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 Post subject: Re: watch dogs 2 .dat .fat archive?
PostPosted: Thu Mar 02, 2017 1:58 pm 
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So there are quite a lot of ubi employe items. I tried editing in the items.lib only partial succes (unfortunately). But maybe there is a easier way to "become employe" may be true the WD2_GamerProfile.xml. Do any of you have a brilliant idea?


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 Post subject: Re: watch dogs 2 .dat .fat archive?
PostPosted: Sun Mar 05, 2017 11:30 am 
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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" ?

-UPDATE-
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... :D

------------------------------------------
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."


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Last edited by Paul44 on Tue Mar 07, 2017 12:46 pm, edited 2 times in total.

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 Post subject: Re: watch dogs 2 .dat .fat archive?
PostPosted: Sun Mar 05, 2017 2:28 pm 
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New version that supports listing all file names contained within an archive and extracting specific files.

Name list has also been updated with some new names.

http://sktest.aruarose.com/WD2FatTools_v003.7z


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 Post subject: Re: watch dogs 2 .dat .fat archive?
PostPosted: Mon Mar 06, 2017 7:44 am 
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Is there a way to unlock all clothes from the start of the game ?


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 Post subject: Re: watch dogs 2 .dat .fat archive?
PostPosted: Tue Mar 07, 2017 3:00 pm 
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Paul44 wrote:
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" ?

-UPDATE-
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... :D

------------------------------------------
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."


Hi thanks for this! but can you make a .fat version of this ? i dnt know how repack file in WD2


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 Post subject: Re: watch dogs 2 .dat .fat archive?
PostPosted: Tue Mar 07, 2017 7:17 pm 
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^No. Read my previous post in full: [ viewtopic.php?p=128116#p128116 ]; all you need to know is referenced there...


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 Post subject: Re: watch dogs 2 .dat .fat archive?
PostPosted: Tue Mar 07, 2017 10:43 pm 
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Paul44 wrote:
^No. Read my previous post in full: [ viewtopic.php?p=128116#p128116 ]; all you need to know is referenced there...


Thanks you for your help bro :)


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 Post subject: Re: watch dogs 2 .dat .fat archive?
PostPosted: Sat Mar 11, 2017 11:01 pm 
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This game need real darker night and reshade and sweetfx can't do this. I really hope somebody work on it in the future like WD 1 graphic mod


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 Post subject: watch dogs 2 .dat .fat archive?
PostPosted: Sun Mar 19, 2017 11:25 am 
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Quote:
Original en Français. Bonjour je voudrais savoir comment modifié l'armenents et leurs nombres de munitition maximum dans Watch Dogs 2! Quel fichiers doivent toucher pour les armes et les eei?

Quote:
translated by Google. Hello I would like to know how modified the armenents and their maximum munitition numbers in Watch Dogs 2! Which files should touch for weapons and eei?


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