Post by Cleveland Rock on Nov 29, 2017 23:11:57 GMT -5
Don't you hate it when you forget to rescue survivors that the game doesn't tell you about? With this mod, you will get alerts about hidden missions just like you would with any other mission.
It requires you to update missions.txt inside datafile.big. Just find a line of code and then insert some code after it.
Alternatively, you can just download missions.txt if you don't use any other mods that modify it.
Fresh Meat
(Fight Ted and Snowflake, the "slow" guy and his tiger)
Find:
cMissionDefinition Snowflake
{
CantFailOnLevel = "YUCATAN_CASINO"
Color = "13058304"
DebugSpawnPoint = "EntryYucutan"
DescriptionSummary = "1"
DisplayName = "80035"
Duration = "108000"
LevelToStartAtIfDebuggingMission = "FOOD_BARN"
MissionType = "4"
ShowInDebugMenu = "true"
StartTime = "14400"
Insert:
cMissionTimer SnowflakeCall
{
DeltaTimeSecondsRealTime = "2"
TriggerXTimes = "1"
cMissionPhoneCall SnowflakeCall1
{
cMissionDialogue SnowflakeStacey
{
Dialogue0 = "1"
SpeakerID0 = "77510"
}
}
}
Happy Ever After... Sort Of...
(Rescue LaShawndra and Gordon, the couple who lose each other right outside the safehouse)
Find:
cMissionDefinition HappilyEverAfterSortOf
{
CantFailOnLevel = "ROYAL_FLUSH"
Color = "16422912"
DebugSpawnPoint = "Exit_Safehouse"
DescriptionSummary = "1"
DisplayName = "80000"
Duration = "36000"
LevelRequiredToStartName = "SAFEHOUSE"
LevelToStartAtIfDebuggingMission = "ROYAL_FLUSH"
MissionType = "3"
ShowInDebugMenu = "true"
StartTime = "20700"
Insert:
cMissionTimer HappilyEverAfterSortOfCall
{
DeltaTimeSecondsRealTime = "2"
TriggerXTimes = "1"
cMissionPhoneCall HappilyEverAfterSortOfCall1
{
cMissionDialogue HappilyEverAfterSortOfStacey
{
Dialogue0 = "1"
SpeakerID0 = "77510"
}
}
}
Shopping Spree
(Rescue Bessie, Rosa, and Erica, the shoppers who want you to carry their stuff for them)
Find:
cMissionDefinition ShoppingSpree
{
CantFailOnLevel = "ROYAL_FLUSH"
Color = "16422912"
DebugSpawnPoint = "EntryFortunePark"
DescriptionSummary = "80570"
DisplayName = "80037"
Duration = "28800"
LevelToStartAtIfDebuggingMission = "ROYAL_FLUSH"
MissionType = "3"
ShowInDebugMenu = "true"
StartTime = "115200"
Insert:
cMissionTimer ShoppingSpreeCall
{
DeltaTimeSecondsRealTime = "2"
TriggerXTimes = "1"
cMissionPhoneCall ShoppingSpreeCall1
{
cMissionDialogue ShoppingSpreeStacey
{
Dialogue0 = "1"
SpeakerID0 = "77510"
}
}
}
Big Game Stakes
(Rescue Janus, the rich guy who demands that you have a gun)
Find:
cMissionDefinition BigGameStakes
{
CantFailOnLevel = "FORTUNE_EXTERIOR"
Color = "16422912"
DebugSpawnPoint = "EntryAtlanticaCasino"
DescriptionSummary = "80539"
DisplayName = "80012"
Duration = "50400"
LevelToStartAtIfDebuggingMission = "FORTUNE_EXTERIOR"
MissionType = "3"
ShowInDebugMenu = "true"
StartTime = "154800"
Insert:
cMissionTimer BigGameStakesCall
{
DeltaTimeSecondsRealTime = "2"
TriggerXTimes = "1"
cMissionPhoneCall BigGameStakesCall1
{
cMissionDialogue BigGameStakesStacey
{
Dialogue0 = "1"
SpeakerID0 = "77510"
}
}
}
The High Rollers
(Rescue Jessie, Jacob, and Nevada, the poker players who want you to play with them)
Find:
cMissionDefinition High_Rollers
{
CantFailOnLevel = "ATLANTICA_CASINO"
Color = "16422912"
DebugSpawnPoint = "EntryFortunePark"
DescriptionSummary = "80552"
DisplayName = "80014"
Duration = "43200"
LevelToStartAtIfDebuggingMission = "ATLANTICA_CASINO"
MissionType = "3"
ShowInDebugMenu = "true"
ShowInHUD = "false"
StartTime = "176400"
Insert:
cMissionTimer High_RollersCall
{
DeltaTimeSecondsRealTime = "2"
TriggerXTimes = "1"
cMissionPhoneCall High_RollersCall1
{
cMissionDialogue High_RollersStacey
{
Dialogue0 = "1"
SpeakerID0 = "77510"
}
}
}
The Secret of Charlie's Gold
(Find Lenny's secret stash of $250,000)
Find:
cMissionDefinition SecretOfCharliesGold
{
CantFailOnLevel = "SAFEHOUSE"
Color = "3826405"
DebugSpawnPoint = "Exit_Safehouse"
DescriptionSummary = "80566"
DisplayName = "80066"
Duration = "21600"
ExplicitStart = "true"
LevelToStartAtIfDebuggingMission = "ROYAL_FLUSH"
MissionComplete_PP = "10000"
MissionType = "3"
PrerequisiteMission = "Case3-2"
ShowInDebugMenu = "true"
StartTime = "187200"
Insert:
cMissionTimer SecretOfCharliesGoldCall
{
DeltaTimeSecondsRealTime = "2"
TriggerXTimes = "1"
cMissionPhoneCall SecretOfCharliesGoldCall1
{
cMissionDialogue SecretOfCharliesGoldStacey
{
Dialogue0 = "1"
SpeakerID0 = "77510"
}
}
}
Tape It or Die
(Rescue Lance, Gretchen, Johnny, and Wallace, the bloggers who teach you how to make a Plate Launcher)
Find:
cMissionDefinition TapeItOrDieComboCreation1
{
CantFailOnLevel = "TAPE_DIE"
Color = "16422912"
DescriptionSummary = "80576"
DisplayName = "80044"
Duration = "21600"
ExplicitStart = "true"
LevelToStartAtIfDebuggingMission = "TAPE_DIE"
MissionType = "3"
Module = "0"
ShowInDebugMenu = "true"
StartTime = "194400"
Insert:
cMissionTimer TapeItOrDieComboCreation1Call
{
DeltaTimeSecondsRealTime = "2"
TriggerXTimes = "1"
cMissionPhoneCall TapeItOrDieComboCreation1Call1
{
cMissionDialogue TapeItOrDieComboCreation1Stacey
{
Dialogue0 = "1"
SpeakerID0 = "77510"
}
}
}
Live Free or Die
(Fight Derrick, Earl, Johnny, and Deetz, the snipers)
Find:
cMissionDefinition MilitiaMen
{
CantFailOnLevel = "FORTUNE_EXTERIOR"
Color = "13058304"
DebugSpawnPoint = "EntryFortuneHotel"
DescriptionSummary = "80560"
DisplayName = "80009"
Duration = "86400"
LevelToStartAtIfDebuggingMission = "FORTUNE_EXTERIOR"
MissionType = "4"
ShowInDebugMenu = "true"
StartTime = "205200"
Insert:
cMissionTimer MilitiaMenCall
{
DeltaTimeSecondsRealTime = "2"
TriggerXTimes = "1"
cMissionPhoneCall MilitiaMenCall1
{
cMissionDialogue MilitiaMenStacey
{
Dialogue0 = "1"
SpeakerID0 = "77510"
}
}
}
Demand & Supply
(Find booze for Sven)
Find:
cMissionDefinition DemandAndSupply
{
CantFailOnLevel = "SAFEHOUSE"
Color = "3816421"
DebugSpawnPoint = "Exit_Safehouse"
DescriptionSummary = "80546"
DisplayName = "80062"
Duration = "14400"
LevelRequiredToStartName = "NONE"
LevelToStartAtIfDebuggingMission = "ROYAL_FLUSH"
MissionComplete_PP = "10000"
MissionIsScoopRequest = "true"
MissionType = "3"
ShowInDebugMenu = "true"
StartTime = "248400"
Insert:
cMissionTimer DemandAndSupplyCall
{
DeltaTimeSecondsRealTime = "2"
TriggerXTimes = "1"
cMissionPhoneCall DemandAndSupplyCall1
{
cMissionDialogue DemandAndSupplyStacey
{
Dialogue0 = "1"
SpeakerID0 = "77510"
}
}
}
Delta Point 1
(Rescue Michael and Matthew, the soldiers who were left behind)
Find:
cMissionDefinition DeltaPoint1
{
CantFailOnLevel = "FORTUNE_EXTERIOR"
Color = "16422912"
DebugSpawnPoint = "EntryRoyalFlushPlaza"
DescriptionSummary = "80545"
DisplayName = "80049"
Duration = "32400"
LevelRequiredToStartName = "FORTUNE_EXTERIOR"
LevelToStartAtIfDebuggingMission = "FORTUNE_EXTERIOR"
MissionType = "3"
PrerequisiteMission = "Case6-2"
ShowInDebugMenu = "true"
ShowInHUD = "false"
StartTime = "291600"
Insert:
cMissionTimer DeltaPoint1Call
{
DeltaTimeSecondsRealTime = "2"
TriggerXTimes = "1"
cMissionPhoneCall DeltaPoint1Call1
{
cMissionDialogue DeltaPoint1Stacey
{
Dialogue0 = "1"
SpeakerID0 = "77510"
}
}
}