I've spent some time this week, trying to figure out the 'Density' mod by #TXGT 'Variety Pack for Watch_Dogs' (on nexus). Anyone actually tried this out with WD1?
I could figure out where the numbers coming from (binhex to float, and back). But after some experimenting, I was not able to obtain a substantial difference (more parked cars or pedestrians ~ based on said mod).
If someone can make sense out of that; I got 2 questions: a) how DO the numbers work ? b) what's with the "01~05" and "10~50" ?
I got some feedback from #TXGT (see below). In fact, this makes sense...
In a nutshell: all xml settings are behaving in the same way, and are allocated to "specific" areas on the map (either blocks or perhaps even per (part of) street). Iow: if you want the same density everywhere, just edit ALL xml settings to the same 'density' you'd prefer.
Bottomline: I've entered/changed to 'VeryHighDensity' in all respective xml files; for Pedestrians/ParkedCars and Trafficpattern respectively. (still not impressed with the pedestrian density though - there might also be max threshold settings)
Attached: update xls sheet + batchifle convert Binhex~Float + modded lib_files.
(this runs fine on my pc, but could be a performance hit with low(er) GPUs)
ps: also expect more traffic jams/accidents...
Feedback from #TXGT (for WD1 Mod):
"In my understanding the lower the value the more cars will be on the roads. So that means it's a time values. They mean how often the new cars will be spawning. But I don't know if it's a seconds or milliseconds or the game engine converts those values somehow.
Another thing I know for sure is that the settings from those xmls (LowDensity, HighDensity etc.) are placed across the city. For example LowDensity is always on one road near the Theater and HighDensity is always on Highways."