THE " WHOA, DNT SHOOT '' GIRL !!!!
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Post by ClaireRedfield19 on Mar 18, 2019 19:13:39 GMT 10
Keep it up both of yous,nice work
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"É a nova era, esta com medo? Está com MEDO, PETISTA SAFADA?!"
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Post by RyuuzakiL5 on Mar 18, 2019 19:51:26 GMT 10
You could replace the MQ11 gun as for me it's totally useless thanks to it's inefficiency and waste of ammo and space on inventory (when I play with Claire I uses all my powders to get Acid Rounds because I waste MQ11 bullets a lot and have to put more than 200 rounds in my inventory). I just hate MQ11 in this game, God Damn it!
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Post by jdfred06 on Mar 18, 2019 21:19:40 GMT 10
Mav, you guys could replace herbs with some shotgun ammo. I feel the game gives you way too many green herbs for the most part. Plus, most people running this mod are probably good enough at the game that missing a few green herbs won't be an issue.
Love this mod man, like all of yours.
Any plans on giving Leon the M79?
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Posts: 176
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Post by archerpz on Mar 19, 2019 1:35:01 GMT 10
Keep it up both of yous,nice work tbh, I personally am not really involved/helping, but thanks I just like to figure out how things work (sometimes) that being said, I should really start working on claire's ladysmith...
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THE " WHOA, DNT SHOOT '' GIRL !!!!
Posts: 245
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Post by ClaireRedfield19 on Mar 19, 2019 3:41:11 GMT 10
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Posts: 176
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Post by archerpz on Mar 19, 2019 4:07:15 GMT 10
claire's starting revolver, that's the internal name in the game and the actual name of the gun it's based on too I think
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THE " WHOA, DNT SHOOT '' GIRL !!!!
Posts: 245
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Post by ClaireRedfield19 on Mar 19, 2019 4:23:50 GMT 10
claire's starting revolver, that's the internal name in the game and the actual name of the gun it's based on too I think oh,didnt knw that.ill wait for it .thx
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Post by MaVeRicK on Mar 19, 2019 5:48:47 GMT 10
Keep it up both of yous,nice work tbh, I personally am not really involved/helping, but thanks I just like to figure out how things work (sometimes) that being said, I should really start working on claire's ladysmith... More flashy textures I presume?
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Post by MaVeRicK on Mar 19, 2019 5:51:22 GMT 10
You could replace the MQ11 gun as for me it's totally useless thanks to it's inefficiency and waste of ammo and space on inventory (when I play with Claire I uses all my powders to get Acid Rounds because I waste MQ11 bullets a lot and have to put more than 200 rounds in my inventory). I just hate MQ11 in this game, God Damn it! Really? I personally don't use the MQ11 but just because I don't like it. I was under the impression it was a powerful weapon.
Doesn't matter, Since I really don't know how exactly I put the shotgun there I don't think I can put it in place of another weapon (especially one is picked and one is in a locker).
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Post by MaVeRicK on Mar 19, 2019 5:59:55 GMT 10
Mav, you guys could replace herbs with some shotgun ammo. I feel the game gives you way too many green herbs for the most part. Plus, most people running this mod are probably good enough at the game that missing a few green herbs won't be an issue. Love this mod man, like all of yours. Any plans on giving Leon the M79? Oh, I don't want to go down that road, if I start replacing other non-ammo items I'd get stuck in an endless debate over balance. Not to mention I don't know yet what tells the game the ammo count so even if I succeed I'd be putting 1 shell in place of 1 herb... silly.
Honestly right now I'm just trying to find any free time to work on the ammo for the shotgun but once I do it shouldn't take long.
I plan on swapping 2 smg ammo picks to shells, this'll give you 40 shells total. Maybe replace 1-2 white powder to yellow to bring the total shell count to how it is for Leon. Without affecting the grenade launcher or the mq11 much.
I fully plan on giving leon the grenade launcher. However it'll be a bit more tricky to balance ammo for him.
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Post by MaVeRicK on Mar 19, 2019 6:03:05 GMT 10
Made slight progress in changing item location. What you're looking at is the ammo pic that's supposed to be on the 2F of the main hall (end of the corridor) Changed 2 values and made it have same YZ location as the ammo on the 1F main hall front desk... or is it XZ?
Tried something similar with shotgun location but didn't work.
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Posts: 176
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Post by archerpz on Mar 19, 2019 7:54:18 GMT 10
More flashy textures I presume? well it's a pretty small gun, if it's not flashy you won't even notice it's there I see you got the item position working too (for ammo/pickups) not sure which axes it is, I usually refer to the height axis as Z, but it's probably Y looks like you got the Y axis (height) and then one of the X or Z axes correct when I tried messing with the itemPos for the shotgun, I ended up with the shotgun on the floor, infront of the cabinet dunno if that's the same issue you're having also that pickup (not the one you moved but the one on that desk) is an ink ribbon on hc not sure if you can notice that in the hex editor or if there's even actual ink ribbon spawns or it's preselected ammo spawns that get converted
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Posts: 176
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Post by archerpz on Mar 20, 2019 10:59:58 GMT 10
some more findings (not sure if you found that out already) but for some items, you need start a new game to reflect changes, started a new game and those handgun bullets that never changed no matter what I changed the byte to, were suddenly magnum ammo I also figured out how to control the amount too {expand} stuff below is from the ' rpd\item\common.scn.19' file example for the lockers (after FailureCount); this is from the locker in the break room (night duty room) 00 00 00 00 1A 00 00 00 00 00 00 00 08 00 00 00 | red is the item ID green is the ammo count (signed int /short / byte)
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example for a normal item spawn; this is from the blue herb in the break room 04 00 00 00 FF FF FF FF 00 00 00 00 01 00 00 00 |
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Post by MaVeRicK on Mar 20, 2019 12:39:14 GMT 10
some more findings (not sure if you found that out already) but for some items, you need start a new game to reflect changes, started a new game and those handgun bullets that never changed no matter what I changed the byte to, were suddenly magnum ammo I also figured out how to control the amount too {expand} stuff below is from the ' rpd\item\common.scn.19' file example for the lockers (after FailureCount); this is from the locker in the break room (night duty room) 00 00 00 00 1A 00 00 00 00 00 00 00 08 00 00 00 | red is the item ID green is the ammo count (signed int /short / byte)
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example for a normal item spawn; this is from the blue herb in the break room 04 00 00 00 FF FF FF FF 00 00 00 00 01 00 00 00 |
This is GREAT! and damn it's so simple... thanks for this. Also, I didn't know about the new game thing, i suspected this at first, but forgot about it when changes were taking effect in saves. Any idea how to know which items need that, cus that's a nightmare for testing.
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Post by MaVeRicK on Mar 20, 2019 13:11:47 GMT 10
Yuuupe, it works like a charm... but daaamn how much of my testing has been for nothing cus I didn't start a new game.
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