Nemesis Modding Analysis - inthecity.scn.20
Apr 11, 2020 20:52:21 GMT 10
ReiKaz, Ice[DDZ], and 3 more like this
Post by moehammered on Apr 11, 2020 20:52:21 GMT 10
So I've been trying to figure out how to change Nemesis' spawning to make him just appear in the city immediately. (From leaving the subway to activating the power plant, restoring the power and returning to the subway.)
There's the inthecity.scn.20 file that I saw Kitty mention on these boards so I began poking in that. I've compared the full and demo versions to see if I can find something. And I broke something! Which is a good start.
So my goal was to try and get nemesis to spawn after picking up the fire hose, like he does in the demo. If that can be figured out then a pattern could be found.
Firstly. I tried outright using the demo version of the file with the full release.
Secondly. There are nemesis.scn.20, nemesis2.scn.20, and nemesis3.scn.20 files. I tried overwriting them and only one configuration resulted in odd behaviour to Nemesis.
(I can't remember which one, basically I'd copy let's say nemesis.scn.20 3 times, and rename it to match the 2 and 3 variants.)
Thirdly. I went back and modified the release version of the inthecity.scn.20 file to reflect the same values I found in the demo version for data segments that showed signs of having meaningful data.
For those poking around in the same file, if you have any discoveries please share. So far I've been reading through the demo and full version of this file and this is what I've found (in the full version):
That's all I've found so far. I'm guessing this file controls more how the scenario is planned and its series of events. If anyone wants to break the donut shop cutscene door, put the demo values into the full version of inthecity.scn.20 and you can do it too. I found more values, but these values were the ones that differed between the two games.
There's the inthecity.scn.20 file that I saw Kitty mention on these boards so I began poking in that. I've compared the full and demo versions to see if I can find something. And I broke something! Which is a good start.
So my goal was to try and get nemesis to spawn after picking up the fire hose, like he does in the demo. If that can be figured out then a pattern could be found.
Firstly. I tried outright using the demo version of the file with the full release.
- results in a constant loading screen stuck at 10%.
Secondly. There are nemesis.scn.20, nemesis2.scn.20, and nemesis3.scn.20 files. I tried overwriting them and only one configuration resulted in odd behaviour to Nemesis.
(I can't remember which one, basically I'd copy let's say nemesis.scn.20 3 times, and rename it to match the 2 and 3 variants.)
- results in usual nemesis behaviour (I tested this coming back from the garage heading to the subway control building.)
- The toy store interaction. Nemesis just kept sprinting into the door and would try to hit me if I got close! I believe he would've entered if that door allowed enemies to do so. (Normal zombies also can't bust the door open)
Thirdly. I went back and modified the release version of the inthecity.scn.20 file to reflect the same values I found in the demo version for data segments that showed signs of having meaningful data.
- Tested from the beginning of the subway until entering the sewers.
- Results. Normal behaviour except for plotting out the subway route. Once coming back through the donut shop I couldn't open the door! I had to go around the long way to trigger the cutscene, and it only triggered when I went down the stairs to the front of the donut shop. Then the zombie Nemesis infects disappeared, and the cutscene triggered on top of the stairs facing the toy shop.
For those poking around in the same file, if you have any discoveries please share. So far I've been reading through the demo and full version of this file and this is what I've found (in the full version):
- The zombie area data segment(0x12F0-0x1557) is almost identical to the one in the demo.
- 0x13a8 is 53 decimal vs 29 decimal in the demo
- 0x13f0 is 56 decimal vs 32 decimal in the demo
- 0x1444 and 0x1448 seem to be an array or a pair of values. (57, 58 vs 33, 34 in the demo)
- from 0x14ac there are four 4 byte integer values. (47, 59, 60, 7 vs 23, 35, 36, 7 in the demo)
- from 0x1530 there are a fair amount of values in the format of float, int, int, int, int, int (all 4 bytes long - 1.0, 0, 65, 0, 66, 0 vs 1.0, 0, 45, 0, 42, 0 in the demo)
- I believe the zeros could be separators for 0x1530.
That's all I've found so far. I'm guessing this file controls more how the scenario is planned and its series of events. If anyone wants to break the donut shop cutscene door, put the demo values into the full version of inthecity.scn.20 and you can do it too. I found more values, but these values were the ones that differed between the two games.