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Topic: FO:UC Mods (Read 3268 times)
GulBroz
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Posts: 644
FO:UC Mods
«
on:
June 30, 2010, 01:36:20 PM »
As BFSpack seems to be working ok with FO:UC, I hope there will be more and more mods for FO:UC.
Now, just a word on how to use thoses mod .bfs, as there is 2 ways to load them in game:
1) Add the mod .bfs at the end of "filesystem" file in game directory (after streamed.bfs).
- OR -
2) Create a "patch" file in game directory, and add you mods in it (Note:
THERE IS NO EXTENSION
to this file. If you create it with Notepad, there is a good change it will add a ".txt" extension when saving; you MUST delete the extension in file explorer).
Personnaly, I prefer the second solution as I don't mess with original "filesystem" file, and just need to rename/move patch file to return to stock game.
As usual with "filesystem" and "patch" files:
* one .bfs per line (in loading order)
*
DON'T ADD ANYTHING after last line
(no space, no empty line,
NO NOTHING
).
Gul.
«
Last Edit: June 30, 2010, 01:40:00 PM by GulBroz
»
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drag_racer
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Posts: 1214
Canadian Drag Racer
Re: FO:UC Mods
«
Reply #1 on:
June 30, 2010, 07:46:12 PM »
Thank You Gulbroz for the updated BFS tool
I think I may do a couple skins just to get started and once the zmod filter is done I'll do up the Dodge Magnum I started right before I stopped modding FO2. After that it'll be converting/updating all my FO2 cars over. I'll also see if I can find out the poly limit (I'm hoping it's really high)
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Heddly
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Posts: 1997
Heddly's Splace
Re: FO:UC Mods
«
Reply #2 on:
June 30, 2010, 08:26:54 PM »
While I tested my
FOUC_Surface Conversion Tracks
using the FO2 version repacked for FOUC. I found or created a giant sink hole where the oil slick is on the Riverbay Circuit 2 Track.
Here is a quick clip.
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drag_racer
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Posts: 1214
Canadian Drag Racer
Re: FO:UC Mods
«
Reply #3 on:
July 02, 2010, 01:53:58 AM »
well if there's any sink holes in FOUC, and if you just created one then maybe there is a way to fill them in?
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drag_racer
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Posts: 1214
Canadian Drag Racer
Re: FO:UC Mods
«
Reply #4 on:
July 03, 2010, 12:02:39 PM »
so it seems Oleg isn't even working on the FOUC filter right now. Is there anyone willing to try the Zmod SDK to make the filter?
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Xheptor
Derby Class
Offline
Posts: 4
Re: FO:UC Mods
«
Reply #5 on:
July 16, 2010, 06:08:27 PM »
I think UC is in a big need for changing driving physics. Wallriding is state of the art there, cars now accelerate beyond good and evil and so on. Seemed like they thought of consoleros to be too dumb to steer and look at the track at the same time...
Maybe a lil bit more towards the original Flatout 2, since FlatOut 2 manages the gap between "realism" and this Burnout style arcade from UC.
Any ideas if this is too complex? And your thoughts of course.
Regards,
Xheptor
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Heddly
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Re: FO:UC Mods
«
Reply #6 on:
July 17, 2010, 04:38:09 PM »
I wonder if some of the newer racing options like Bomb Run, Time Attack or some of the Derby Power Ups could be made to work in FlatOut2.
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