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Post by dagon on Apr 13, 2019 0:16:51 GMT 10
You missed a spot That's the SZF locker in Sewers btw.
Unfortunately, I haven't missed it. The file that controls lockerSZF causes a game-breaking bug. Even if not edited, if that file in installed as a mod it causes infinite loading when loading into the sewers. Leon has an similar problem.
Oh, ok, my bad then Also I just finished that playthrough. A lot of fun! Definitely more challenging without the benefit of the SMG and GL. That G5 was a pain in my ass, though.
Now I'm not 100% on this (would need more testing), but it seems that the flamethrower does jack shit against G5. Didn't seem to do any damage, and it definitely didn't light the boss on fire.
I'm guessing it was never coded to actually respond to the flamethrower, since you wouldn't have it in a normal playthrough. Any thoughts?
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Post by MaVeRicK on Apr 13, 2019 0:30:48 GMT 10
Now I'm not 100% on this (would need more testing), but it seems that the flamethrower does jack shit against G5. Didn't seem to do any damage, and it definitely didn't light the boss on fire.
I'm guessing it was never coded to actually respond to the flamethrower, since you wouldn't have it in a normal playthrough. Any thoughts?
hmm, never actually tried it on G5 and didn't expect that. But if that's the case, doubt there's anything anyone can do about that.
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Posts: 176
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Post by archerpz on Apr 13, 2019 11:35:08 GMT 10
on the G5 thing, you can have the flamethrower in a normal playthrough (Leon B) but it does way too little damage on G5 (if any), it's mainly DOT damage (the weapondata sheet says 5 dmg per one fuel, and 4 or 8 ticks depending on the regulator or no regulator) compare that to the base damage of the matilda (100) or the magnum (650 or more) if you wanted to actually test this, there is a speedrun tool on speedrun.com that displays active enemy hp and stuff
my reasoning for saying it does too little (or any) damage is that normally after two rockets, I'm able to finish off G5 with 4 - 5 shotgun shells but the last run I did, I didn't have any shotgun shells left, tried the flamethrower (after two rockets) and got nom'd ended up having to use both the 9mm and .45acp pistols instead
another thing is G5 doesn't take any damage until the eye actually appears, shooting him before is just a waste of bullets
since Claire doesn't have the rocket launcher, I'd say the best weapons with this mod for that boss are the minigun/magnum (if you know the optimal/easiest way to beat G4, you can use pretty much all of the minigun bullets for G5)
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Post by MaVeRicK on Apr 13, 2019 12:53:14 GMT 10
on the G5 thing, you can have the flamethrower in a normal playthrough (Leon B) but it does way too little damage on G5 (if any), it's mainly DOT damage (the weapondata sheet says 5 dmg per one fuel, and 4 or 8 ticks depending on the regulator or no regulator) compare that to the base damage of the matilda (100) or the magnum (650 or more) if you wanted to actually test this, there is a speedrun tool on speedrun.com that displays active enemy hp and stuff my reasoning for saying it does too little (or any) damage is that normally after two rockets, I'm able to finish off G5 with 4 - 5 shotgun shells but the last run I did, I didn't have any shotgun shells left, tried the flamethrower (after two rockets) and got nom'd ended up having to use both the 9mm and .45acp pistols instead another thing is G5 doesn't take any damage until the eye actually appears, shooting him before is just a waste of bullets since Claire doesn't have the rocket launcher, I'd say the best weapons with this mod for that boss are the minigun/magnum (if you know the optimal/easiest way to beat G4, you can use pretty much all of the minigun bullets for G5) Thanks! Always love seeing your comments with detailed info. Hope you're having a great day arch!
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Posts: 176
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Post by archerpz on Apr 13, 2019 14:12:37 GMT 10
Thanks! Always love seeing your comments with detailed info. Hope you're having a great day arch! thanks man, going pretty good so far hope you're having a great one too btw, which file has the SZF locker that's giving you the inf loading screen? maybe my obsolete pre patch files still work
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Post by MaVeRicK on Apr 14, 2019 3:53:12 GMT 10
Thanks! Always love seeing your comments with detailed info. Hope you're having a great day arch! thanks man, going pretty good so far hope you're having a great one too btw, which file has the SZF locker that's giving you the inf loading screen? maybe my obsolete pre patch files still work leon\claire_s04_0050.scn
I've tried using pre-patch files and it only worked for those using cracked copy.
It's easier I have an outdated version of the file, although I have unpacked all patch files, and even got copy of files from someone else who's also unpacked game files recently.
or it has something to do with how mod manager handles .pak files, but I wouldn't know about that.
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Posts: 47
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Post by dagon on Apr 14, 2019 21:16:44 GMT 10
on the G5 thing, you can have the flamethrower in a normal playthrough (Leon B) but it does way too little damage on G5 (if any), it's mainly DOT damage (the weapondata sheet says 5 dmg per one fuel, and 4 or 8 ticks depending on the regulator or no regulator) compare that to the base damage of the matilda (100) or the magnum (650 or more) if you wanted to actually test this, there is a speedrun tool on speedrun.com that displays active enemy hp and stuff my reasoning for saying it does too little (or any) damage is that normally after two rockets, I'm able to finish off G5 with 4 - 5 shotgun shells but the last run I did, I didn't have any shotgun shells left, tried the flamethrower (after two rockets) and got nom'd ended up having to use both the 9mm and .45acp pistols instead another thing is G5 doesn't take any damage until the eye actually appears, shooting him before is just a waste of bullets since Claire doesn't have the rocket launcher, I'd say the best weapons with this mod for that boss are the minigun/magnum (if you know the optimal/easiest way to beat G4, you can use pretty much all of the minigun bullets for G5) After reading your response, I realized I fucked up. I meant G4, not G5 lol.
Regardless, thanks for the detailed post!
Also, I've got a question for you, MaVeRicK. Since you've probably gotten some experience with weapon/ammo swapping while creating your mods, would you say there's any potential for a weapon randomizer mod? Basically one that makes a random selection of weapons to spawn on a playthrough, and adjusts ammo drops accordingly. Considering a randomizer does exist for RE2, and you can swap out weapon spawns, could this be possible?
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Post by MaVeRicK on Apr 14, 2019 23:39:45 GMT 10
Also, I've got a question for you, MaVeRicK.
Since you've probably gotten some experience with weapon/ammo swapping while creating your mods, would you say there's any potential for a weapon randomizer mod? Basically one that makes a random selection of weapons to spawn on a playthrough, and adjusts ammo drops accordingly. Considering a randomizer does exist for RE2, and you can swap out weapon spawns, could this be possible?
Depending on how I understand the game works I'd say no. But then again, someone is working on an enemy randomizer and I have no clue how it's being done. So weapon randomizer might be doable, but I wouldn't know how to.
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Posts: 47
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Post by dagon on Apr 15, 2019 2:52:13 GMT 10
Also, I've got a question for you, MaVeRicK.
Since you've probably gotten some experience with weapon/ammo swapping while creating your mods, would you say there's any potential for a weapon randomizer mod? Basically one that makes a random selection of weapons to spawn on a playthrough, and adjusts ammo drops accordingly. Considering a randomizer does exist for RE2, and you can swap out weapon spawns, could this be possible?
Depending on how I understand the game works I'd say no. But then again, someone is working on an enemy randomizer and I have no clue how it's being done. So weapon randomizer might be doable, but I wouldn't know how to. Well, in that case, here's to hoping! Thanks for the response
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Post by MaVeRicK on Apr 29, 2019 6:59:58 GMT 10
- Updated files to work with latest game patch [April 24th 2019] - Added two more optional versions for those who want to use this mod with Easier Spare Keys mod.
BETA - Beta update for the file that usually causes an infinite loading screen when entering the sewers.
- This is only for anyone who's willing to beta test it. - Install in addition to any version of the mod, start a new game, and reach the sewers.
!Very important Note!- A new game patch can break almost any mod installed even if said mod doesn't require an update, that's because the mod manager needs to reconfigure the install path. So these steps are a must whenever the game gets updated otherwise not all your mods will work correctly even if udpated: - Uninstall all mods.
- Delete natives folder from game directory (if there is one).
- Click 're-read game archives' in mod manager.
- Re-install your mods.
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Post by MaVeRicK on Feb 15, 2020 0:13:13 GMT 10
Update v5.0 Updated files to work with latest game patch [December 18th 2019]
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