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 10, 2020 23:25:19 GMT 10
do you know where i can find a reliable floating point converter? found one online but it was janky. I wrote a hex viewer myself to convert the files into floating points and other data types. I'll release it once it's user friendly. Till then, try 'Hexinator'. It has a window you can use called 'Show Data panel' which lets you see the highlighted position of the file as many data types at once and you can edit the value within the data panel too. Don't worry about buying a licence. The free version of it does everything you'll need and more. Good luck and thanks with contributing!
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Post by rexfordab on May 11, 2020 12:19:37 GMT 10
ive put 5 for y, that's 00 00 A0 40? Am I doing this right?
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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 11, 2020 12:51:46 GMT 10
ive put 5 for y, that's 00 00 A0 40? Am I doing this right? yeah 00 00 A0 40 is 5 as a floating point value. If you enter it and load it as a mod, then start a new game and head to the item it should be moved.
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Leap of Faith Master
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Post by aziank on May 11, 2020 16:25:31 GMT 10
how do you change the items in the safes? Safes and other weapons are hidden, nested behind a "interactive object" routine, the way it seems. The weapon is awarded to the player after opening a locked object and then interacting with it. I assume the entries in the corresponding files link to a outside script, that contains the spawned objects. Havent found that, yet. have any of you guys found the file(s) for this yet? i'm looking, but can only find the items that are out in the open in various areas. i can't seem to find what line(s) are needed to edit in order to change the item, and i tried playing around with a few things too. what i was able to do, what i mentioned before, was edit items or the amount of ammo that are in the open. still slowly working on locating all the items/ammo in the downtown area, some i still can't seem to find the coding for. i'll just post some pictures and explain... this is right outside the room with the safe (where you get the red dot sight for the handgun). 60 is the max amount for handgun ammo in one box. i can't figure out what to edit for the gunpowder in the pullout draw nor the safe, you guys have an idea of where to look? what is this area call? the train area where you meet Mikhail for the first time, has 2-3 items you can grab, i want to edit those. you can see in the picture here that there are two boxes of rifle ammo, but i can't seem to find the coding for them nor where to look. is it under i_100_subway_area.scn.20 or some place else? also the scene where you meet Dario Rosso, what area is that? i'm talking about the room before you head to the parking garage and the helicopter. there's a box of handgun ammo that i want to edit as well. anyway this is currently the result of what i have, without having shotgun shells on me. max ammo per box is 60 handgun and 200 rifle, going above and it'll default back to those numbers. more or less, you can have this much on you before going to turn on the 4 power switch. i haven't made progress because i still want to play the game versus just modding it the whole time, so only when i feel like it i'll put in some work lol. but eventually i would like to have a mod out for more ammo, which would be great on higher difficulties (yes i'm on assist here, i'm farming shop points haha) and if we can get more enemies into the game. anyway to make it short; where can i find the file for Dario location, the area where Jill meets Mikhail, and how to edit items in lockers/safes/drawers, and other areas of the game? also i'm going back to RE2R and seeing if i can play around with those files. i'm still looking at the two mods i posted that change items/weapons for that game to get some ideas, but there's a lot to stuff to look over. any help you guys can give would be awesome, thanks
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Leap of Faith Master
Posts: 53
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Post by aziank on May 12, 2020 13:22:59 GMT 10
to continue on my previous post, i have looked into the downtown > locker file and can not find what line(s) represent what item. it doesn't follow or so it seems the way items are shown in the open like s.m.7.0.x.x.x.x. i have found something that states donut shop, garage, and staff room (which in the locker holds a grenade), but there is no code that say so. grenade is represented by 41, but there is no 41 there...
are items in lockers coded differently than what are out in the open?
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Leap of Faith Master
Posts: 53
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Post by aziank on May 12, 2020 16:25:54 GMT 10
if any of you guys are interested, the assault rifle jill use in assist is fully customizable just like carlos. only reason why it is not in-game is due to those attachment not showing up or available to her at all...which i changed with a little code changing... as you can see here, i added the scope just for testing into the game. which you can attach to her rifle for use and it function fully, red dot thingy and all. now if i can somehow find the line of code to edit so i can add this rifle to her for all difficulties, we would be golden. i have yet to test this with the unlimited ammo rifle, but i'm guessing it should be the same...maybe. anyway here is a picture with it on i'm thinking of where to actually have it located in-game. not sure where jill would come about to picking it up, maybe in a locked case or box of some sort. the attachments could also be picked up throughout the game, as in first piece early on, second in the sewer, and third hospital/nest area to make it balance. if you guys have any ideas, let me know
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Post by tronvin on May 12, 2020 20:47:41 GMT 10
if any of you guys are interested, the assault rifle jill use in assist is fully customizable just like carlos. only reason why it is not in-game is due to those attachment not showing up or available to her at all...which i changed with a little code changing... as you can see here, i added the scope just for testing into the game. which you can attach to her rifle for use and it function fully, red dot thingy and all. now if i can somehow find the line of code to edit so i can add this rifle to her for all difficulties, we would be golden. i have yet to test this with the unlimited ammo rifle, but i'm guessing it should be the same...maybe. anyway here is a picture with it on i'm thinking of where to actually have it located in-game. not sure where jill would come about to picking it up, maybe in a locked case or box of some sort. the attachments could also be picked up throughout the game, as in first piece early on, second in the sewer, and third hospital/nest area to make it balance. if you guys have any ideas, let me know Maybe by the dead soldier after meeting Nicolai? In the alley.
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Leap of Faith Master
Posts: 53
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Post by aziank on May 13, 2020 7:50:23 GMT 10
i'm thinking of where to actually have it located in-game. not sure where jill would come about to picking it up, maybe in a locked case or box of some sort. the attachments could also be picked up throughout the game, as in first piece early on, second in the sewer, and third hospital/nest area to make it balance. if you guys have any ideas, let me know Maybe by the dead soldier after meeting Nicolai? In the alley. good idea. i moved the scope to the dead soldier outside the garage before the dogs and the tactical grip to the basket in the donut shop (it is in the save room, where the green herb used to be). now i'll see about where to place the extended magazine... any idea on how to code Jill starting with the rifle in all difficulties? sometime soon i would like to have a mod out with her using it along with all the attachments on inferno/nightmare, i don't like the infinite base version.
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Post by tronvin on May 13, 2020 9:24:41 GMT 10
Maybe by the dead soldier after meeting Nicolai? In the alley. good idea. i moved the scope to the dead soldier outside the garage before the dogs and the tactical grip to the basket in the donut shop (it is in the save room, where the green herb used to be). now i'll see about where to place the extended magazine... any idea on how to code Jill starting with the rifle in all difficulties? sometime soon i would like to have a mod out with her using it along with all the attachments on inferno/nightmare, i don't like the infinite base version. I would assume replacing the code with the script for the AR would work. I'm not a very good modder. Am I learning? Yes but I only know how to go about this in a way similar to programming in Javascript. Basically brute forcing workarounds to (try to) get desired results i.e. replacing Nemesis with an instance of an enemy and wiping the enemy from the files for the rest of the game.
If you're asking me where to spawn it? Maybe by the drop-down ladder? Creates a nice circular design.
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Leap of Faith Master
Posts: 53
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Post by aziank on May 13, 2020 10:28:48 GMT 10
any idea on how to code Jill starting with the rifle in all difficulties? sometime soon i would like to have a mod out with her using it along with all the attachments on inferno/nightmare, i don't like the infinite base version. I would assume replacing the code with the script for the AR would work. I'm not a very good modder. Am I learning? Yes but I only know how to go about this in a way similar to programming in Javascript. Basically brute forcing workarounds to (try to) get desired results i.e. replacing Nemesis with an instance of an enemy and wiping the enemy from the files for the rest of the game.
If you're asking me where to spawn it? Maybe by the drop-down ladder? Creates a nice circular design.
i'm sure we're in the same boat with modding this game. i used to mod strategy games a lot back then; medieval 2 total war, original starcraft, command and conquer, battle for middle earth 2, etc. this is different so i'm learning too as i play around with items/weapons placement. i'll look into the script and see what i can find, thanks oh what i did found out was that not all items sit within the 70-80 bytes jump in hex editor. looking like now the range could be 50/60-90 bytes to the right after the item, because for the longest time i couldn't figure out where a gunpowder was sitting till i edit something for the hell of it outside of that range. breakable boxes do spawn different items across multiple playthrough, i'm going to look at those and lockers once i figure out other things. trial and errors, trial and errors, trial and errors haha
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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 13, 2020 14:20:13 GMT 10
oh what i did found out was that not all items sit within the 70-80 bytes jump in hex editor. looking like now the range could be 50/60-90 bytes to the right after the item, because for the longest time i couldn't figure out where a gunpowder was sitting till i edit something for the hell of it outside of that range. breakable boxes do spawn different items across multiple playthrough, i'm going to look at those and lockers once i figure out other things. trial and errors, trial and errors, trial and errors haha Nice one mate. Kitty has mentioned about the variable byte length for items in the first post. For how to swap the weapons, the first post also mentions it. You can basically swap weapons with other weapons but it causes issues with ammo. I haven't tested it myself yet as I'm stretched thin every weekend trying to make progress on Nemmy and last weekend testing enemy placement locations. Look at this post: residentevilmodding.boards.net/thread/12506/resident-evil-remake-item-idsLet's you know the IDs of all in game items. Can go ahead and experiment to your heart's desires
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Post by rexfordab on May 13, 2020 16:55:05 GMT 10
How do you spawn items in item box?
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Leap of Faith Master
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Post by aziank on May 15, 2020 6:45:11 GMT 10
oh what i did found out was that not all items sit within the 70-80 bytes jump in hex editor. looking like now the range could be 50/60-90 bytes to the right after the item, because for the longest time i couldn't figure out where a gunpowder was sitting till i edit something for the hell of it outside of that range. breakable boxes do spawn different items across multiple playthrough, i'm going to look at those and lockers once i figure out other things. trial and errors, trial and errors, trial and errors haha Nice one mate. Kitty has mentioned about the variable byte length for items in the first post. For how to swap the weapons, the first post also mentions it. You can basically swap weapons with other weapons but it causes issues with ammo. I haven't tested it myself yet as I'm stretched thin every weekend trying to make progress on Nemmy and last weekend testing enemy placement locations. Look at this post: residentevilmodding.boards.net/thread/12506/resident-evil-remake-item-idsLet's you know the IDs of all in game items. Can go ahead and experiment to your heart's desires i gave the weapon swap a try, and yes it can be done. but like the first post mentioned, there is an ammo reloading issue. now the thing is, if the gun actually need to be reloaded from ammo outside (Jill samurai edge, assault rifle, grenade launcher, etc) it will not work once the ammo loaded with the gun is depleted. but if you mod in an infinite version like the (mup, assault rifle, rocker launcher, etc) they work like normal because...i'm guessing they being unlimited and it reloads from another source and not your carry ammo count. before i started modding and even before making an account on here, i made a document of all the item/weapon ids from here and here. also i made notes in my document when i see a fault, because some item id doesn't match up in hex (unless i counted the bytes wrong) i see a lot of 01 (first aid spray) where another item should be. i will continue to post my findings as i keep playing around with the game files
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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 15, 2020 9:18:45 GMT 10
Nice one mate. Kitty has mentioned about the variable byte length for items in the first post. For how to swap the weapons, the first post also mentions it. You can basically swap weapons with other weapons but it causes issues with ammo. I haven't tested it myself yet as I'm stretched thin every weekend trying to make progress on Nemmy and last weekend testing enemy placement locations. Look at this post: residentevilmodding.boards.net/thread/12506/resident-evil-remake-item-idsLet's you know the IDs of all in game items. Can go ahead and experiment to your heart's desires i gave the weapon swap a try, and yes it can be done. but like the first post mentioned, there is an ammo reloading issue. now the thing is, if the gun actually need to be reloaded from ammo outside (Jill samurai edge, assault rifle, grenade launcher, etc) it will not work once the ammo loaded with the gun is depleted. but if you mod in an infinite version like the (mup, assault rifle, rocker launcher, etc) they work like normal because...i'm guessing they being unlimited and it reloads from another source and not your carry ammo count. before i started modding and even before making an account on here, i made a document of all the item/weapon ids from here and here. also i made notes in my document when i see a fault, because some item id doesn't match up in hex (unless i counted the bytes wrong) i see a lot of 01 (first aid spray) where another item should be. i will continue to post my findings as i keep playing around with the game files So I'm not the only one! Thought I was going insane, or we're both counting the bytes wrong. I saw a lot of '01' where another item popped up in game. Nice find then with the infinite ammo reload. So then it might mean the weapon that is placed in the file also has references for what ammo it is using. It could be that the weapon prefab isn't correctly loaded when only changing the ID? I wonder how swapping the weapon prefabs out would effect the weapon ammo.
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Leap of Faith Master
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Post by aziank on May 15, 2020 10:12:15 GMT 10
where are the weapons prefabs folders and files, I could take a look into them and run some test. I recently made a thread for my upcoming (might be awhile lol) weapon and ammo mod residentevilmodding.boards.net/thread/13271/wip-weapons-ammo-requesting-help if you guys want to check it out. there i also mentioned a couple of my findings and requested help from anyone that might've found what I'm struggling with.
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