lower it. Is that possible?
PlaystationBeast3000 26. apr. 2016 kl. 12.15 
Opprinnelig skrevet av LSD:
"de-saturation, flashing, bloom (set to default level) & red screen are all off.
(effect_heartbeat.xtbl)"

Does that mean there's a way to modify bloom? Really want a way to turn it off, or at least lower it. Is that possible?

just means when you are taking fire and get low on health the screen doesn't loose colour and the current bloom setting does not change to what's usually in the xtbl file.

are you talking about the bloom from the sky? doesn't bother me, the only thing that annoyed me was the low health effects..i prefer just one indication i'm low on health. (the health bar) i don't need other effects ruining my vision.

if you've played armageddon, it's terrible in that game, took longer to disable in that one but once it was, the only mildly irritating thing is the screen effects from the alien bug that screws your vision, but since that's part of gameplay, i let it alone.

back to bloom, i haven't looked for other settings re bloom yet.
Sist redigert av PlaystationBeast3000; 26. apr. 2016 kl. 12.18
Zappieroth 26. apr. 2016 kl. 13.04 
1st person sounds very interesting altho i dont want to mess with any files TBH.
I did appriciate a tutorial and some gameplay to see what it is like.
PlaystationBeast3000 26. apr. 2016 kl. 13.41 
when i get round to it, will will post a video or two and some screens. gonna add a few more options to the 1st person / 3rd mod;

3rd with 1st person turrets
3rd with 3rd person turrets
1st with 3rd person turrets
1sr with 1st person turrets

because although full 3rd person turrets looks cool, it's easier to aim when they are default or 1st.
might as well give players a choice.

marauder raider is another vehicle with separate fov setting or follow distance from the rest, i did change it but then repacked with unchanged file and then forgot i needed to do it again...
so that'll go in the mod as well

still gotta adjust light walker fov on armageddon as i zoomed it out too far, looks cool but aiming is impractical. heavy walker looks sweet in full 3rd person though. fov stops just at the edge of the back legs so you can see pretty much the whole model.
yuk @ the low half vehicle fov's...
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