Busy with work + studies. Will be back when I have free time. Please be patient. :)
Posts: 58
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Post by moehammered on Apr 24, 2020 17:21:15 GMT 10
Nah i was just thinking of something simple like swap the ammo bullets on the subway station with the gate key. Removing the locks and chains on doors are extremely difficult for this game. I was looking for door mods on how to edit logic on doors and there was none. So my best bet is just swapping hand gun rounds with the gate key. Is it even possible to swap ammo with key items? I've disabled the doors in the donut shop in my modding attempts. See the General Modding Chat section, my post for inthecity.scn.20. The door interactions can be modified but I've yet to figure out the pattern. I think it has something to do with the TriggerGimick thing I see scattered throughout the game files and the location scene files. how do you swap items anyway? can you swap ammo with key items? see this post in the tutorials section of the modding forums: residentevilmodding.boards.net/thread/12539/item-replacement
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Post by rexfordab on Apr 24, 2020 18:14:50 GMT 10
I broke the demo like 5 times trying to do that. LOL I need professional help. I started with hand gun ammo to magnum and I cant even get that to work. I really don't know what im doing but I really want that nemesis to chase me down to kendo gun shop after Im finished with the power subs station.
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Busy with work + studies. Will be back when I have free time. Please be patient. :)
Posts: 58
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Post by moehammered on Apr 24, 2020 18:52:12 GMT 10
I broke the demo like 5 times trying to do that. LOL I need professional help. I started with hand gun ammo to magnum and I cant even get that to work. I really don't know what im doing but I really want that nemesis to chase me down to kendo gun shop after Im finished with the power subs station. What I'm trying to do is to get Nemesis to spawn before activating the power. Similar to how he shows up in the demo. I've mostly discovered the opposite however: how to stop him spawning. This weekend I'm making a "No More Nemesis" mod as it's one of the requests and it isn't too much extra work for me to create. Just be patient, we'll figure it out eventually
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Post by rexfordab on Apr 25, 2020 0:01:18 GMT 10
i tried editing usig hex but i cant seem to get it to work it doesnt crash anymore but the mod doesnt show. After editing the values i save then install using fluffymod, then nothing the game runs as usual like there are no mods what am i missing? im really new to this and the tutorial board aint much help
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Post by SlaverStudios on Apr 25, 2020 3:03:37 GMT 10
Any info on adding zombies?
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Post by rexfordab on Apr 25, 2020 12:36:18 GMT 10
im not sure about adding zombies The only thing people have figured out so far is changing enemy types and sizes but not numbers. The best thing you could hope for is different enemy spawns but thats it. This is the same problem since re7 the game engine just doesnt support modding that well. You can try your hand at hex editing by swapping items though seems to be a good start to test your modding skills.
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Post by drtearex on Apr 27, 2020 21:08:33 GMT 10
What has been bothering me the whole time is the fact that even though we were at the police station with Carlos and blew up a wall, it still wasn't explained why one floor up is a huge hole in the wall? NOW my idea, you could go to RPD with Jill and NEMESIS blows a hole in the wall. Already an explanation for the hole is created, an answer I did not get from Capcom. Or Dario's fate could be resolved. In the original you could go to him again, then you find him dead and zombies are everywhere. Hey guys, newbie here. In regards to this point in particular, I was in an extensive discussion on the matter of the first section of the game on Youtube a few days ago since I feel there was a huge missed opportunity by Capcom on this segment. I figured since experiments into opening up exploration in the game are ongoing, I'd share a quote of my discussion here. Obviously it's largely not usable due to voice acting and/or different maps, but maybe this may provide a few ideas for the future, perhaps if a solution to the map issue is ever found. Perhaps a way to import the map from RE2 Remake, if that's even possible with this engine?
"I personally believe that Capcom should have expanded the area around the police station and made the first half of the game revolve around that as an anchor. After all, in RE2 we hear the announcement for survivors to head there for food and shelter. And yet Carlos and Tyrell behave as if they've never been there, making it clear that that wasn't a first stop for them. You'd think the logical conclusion is for the U.B.C.S. and Jill to head there to retrieve as many survivors as possible. Jill especially since she'd have some idea of what emergency procedures in Racoon City would be, being one of the higher ranking officers there.
In fact, we could take that concept a step further and use it to expand RE2's story similarly to how we saw the two officers that got attacked by the Licker. Make their deaths meaningful. Consider this scenario: Jill has to struggle to navigate her way to the Records Room and the S.T.A.R.S. office to retrieve evidence to support her hunt of Umbrella post-evacuation as well as try and help the U.B.C.S. bring survivors to the train. Jill makes her way there via a new route through the city streets and arrives at the police station [after getting re-equipped in the Subway]. There are survivors, the police force is decimated because of the attempts to keep order in the streets, the station is in disarray, and some of the survivors are beginning to turn, causing panic and chaos all over the place.
We wouldn't need to actually escort the survivors [cool, but doesn't mesh with the game's design philosophy]. Leave that to the U.B.C.S. Hell, the whole distraction plan Jill has in the R3make could happen there. As she's departing the Records Room [where you get the jack lever in RE2make] she comes across two officers who've just dispatched a number of recently turned zombies in the hallway. They accompany her as they head for the door into the Reception area, at which point one of them tells her he wished Irons had listened and that she needs to make sure Umbrella goes down for this. At that point, the hallway gets flooded with zombies coming in through the windows, and Just as Jill's about to leave the hallway, we get the Licker attack scene, killing the officers before Jill can even react. Jill heads to the S.T.A.R.S. office and retrieves a report from Wesker's desk [where the battery is in RE2make], and on her way down the stairs near the Dark Room she hears a wall get blown out mid-radio contact with Carlos, after which Nemesis jumps down from the third floor, cutting her off. She tells Carlos to get as many survivors to the train as he can, then makes a run for the second floor, and goes through the library to get to the East Wing, Nemesis hot on her tail. Once in the East Wing, she heads for the fire escape, then out the door into the courtyard [where you start the RE2make second run]. She temporarily loses him, only to run into Marvin and Brad, where the scene plays out and Jill is forced to put her old friend down. The gunfire alerts Nemesis and he re-engages, Jill bolts out the main gates, and finds a way into the Sewers, where the game continues as normal with the Hunter Gamma segment. Following that, we put out the fire in the alley, reactivate the substation, and get on the metro out of there."
I figured since there's some really good stuff coming from the modding community I'd drop this here with the hopes it might be useful for ideas, for one reason or another.
All in all though this mod has me hyped. I have been hoping for an expanded city section since I first played the R3make. Thanks a ton for making this.
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Post by SlaverStudios on Apr 28, 2020 14:01:39 GMT 10
I like how people continue to not listen. This isn't something that's going to go much further. Unless there's a way to add ammo and zombies, there's not much more area to expand anyways.
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Post by saiko on Apr 29, 2020 6:07:19 GMT 10
I like how people continue to not listen. This isn't something that's going to go much further. Unless there's a way to add ammo and zombies, there's not much more area to expand anyways. Exactly, this isn't going to turn the clock tower into a normal area, send jill to the police station, make the game an open world, or recreate the original RE3. Large parts of this game is hard-coded into the events that occur (usually stemming around Nemesis encounters) and you can't open areas that don't exist in the world, i.e. going back to Dario after the rooftop scenes, opening the RPD to Jill, making the Clock Tower a free roam interior area. Those things are not connected to Jill's primary "game world" and therefore there isn't really a way to just connect them there, much less adding new events and such.
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Post by shion555 on Apr 30, 2020 5:38:01 GMT 10
you can remove the scripted fire in this alley to get the safe room like this video?
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Post by SlaverStudios on May 3, 2020 8:56:22 GMT 10
OKAY so I have compiled some ideas that I believe under the current circumstances can be pulled off effectively. IF it's possible to MOVE enemies, this would be really effective. However, if that's not possible, only a few of these will be viable.
1. Replace an enemy in the early game (before getting the firehose) with Nemesis so that he is around right away. 2. Move the zombie enemies before the clocktower boss fight all above ground rather than below ground where you can run passed them. With the items above ground, it will look nicer and make more sense to fight them to safely retrieve items. Leave one zombie in the sewer and transform it into a Hunter Gamma. 3. Double Nemesis' health on Hardcore. OR remove all hand-grenades from Downtown. 4. Replace the parasite Zombie in the two-floor house just before the Rocket Launcher scene with a Licker. 6. If possible, remove the walkie-talkie dialogue with Carlos where Jill says "the monster is back and after me again," since with this mod, he would have already been back axiomatically and never gone. The game was probably intended to have him around this early.
That all would incredibly increase the feel of the game, and would have Nemesis stay on you as soon as you got back to the streets as he should have, giving him that entire time to stalk you and redeem his role. If people can make ''every enemy is nemesis'' I don't see how adding him early on isn't possible. It's also weird that he would take so long to regenerate and get back to you.
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Post by tronvin on May 4, 2020 2:10:31 GMT 10
OKAY so I have compiled some ideas that I believe under the current circumstances can be pulled off effectively. IF it's possible to MOVE enemies, this would be really effective. However, if that's not possible, only a few of these will be viable. 1. Replace an enemy in the early game (before getting the firehose) with Nemesis so that he is around right away. 2. Move the zombie enemies before the clocktower boss fight all above ground rather than below ground where you can run passed them. With the items above ground, it will look nicer and make more sense to fight them to safely retrieve items. Leave one zombie in the sewer and transform it into a Hunter Gamma. 3. Double Nemesis' health on Hardcore. OR remove all hand-grenades from Downtown. 4. Replace the parasite Zombie in the two-floor house just before the Rocket Launcher scene with a Licker. 6. If possible, remove the walkie-talkie dialogue with Carlos where Jill says "the monster is back and after me again," since with this mod, he would have already been back axiomatically and never gone. The game was probably intended to have him around this early. That all would incredibly increase the feel of the game, and would have Nemesis stay on you as soon as you got back to the streets as he should have, giving him that entire time to stalk you and redeem his role. If people can make ''every enemy is nemesis'' I don't see how adding him early on isn't possible. It's also weird that he would take so long to regenerate and get back to you. I thought using the jewel boxes to unlock key items as a may to expand on the beginning of the game with the more investigation mod. Integrating some features from Inferno mode would also help (no autosaves, no type writer in the donut shop and the zombie blocking the door to the donut shop). This creates more backtracking, more fear and more of a circular level design. 1. First jewel box could be found through out the level (maybe where the subway puzzle is). This unlocks the cutting tool. 2. Second jewel box found in house by Kendo's gate. This unlocks the Kendo's gate key. 3. Third jewel box found in Kendo's. This unlocks lockpick. I would also put Nemesis in the sewers to spice things up. I really hope door behavior to create new locked doors and keys could be made but that's a bit of a dream.
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Post by rexfordab on May 5, 2020 9:04:54 GMT 10
I've been experimenting on the demo and the best thing i could do is spawn key items replacing some ammo or herbs. Some items in particular items inside safe spots, lockers and safes are hidden on an outside script that i have yet to find. This is frustrating.
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Post by tronvin on May 5, 2020 9:58:43 GMT 10
I've been experimenting on the demo and the best thing i could do is spawn key items replacing some ammo or herbs. Some items in particular items inside safe spots, lockers and safes are hidden on an outside script that i have yet to find. This is frustrating. I think that's actually a good start. Does outside script thing include the unlockables from the jewels?
Anything on modding in Nemesis early? There was the army of Nemesis mod for the demo that replaced every zombie with Nemesis. Just replacing one enemy with him early would be good.
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Busy with work + studies. Will be back when I have free time. Please be patient. :)
Posts: 58
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Post by moehammered on May 5, 2020 13:36:12 GMT 10
OKAY so I have compiled some ideas that I believe under the current circumstances can be pulled off effectively. IF it's possible to MOVE enemies, this would be really effective. However, if that's not possible, only a few of these will be viable. 1. Replace an enemy in the early game (before getting the firehose) with Nemesis so that he is around right away. 2. Move the zombie enemies before the clocktower boss fight all above ground rather than below ground where you can run passed them. With the items above ground, it will look nicer and make more sense to fight them to safely retrieve items. Leave one zombie in the sewer and transform it into a Hunter Gamma. 3. Double Nemesis' health on Hardcore. OR remove all hand-grenades from Downtown. 4. Replace the parasite Zombie in the two-floor house just before the Rocket Launcher scene with a Licker. 6. If possible, remove the walkie-talkie dialogue with Carlos where Jill says "the monster is back and after me again," since with this mod, he would have already been back axiomatically and never gone. The game was probably intended to have him around this early. That all would incredibly increase the feel of the game, and would have Nemesis stay on you as soon as you got back to the streets as he should have, giving him that entire time to stalk you and redeem his role. If people can make ''every enemy is nemesis'' I don't see how adding him early on isn't possible. It's also weird that he would take so long to regenerate and get back to you. I'll try and give some answers: 1. Replacing one enemy with Nemesis is possible, but it will cause that one particular enemy to be replaced throughout the entire game. And it will cause double Nemesis when the time comes for his spawn events. Not a bad thing but not what you're imagining I'm guessing? 2. Moving enemies I believe is possible... Take it with a grain of salt though. I found how to move items, and wish to write a tool to help placement and modification of items but I want to do more research into the item files first. There are still a few issues with item modification yet to be solved. Plus I'm still busy working on Nemmy's spawn/AI. 3. Changing Nemesis' health I also think is possible, but I haven't found it yet. But I really believe it can be done just I'm not looking yet. I believe it'd be in his enemy file, the em9000 file. That's my best guess for now. 4. Replacing that zombie again will cause lickers to crop up everywhere they spawn if the enemy replacement method is done. Changing the enemy spawn is a bit more nuanced it seems. 5. Removing the walkie dialogue could be done I think (I'm guessing it's inside the file 'inthecity.scn.20') but I don't know if it'd cause the next sequence to load incorrectly and cause a soft lock or not. Haven't tried/discovered it yet but we've seen it happen when running from rocket nemmy and going to the subway via the garage instead of the toystore route. I agree Nemesis' regeneration rate is too long, and I think in nightmare/inferno it is sped up a bit. Haven't tested but I remember not daring to stick around to find out. You seem very keen, and props to you mate. Help us all out by reading the tutorials, reading what's been done, and what's being done and join in! Grab a hex editor, take a look at the item placement tutorial by our great member Kitty and have some fun trying to bring the ideas in your head to life
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