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I thought I'd take a look at some of the things that can be changed by mods (particularly hoping to disable some of the stuff that makes me feel ill like that slight blurring it keeps doing, the head bobbing, and etc) and ran across this tool: http://www.moddb.com/games/far-cry-2/downloads/enhanced-gibbed-tools-with-hash-decoder I was really excited to see that Far Cry 2 has finally become moddable after all this time where basically everyone said it just plain couldn't be done. Then I run this tool and get this error:

Your patch.fat doesn't seem to have generated\entitylibrarypatchoverride.fcb in it! Bootstraip failed.

My first thought is maybe it is just looking for the patch somewhere other that ..\data_win32 so I tried putting it in the same folder as well as in the folder where the actual bootstrap.exe is being run from by that batch file. I also tried putting it in a "mymod" folder with the batch file. Same error. No matter which place I put it. I'm guessing they've changed something about these files in some recent update? If there is an updated version of these tools I haven't been able to find it so far though. Am I maybe missing something else? There are basically no instructions at all except where to extract the actual modding files to.
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nazosan: I thought I'd take a look at some of the things that can be changed by mods (particularly hoping to disable some of the stuff that makes me feel ill like that slight blurring it keeps doing, the head bobbing, and etc) and ran across this tool: http://www.moddb.com/games/far-cry-2/downloads/enhanced-gibbed-tools-with-hash-decoder I was really excited to see that Far Cry 2 has finally become moddable after all this time where basically everyone said it just plain couldn't be done. Then I run this tool and get this error:

Your patch.fat doesn't seem to have generated\entitylibrarypatchoverride.fcb in it! Bootstraip failed.

My first thought is maybe it is just looking for the patch somewhere other that ..\data_win32 so I tried putting it in the same folder as well as in the folder where the actual bootstrap.exe is being run from by that batch file. I also tried putting it in a "mymod" folder with the batch file. Same error. No matter which place I put it. I'm guessing they've changed something about these files in some recent update? If there is an updated version of these tools I haven't been able to find it so far though. Am I maybe missing something else? There are basically no instructions at all except where to extract the actual modding files to.
this might help: http://pcgamingwiki.com/wiki/Far_Cry_2#Advanced_improvements
at the bottom is what you need to do to disable the stuff.

however the tool via link provided there does not unpack at all. where did you get the tool?

i need it to eliminate the one frame latency.

i have major issues with this game and i really don't know how to resolve them. i've set all settings on low and the game is using hard disk a lot which makes it lag (stutter?!). i now tried probably about 10 different settings. the FPS is kind of steady at 30 when i limit it to max 30FPS. i can limit it to 60 and it will stay close to 60. but still it lags the same no matter what. i know the PC i have is very old, but it is much better than min requirements. and there is not much differece if i have medium, high or low settings. just that for some reaosn it keeps loading from disk or something istead of using the ample RAM that is available or do some propper buffering.
I believe that entitylibrarypatchoverride.fcb was a sort of of 'index' of game properties that appears to only be included in certain versions of the game. The reason for this is that unpacking all the .dat files takes a really, really long time, so indexing is quicker. This file is not included in the GOG version.

What you need to do is go into the Wob_Gibbed folder and open the .fat files, which I believe are index files for .dat files (don't quote me on that, though,) with Gibbed.Dunia.Unpack.exe. The easiest way to do this is open two separate windows, one with the Data_32 folder and the other with the Wob_Gibbed folder and then drag the .fat file onto Gibbed.Dunia.Unpack.exe. Note that this works for any mods that are packaged without entitylibrarypatchoverride.fcb, like Dylan's Realism mod.

After that, it's the same method for editing as any other Gibbed tools.

For those that haven't used any before, now what you'll have is a *_unpacked folder in Data_32, where * is whatever .dat you've unpacked (Remember, .dat files are unpacked by unpacking .fat files. Confusing, I know). Like I said before, unpacking everything will take an excruciatingly long time and will also take up an obscene amount of drive space. What you're looking to do is edit the .xml files. File pathing is fairly straight forward. Engine settings are located under the engine folder, etc. Folders will be split up between different .dat files, for example, all script settings won't be in patch.dat. Save them after you edit them. For things that aren't .xml files, drag them onto the Gibbed.Dunia.ConvertXml.exe. Editing them is not a good idea, I think? I haven't ever changed anything that isn't a .xml file from the beginning because that stuff's complicated. I'm not even really sure what to do with them after that.

To pack things up again, drag the *_unpack folder onto Gibbed.Dunia.Pack.exe under the same Wob_Gibbed folder that had Gibbed.Dunia.Unpack.exe. Now you'll be left with *_unpack.dat and *_unpack.fat in the Data_32 folder. These are packaged in a way the game will read them, but first you need to rename them: BACKUP the originals and remove the _unpack part from the names of the new .dat and .fat files so they look like the originals. If the game crashes, put the originals back in. It means you changed something you shouldn't have. The *_unpack folder will still be there so you can mess around with things again.

Hope this helped.
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Esrevinue: I believe that entitylibrarypatchoverride.fcb was a sort of of 'index' of game properties that appears to only be included in certain versions of the game. The reason for this is that unpacking all the .dat files takes a really, really long time, so indexing is quicker. This file is not included in the GOG version.

What you need to do is go into the Wob_Gibbed folder and open the .fat files, which I believe are index files for .dat files (don't quote me on that, though,) with Gibbed.Dunia.Unpack.exe. The easiest way to do this is open two separate windows, one with the Data_32 folder and the other with the Wob_Gibbed folder and then drag the .fat file onto Gibbed.Dunia.Unpack.exe. Note that this works for any mods that are packaged without entitylibrarypatchoverride.fcb, like Dylan's Realism mod.

After that, it's the same method for editing as any other Gibbed tools.

For those that haven't used any before, now what you'll have is a *_unpacked folder in Data_32, where * is whatever .dat you've unpacked (Remember, .dat files are unpacked by unpacking .fat files. Confusing, I know). Like I said before, unpacking everything will take an excruciatingly long time and will also take up an obscene amount of drive space. What you're looking to do is edit the .xml files. File pathing is fairly straight forward. Engine settings are located under the engine folder, etc. Folders will be split up between different .dat files, for example, all script settings won't be in patch.dat. Save them after you edit them. For things that aren't .xml files, drag them onto the Gibbed.Dunia.ConvertXml.exe. Editing them is not a good idea, I think? I haven't ever changed anything that isn't a .xml file from the beginning because that stuff's complicated. I'm not even really sure what to do with them after that.

To pack things up again, drag the *_unpack folder onto Gibbed.Dunia.Pack.exe under the same Wob_Gibbed folder that had Gibbed.Dunia.Unpack.exe. Now you'll be left with *_unpack.dat and *_unpack.fat in the Data_32 folder. These are packaged in a way the game will read them, but first you need to rename them: BACKUP the originals and remove the _unpack part from the names of the new .dat and .fat files so they look like the originals. If the game crashes, put the originals back in. It means you changed something you shouldn't have. The *_unpack folder will still be there so you can mess around with things again.

Hope this helped.
Just wanted to say thank you, indeed it looks like the GOG version is missing that .fcb file. I am compiling Gibbed's tools from his svn, and just briefly looking through some of the code there are references to "steamapps" in some filepaths, so that means these tools (or at least Bootstrap) were written with the Steam version in mind. I have no idea if there are other differences between the versions.
I think I found better solution to mod vanilla GOG/Retail version.

Just download these 1.03 Steam Patch files:
http://mod.gib.me/farcry2/steam_patch_data_1.03.zip

And it should fix the error of:
"Your patch.fat doesn't seem to have generated\entitylibrarypatchoverride.fcb in it! Bootstraip failed."

It mostly works with the retail copy (minor niggling issues).