Lunayahs Watch Dogs Enhanced Mod

Discussion in 'Game Tweaks and Modifications' started by Lunayah, Jun 26, 2014.

?

What do you prefer. Quality or Performance?

Poll closed Jul 17, 2014.
  1. Quality

    105 vote(s)
    69.1%
  2. Performance

    54 vote(s)
    35.5%
Multiple votes are allowed.
  1. Lunayah

    Lunayah Guest

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    Last edited: Aug 23, 2014
  2. Shadow786

    Shadow786 Member

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  3. Lunayah

    Lunayah Guest

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  4. Marduk

    Marduk Guest

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    Exactly this does this
     

  5. lariaeamara

    lariaeamara Guest

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    Hi lunayah, I wanted to ask you a question. It is possible to put more music tracks in the game?
     
  6. Marduk

    Marduk Guest

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    Possible but extremly hard and time intensive.
    A User from reddit.com make short tutorial

    Or look here
    http://forums.guru3d.com/showthread.php?t=390806
     
  7. nuvasek

    nuvasek Guest

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    dat porn right there sorry
     
  8. Lunayah

    Lunayah Guest

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    hhahahaha yeah personal collection ;)
     
  9. Marduk

    Marduk Guest

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  10. Cru_N_cher

    Cru_N_cher Guest

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    wouldn't the files be missing shown in the _UKNOWN folder in the integration ?
    i would guess that these where bruteforce identified by ricks unpack because their names are uknown and their names got replaced with hash values.

    Does pack take those hash values and puts the files in the .dat archive where they belong ?
     
    Last edited: Aug 23, 2014

  11. Marduk

    Marduk Guest

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    Dont know if the unknown would be created by using disrupt (its the only way to unpack), but ubisoft has many unknown files and I think its not problemetic to override these. (ubi has a hidden Song in the unknow folder)

    The Patch files have only a override function (indifferent if its the common, shader, windy_city files)

    This package is only unpacked Patch from ubisoft

    :infinity:
     
  12. VikMorroHun

    VikMorroHun Guest

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    Yes, same here. It seems I missed a text file. I don't know how, but I'll upload a full version soon with the missing texts.

    Ok, reuploaded the full version. Missing texts now appear in game.
    http://www.nexusmods.com/watchdogs/mods/10/?
     
    Last edited: Aug 23, 2014
  13. XAFAfterShock

    XAFAfterShock Member

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    works like a charm now
     
  14. Lunayah

    Lunayah Guest

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    Perfect, ok guys Ill post the link to the updated patch configuration tool
    on the first page for you guys to access it .:)
     
  15. leogaluc666

    leogaluc666 Guest

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    Thank you for giving your time to the community, your mod is really awesome.
     

  16. Lunayah

    Lunayah Guest

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    Really like modding though.
    my pleasure :)
     
  17. XAFAfterShock

    XAFAfterShock Member

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    I like how you added more options for the lens flares, it makes it quicker for me to try different ones without having to unpack and repack a 4 gb patch file.

    I have one question though, I have my bloom set to less and rain set to original, what happens if I enable the improvement pack? does it override my bloom settings?
     
  18. XAFAfterShock

    XAFAfterShock Member

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    I'm using the extra HQ version, If I toss in the E3 atmosphere will that lessen the visual quality or does it just change the colors?
     
  19. Devonte_Burst

    Devonte_Burst Guest

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    Is there a post that told us how to do this?
    I tried to do what you said here but the lib is all encoded...? :3eyes:

    Some would say that the visual quality is better because of the more natural colors. I prefer the look of E3. The atmosphere included in the Extra HQ is a tad bit warmer. It is more personal preference, I think, rather than visual quality.
     
    Last edited: Aug 24, 2014
  20. Marduk

    Marduk Guest

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    Hi. Just umpack dynamiclighteffectprefab.lib with disrupt - with create.bin

    Did this With the one of yizan and youre own

    Copy the vehivicle.vehicle Files from yizan over yours (in the converted... Folder where the xml files are)

    Then change the the Name of dynamiclighteffect.converted.xml to

    dynamiclighteffect.converted.rml


    Put the file to Create.xml in of disrupt (dont have the real name, i cant check but important is the XML)

    This will make your wished merged file

    Called dynamiclighteffectprefab_convertet_converted.rml

    Last step - remame this to dynamiclighteffectprefab.lib

    Hope this help.
     
    Last edited: Aug 24, 2014

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