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Post by DEadLyToe on Feb 12, 2019 10:16:26 GMT 10
As the title suggest i'm currently trying to find a way to disable the script that makes unlockable weapons such as the Mp5 and Original Samurai Edge that would ordinarily be infinite require ammo! Some may ask why I would want to do such a thing, and how I even know its possible so ill explain. First off I think infinite weapons degrade the quality of most games especially that of a survival horror, I would rather play without. Secondly I ran some test that may suggest that it's a script embedded in 4th Survivors Game mode. This by no means is correct, however that's just my theory based on the info I have gathered with cheat engine. (Things iv'e tried that led me to this conclusion). The first thing I initially thought was that the infinite Mp5 and 4th survivals were virtually two different weapons under two different weapon ids (I was wrong). I had pulled up 4th survivor in cheat engine and gathered that the Mp5 weapon id was 17 just like the unlockables. Secondly I jumped to the conclusion that maybe it had something to do with the way the Hunks inventory was scripted since every character has it own inventory (Essentially meaning you would need to change your character to the Hunk to remove the infinite ammo cap on those weapons). However I was wrong since I had tried playing as Hunk on the campaign to no avail. Lastly I jumped to the conclusion that this script that removes the infinite ammo cap has to be tied to the game mode its self. Unfortunately I don't know where to start on isolating this value so if you think you can help me find this value I will try what ever is suggested and I defiantly will post a tutorial if I uncover this mistery, and again if you managed to make it this far I wanna thank you all for giving me the time of day. Thank you!
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Post by DEadLyToe on Mar 18, 2017 4:48:28 GMT 10
Thanks for info Chief I'm going to try this when I've got some time. I'm guessing I might be able to replace the hair and what not if I combine it to another mesh screwing up the bone structure I assume. But I guess I'll play around with that and I'll see if any of codemans previous scripts give me better exporting results. But yeah this is a big help so again thank you sir.
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Post by DEadLyToe on Mar 17, 2017 10:08:46 GMT 10
Well I'm new to model importing/exporting and 3dsmax in general. I've managed to pick up on the basics pretty quickly, and right when I thought everything was coming along to smoothly I couldn't have been more wrong. I've exported my model into the game multiple times to no avail. There doesn't appear to be any problems that I picked up on in 3dsmax itself because I can easily enough import my .mod file right back into 3dsmax and have all the meshes show up but as soon as I start up the game that's a different story. Meshes that are missing in particular are the hands, eyes, hair, and feet on Jill's stars model. In this YouTube clip I will be exporting Jill's initial stars model so you are able to see the exact steps I took in order to achieve my results.
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Post by DEadLyToe on Mar 9, 2017 11:13:29 GMT 10
To my knowledge I think it would be seemingly impossible due to such lack of tools for modifying things outside of skins and what not.Porting this would take an extraordinary large amount of time I would have to guess so I'll explain why. -import weapon model -import sounds -Recreate icon cause REHD takes 1 block -recreate animations because according to one of snipz post copying animation from another game generally don't work -you would have to replace a specific type of magazine with that of the machine guns unless you are fimilar with how items are coded into the game which many are not or just recode weapon to use pistol ammo or a currently existing ammo type. -you would have to figure out which arc and what arc file weapon traits are written to which would probably be unreadable do to the fact that it's probably written in Unicode (if you don't over look it first). Not to mention that we're not just finding one value but are finding several which would include firing rate, damage, magazine capacity etc.
So possible? Well I would have to say unlikely because even in resident evil 4 just about every weapon mod was just a reskin to the best of my knowledge and the games been out for around 10 years or more. Now if this already sounds difficult hate to say it but there is even more that would be at play when doing this. If someone creates some new tools and stuff I would really like this statement to be proven untrue. Anyway I hope this helps and I'll try to work with what resources I have to create some cool mods in the future.
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Post by DEadLyToe on Mar 9, 2017 6:20:18 GMT 10
I have few mods I'm currently trying to push out at the moment, but at some point I could take a look. May take a bit because I have to allocate values for weapon traits such as mag capacity, damage ratio, firing rate so I can push out my next mod. If you like this you might like it, but I don't wanna rant to much about it cause these traits are buried somewhere and finding them probably won't be a cake walk. I'll definitely polish these animations at some point any how. I'm also developing an updated arc list because I happened to figure out where a lot of items are located which could be helpful for those who want to mod, and if I can find Jill's jiggling titty animation I'll add it to the list as well.
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Post by DEadLyToe on Mar 9, 2017 6:00:23 GMT 10
Been looking for a new Jill model. This is great keep up the good work.
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Post by DEadLyToe on Mar 9, 2017 5:02:25 GMT 10
You're welcome, and yes I'm aware the positioning is off when Jill is wielding the knife and that is a fix in the works. Thanks for reporting issues you have had. I will just have to examine the other animation bugs you have posted when I have sometime. I will examine the animation side by side and ill see if I can replicate certain aspects of the female variant.
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Post by DEadLyToe on Mar 8, 2017 18:11:03 GMT 10
Well guys I completely swapped out jills knife and animations with that of chris's. Figured I would do sometype of weapon mod since there are not many on here. If you like chris's knife and hate Jill's knifing animation like I do due to getting bitten every time you knife with her then you just might like this. Nothing fancy but I decided I would do a simple model swap to become more familiar with the file structure of this game. I will more then likely release the same model swap but with female animations as an alternative as well as touching up the animation so the knife better fits Jill's hand, but that's just work for another day so enjoy. DOWNLOAD LINK: mega.nz/#!F9RzyRZS!3x0D8DTom9JtEYd7TkqQ28xFETZWB1AtQA1wj8Q5jkw
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Post by DEadLyToe on Mar 8, 2017 12:12:56 GMT 10
Does anyone know where I would find a weapons firing rate, ammo capacity and damage ratio? I'm curious because I have a weapon mod that nearly finished but I can't locate these specific traits so if anyone know what arc these traits are located in that would be a great help.
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Post by DEadLyToe on Mar 5, 2017 16:43:06 GMT 10
Yeah I would also like to figure this out as well. If anyone has any input that may help as to how we would achieve this that would be appreciated. I have tried modifying the arc of Chris's handgun to see if I could completely swap the gun with the samurai edge but accomplished nothing other than overwriting the skin. My guess is that the weapons information and traits are located in more than just one arc file such as wep0b/wep02 and the hardest part wouldn't be overwriting it but actually locating it. Just assuming you did find which file or files store the weapons traits actually finding the right value to modify would most likely be pretty tedious, but then again I could be wrong.
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Post by DEadLyToe on Mar 4, 2017 17:27:34 GMT 10
Okay guys I've tried to modify Chris's handgun (wep02) to see if copying the arc of the Samurai edge (wep0b) would essentially swap the weapon entirely to no avail. I did accomplish overwriting the skin. My objective was to figure out if altering some of the files in the arc would carrying over different traits that the weapon may have had other than just the skin such as infinite ammo for instance. Other examples would be sound, ammo type, firing rate, ammo capacity, etc. I think if we could get to the bottom of this we could come up with some pretty sick weapon modifications for this game. We could make weapons such as Barry's magnum reloadable, and the self defense gun. Potentially take or even apply actual infinite ammo to or from the weapons of our choice. So if any of you experiencing modders want to shed some wisdom it would be greatly appreciated because I think we would all like to see more weapon modifications done to this game. Btw the Samurai Edge has an empty animation and reloads as well, unfortunately it still functions and sounds exactly like Chris's handgun. imgur.com/RFpF3eg
imgur.com/tMRssig
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