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Site seems to be working a lot faster than it worked the last time I visited here. Good job! Shame that the modding really didn’t grow as big as in JC2.
So GenerateNameList makes a list of all hashes or what?
What is 00_generated.namelist? Most of it is just garbage so bruteforced hashes? It would probably be a good idea to filter the ones that are obviously not right.
I also brute forced hashes a long ago so I have 847 valid names from that.
E: Why does Pack.exe have System.Threading.Thread.Sleep(3000) at the end?
That would be stupid. Even the gibbedstools have the filenames (A bit lacking though) there but it’s missing the paths. Sure I could write a script to get the paths but why waste my time if someone has the files. And obviously I don’t need all filenames, just the ones people are going to mod.
Protato: Most likely we’ll need different launch options since the current ones only have archives_win64 and patch_win64.
If anyone has the text files feel free to share them. I have a pretty solid mod manager but everything fell apart when they took out the text files 😛 My mod combiner needs those files too.
How do you know the filenames of the dlc files?
Well avalanche did delete the text files containing all filenames. The only reason why gibbedstools still work is that he had made a copy of those text files instead of trying to find them from the jc3 folder every time.
You could just post the updated version instead of waiting for Rick to merge 😛March 8, 2016 at 7:25 pm in reply to: Please post here mods that don't work after the March 7th update #165264
It’s excepted, the trainers will usually break every time the game is updated, that’s not a big deal. However the fact that other mods are not working is a bigger concern to me.
Btw zenin, your message kinda sounds like update in justcause3mods broke the mods. 😛March 8, 2016 at 5:04 pm in reply to: Please post here mods that don't work after the March 7th update #165259
Is any other mod working than no intro?
Does unpublishing a mod reset its stats? I would like to hide my mod combiner for a while because it doesn’t work anymore since the new patch removed the text files containing info about what files each archive contains.
I was pretty close to ready, but the new patch removed those text files containing file names of the files inside those archives. These text files were really useful, because obviously I can’t just extract every archive to find one file that’s needed when combining mods. I was also using the list to determine which files were mod files and which were just something not needed for the mod. I really hope we get those back, otherwise this will probably be never finished.
No not really, I haven’t been working on it for a while so it could be this week if I just have some time. Installing mods is already working. I’ll probably polish it a bit and then release it without the mod settings, I’ll make that later.
Well yeah making the mod page url to not change is definitely a better solution, but you actually can use a custom id for disqus (instead of using the page url).
Mod page url should probably contain some kind of id instead of the mod name. Currently (i believe) the url is used as disqus id, so if you change your mod name all the comments are gone. After that someone can make a mod that has the same name as yours and then the comments are on his mods 😀
Maybe we should have a bot to answer these lmao. You most likely didn’t paste all of the launch options. You need that space and a dot in the end.
--vfs-fs dropzone --vfs-archive patch_win64 --vfs-archive archives_win64 --vfs-fs .