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Post by SlaverStudios on May 5, 2020 14:10:19 GMT 10
I'm already working on mods for other games, I'm just trying to help with ideas. Maybe next year if not much more is done I'll double back and try to look into learning how to mod this and RE2 but for right now, I'm way to into some other shit.
Anyways, I've reconsidered some of those initial ideas now that I've heard your input, also that Nemmy takes too long to regenerate. I've reformed my opinion into: Grenades are too strong. He would die in the original from enough damage temporarily; it stands that he should be down for some time. Also hearing about how modding is currently limited to replacing entire npc-types is unfortunate.
I think right now the focus then should be on moving those NPCS above ground for one last outside Jill zombie section before the Clocktower fight.
Also, possibly opening up any more areas in the downtown zone that doesn't overly sequence break anything. Perhaps for instance the barricade between the entrance area to the subway station and the toy shop so the alley is optional. Idk just spit balling. The area does have some other clever connections here and there.
If possible, I think much more ammo should be added to the original sequence. Not sure how that would work. Maybe have the glock fully loaded when receiving it as well as changing the ammo in Dario's Warehouse to like 30 and moving some of the bus zombies over there to have an actual gameplay section in that part of the game that requires you to shoot some shit. Might even encourage you to spend those first bullets on a single zombie if the bus area isn't about to immediately overwhelm you and pretty much forcing you to book it. That change could inadvertantly add 2 separate zombie fights on both sides of Dario's Warehouse that were once something you kinda wanted to just run through and save your ammo. Really love the work put in here though, good luck!
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Leap of Faith Master
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Post by aziank on May 5, 2020 14:49:47 GMT 10
I'm already working on mods for other games, I'm just trying to help with ideas. Maybe next year if not much more is done I'll double back and try to look into learning how to mod this and RE2 but for right now, I'm way to into some other shit. Anyways, I've reconsidered some of those initial ideas now that I've heard your input, also that Nemmy takes too long to regenerate. I've reformed my opinion into: Grenades are too strong. He would die in the original from enough damage temporarily; it stands that he should be down for some time. Also hearing about how modding is currently limited to replacing entire npc-types is unfortunate. I think right now the focus then should be on moving those NPCS above ground for one last outside Jill zombie section before the Clocktower fight. Also, possibly opening up any more areas in the downtown zone that doesn't overly sequence break anything. Perhaps for instance the barricade between the entrance area to the subway station and the toy shop so the alley is optional. Idk just spit balling. The area does have some other clever connections here and there. If possible, I think much more ammo should be added to the original sequence. Not sure how that would work. Maybe have the glock fully loaded when receiving it as well as changing the ammo in Dario's Warehouse to like 30 and moving some of the bus zombies over there to have an actual gameplay section in that part of the game that requires you to shoot some shit. Might even encourage you to spend those first bullets on a single zombie if the bus area isn't about to immediately overwhelm you and pretty much forcing you to book it. That change could inadvertantly add 2 separate zombie fights on both sides of Dario's Warehouse that were once something you kinda wanted to just run through and save your ammo. Really love the work put in here though, good luck! The Out of Bounds videos for RE3R here shows a ton of areas blocked off by the developers, yet looked fully detailed and was meant to be used. This mod could open some of those areas up, then once we figured out how to add items/weapons/enemies/etc, it can lengthen gameplay. I'm actually looking into something along that now... Which comes to this post. You can modify the ammo quantity, like giving yourself 250 rounds as seen here (posted by kitty) at the moment, i'm not sure on how to change enemy health. from what i can gather, enemies take more or less damage depend on your DA. enemies have the same amount of HP and Jill deals the same amount of damage across all difficulties, they (enemies) will take more/less damage depending on how well you play... but yes, once we figure out how to spawn enemies or move them around, we can add more fight to certain sections of the game. i like the idea of staying and fight versus dodging and running away myself
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Post by tronvin on May 5, 2020 21:31:14 GMT 10
OKAY so I have compiled some ideas that I believe under the current circumstances can be pulled off effectively. IF it's possible to MOVE enemies, this would be really effective. However, if that's not possible, only a few of these will be viable. 1. Replace an enemy in the early game (before getting the firehose) with Nemesis so that he is around right away. 2. Move the zombie enemies before the clocktower boss fight all above ground rather than below ground where you can run passed them. With the items above ground, it will look nicer and make more sense to fight them to safely retrieve items. Leave one zombie in the sewer and transform it into a Hunter Gamma. 3. Double Nemesis' health on Hardcore. OR remove all hand-grenades from Downtown. 4. Replace the parasite Zombie in the two-floor house just before the Rocket Launcher scene with a Licker. 6. If possible, remove the walkie-talkie dialogue with Carlos where Jill says "the monster is back and after me again," since with this mod, he would have already been back axiomatically and never gone. The game was probably intended to have him around this early. That all would incredibly increase the feel of the game, and would have Nemesis stay on you as soon as you got back to the streets as he should have, giving him that entire time to stalk you and redeem his role. If people can make ''every enemy is nemesis'' I don't see how adding him early on isn't possible. It's also weird that he would take so long to regenerate and get back to you. I'll try and give some answers: 1. Replacing one enemy with Nemesis is possible, but it will cause that one particular enemy to be replaced throughout the entire game. And it will cause double Nemesis when the time comes for his spawn events. Not a bad thing but not what you're imagining I'm guessing? 2. Moving enemies I believe is possible... Take it with a grain of salt though. I found how to move items, and wish to write a tool to help placement and modification of items but I want to do more research into the item files first. There are still a few issues with item modification yet to be solved. Plus I'm still busy working on Nemmy's spawn/AI. 3. Changing Nemesis' health I also think is possible, but I haven't found it yet. But I really believe it can be done just I'm not looking yet. I believe it'd be in his enemy file, the em9000 file. That's my best guess for now. 4. Replacing that zombie again will cause lickers to crop up everywhere they spawn if the enemy replacement method is done. Changing the enemy spawn is a bit more nuanced it seems. 5. Removing the walkie dialogue could be done I think (I'm guessing it's inside the file 'inthecity.scn.20') but I don't know if it'd cause the next sequence to load incorrectly and cause a soft lock or not. Haven't tried/discovered it yet but we've seen it happen when running from rocket nemmy and going to the subway via the garage instead of the toystore route. I agree Nemesis' regeneration rate is too long, and I think in nightmare/inferno it is sped up a bit. Haven't tested but I remember not daring to stick around to find out. You seem very keen, and props to you mate. Help us all out by reading the tutorials, reading what's been done, and what's being done and join in! Grab a hex editor, take a look at the item placement tutorial by our great member Kitty and have some fun trying to bring the ideas in your head to life Is it possible to remove one of the zombies entirely from the files except in the part where we want Nemesis to spawn? Pretty much create an artificial Nemesis enemy.
As for the busting through the wall spawn, you did create that mod where Nemesis doesn't bust through the wall. If Nemesis is spawned early, do we really need him to bust through the wall?
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Busy with work + studies. Will be back when I have free time. Please be patient. :)
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Post by moehammered on May 6, 2020 0:52:05 GMT 10
Is it possible to remove one of the zombies entirely from the files except in the part where we want Nemesis to spawn? Pretty much create an artificial Nemesis enemy.
As for the busting through the wall spawn, you did create that mod where Nemesis doesn't bust through the wall. If Nemesis is spawned early, do we really need him to bust through the wall?
Hmmm that is an interesting way to approach it... Yeah I can remove Nemesis' scripted spawn events in the files and then try swapping one enemy with Nemesis and remove that enemy's spawn points. Basically could try replacing the starting zombie after exiting the subway shutter. That's a very clever way around the issue. I like it. When I have time this weekend I'll look into modifying enemy spawn points/location/types to see if removing enemies or bugging them so they don't show up is possible. I haven't touched enemy placement files or enemy set piece files so I'll be starting from nothing and it'll take me a while but if I make any promising progress I'll post it. If anyone can point me to a starting point to look for that'd save me a tiny bit of time searching for where the enemy placements are stored. I reckon they're in the enemy folder for each location folder and have an idea where to look but I've never bothered. Thanks tronvin. We'll see if this leads to some fun times with our favourite lad Nemmy!
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Post by tronvin on May 6, 2020 1:05:18 GMT 10
Is it possible to remove one of the zombies entirely from the files except in the part where we want Nemesis to spawn? Pretty much create an artificial Nemesis enemy.
As for the busting through the wall spawn, you did create that mod where Nemesis doesn't bust through the wall. If Nemesis is spawned early, do we really need him to bust through the wall?
Hmmm that is an interesting way to approach it... Yeah I can remove Nemesis' scripted spawn events in the files and then try swapping one enemy with Nemesis and remove that enemy's spawn points. Basically could try replacing the starting zombie after exiting the subway shutter. That's a very clever way around the issue. I like it. When I have time this weekend I'll look into modifying enemy spawn points/location/types to see if removing enemies or bugging them so they don't show up is possible. I haven't touched enemy placement files or enemy set piece files so I'll be starting from nothing and it'll take me a while but if I make any promising progress I'll post it. If anyone can point me to a starting point to look for that'd save me a tiny bit of time searching for where the enemy placements are stored. I reckon they're in the enemy folder for each location folder and have an idea where to look but I've never bothered. Thanks tronvin. We'll see if this leads to some fun times with our favourite lad Nemmy! Would not replace that zombie. The Nemesis army mod shows that it will T-pose Nemesis if he is replacing a zombie in cutscenes.
Maybe a zombie near the donut shop? I would also like for this to be in Inferno mode since I love that difficulty.
If we could do this, we could spawn Nemesis in the sewers as well.
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Busy with work + studies. Will be back when I have free time. Please be patient. :)
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Post by moehammered on May 6, 2020 8:54:42 GMT 10
Would not replace that zombie. The Nemesis army mod shows that it will T-pose Nemesis if he is replacing a zombie in cutscenes.
Maybe a zombie near the donut shop? I would also like for this to be in Inferno mode since I love that difficulty.
If we could do this, we could spawn Nemesis in the sewers as well.
Thanks for the vid. Then I'll attempt replacing one of the zombies in the alley or near the donut shop. Yeah this would work on inferno but since inferno shuffles placements I'd be looking to work on Inferno last. Inferno is my favourite difficulty as well but the files are not very clear at showing inferno differences. Anyway, till I can get a proof of concept going this is just speculation.
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Post by tronvin on May 6, 2020 9:20:17 GMT 10
Would not replace that zombie. The Nemesis army mod shows that it will T-pose Nemesis if he is replacing a zombie in cutscenes.
Maybe a zombie near the donut shop? I would also like for this to be in Inferno mode since I love that difficulty.
If we could do this, we could spawn Nemesis in the sewers as well.
Thanks for the vid. Then I'll attempt replacing one of the zombies in the alley or near the donut shop. Yeah this would work on inferno but since inferno shuffles placements I'd be looking to work on Inferno last. Inferno is my favourite difficulty as well but the files are not very clear at showing inferno differences. Anyway, till I can get a proof of concept going this is just speculation. Nightmare/Inferno has that zombie that blocks the door at the donut shop. Imagine if Nemesis is replaced with that one and he just pops out through there as you get closer. That's just a hypothetical.
But the donut shop area makes the most sense as its after the cutscene.
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Post by SgtNicholaiGinovaefUBCS on May 6, 2020 11:51:51 GMT 10
Is there any way to add the RPD area for Jill to explore the station? Perhaps adding length to the game and maybe flesh out cut areas like the Clock Tower?
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Leap of Faith Master
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Post by aziank on May 6, 2020 12:01:39 GMT 10
Is it possible to remove one of the zombies entirely from the files except in the part where we want Nemesis to spawn? Pretty much create an artificial Nemesis enemy.
As for the busting through the wall spawn, you did create that mod where Nemesis doesn't bust through the wall. If Nemesis is spawned early, do we really need him to bust through the wall?
Hmmm that is an interesting way to approach it... Yeah I can remove Nemesis' scripted spawn events in the files and then try swapping one enemy with Nemesis and remove that enemy's spawn points. Basically could try replacing the starting zombie after exiting the subway shutter. That's a very clever way around the issue. I like it. When I have time this weekend I'll look into modifying enemy spawn points/location/types to see if removing enemies or bugging them so they don't show up is possible. I haven't touched enemy placement files or enemy set piece files so I'll be starting from nothing and it'll take me a while but if I make any promising progress I'll post it. If anyone can point me to a starting point to look for that'd save me a tiny bit of time searching for where the enemy placements are stored. I reckon they're in the enemy folder for each location folder and have an idea where to look but I've never bothered. Thanks tronvin. We'll see if this leads to some fun times with our favourite lad Nemmy! that would be really neat, but how would this new nemesis behave? is he going to be like nemesis nemesis or just nemesis? i'm going to try and explain that question, and apologies in advance if i don't use the right words, terminology, or phrasing. i'm trying to look, but is there somewhere that dictates enemy's area of coverage to how far they pursuit you and when they stop/go back to their spawn point. there are cases in the game where zombies and hunters (in hospital) that stop after you exist the room or stand at a certain point between a door. they basically don't attack or even notice you, which you can use the advantage to shoot them down. why the question is because if we do modify the spawn of nemesis, would he (the new nemesis) then keep chase which could result in having two nemesis on screen at some point? if not, then we would have to change every nemesis spawn point and somehow keep it realistic. so the result would be there's only one nemesis, but at the same time he is everywhere the player is... i had another thought, but i totally lost at the moment of typing this post lol. i'll add to more of this once it comes back to me
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Busy with work + studies. Will be back when I have free time. Please be patient. :)
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Post by moehammered on May 6, 2020 13:03:20 GMT 10
Hmmm that is an interesting way to approach it... Yeah I can remove Nemesis' scripted spawn events in the files and then try swapping one enemy with Nemesis and remove that enemy's spawn points. Basically could try replacing the starting zombie after exiting the subway shutter. That's a very clever way around the issue. I like it. When I have time this weekend I'll look into modifying enemy spawn points/location/types to see if removing enemies or bugging them so they don't show up is possible. I haven't touched enemy placement files or enemy set piece files so I'll be starting from nothing and it'll take me a while but if I make any promising progress I'll post it. If anyone can point me to a starting point to look for that'd save me a tiny bit of time searching for where the enemy placements are stored. I reckon they're in the enemy folder for each location folder and have an idea where to look but I've never bothered. Thanks tronvin. We'll see if this leads to some fun times with our favourite lad Nemmy! that would be really neat, but how would this new nemesis behave? is he going to be like nemesis nemesis or just nemesis? i'm going to try and explain that question, and apologies in advance if i don't use the right words, terminology, or phrasing. i'm trying to look, but is there somewhere that dictates enemy's area of coverage to how far they pursuit you and when they stop/go back to their spawn point. there are cases in the game where zombies and hunters (in hospital) that stop after you exist the room or stand at a certain point between a door. they basically don't attack or even notice you, which you can use the advantage to shoot them down. why the question is because if we do modify the spawn of nemesis, would he (the new nemesis) then keep chase which could result in having two nemesis on screen at some point? if not, then we would have to change every nemesis spawn point and somehow keep it realistic. so the result would be there's only one nemesis, but at the same time he is everywhere the player is... i had another thought, but i totally lost at the moment of typing this post lol. i'll add to more of this once it comes back to me Yes there are zones defined in the files that tell enemies when they should retreat and where they should be aggressive or attack. There are many files that define this data so unfortunately it's tough to figure out all of the triggers. Nemesis has these triggers too and I've disabled them. However this still doesn't allow Nemesis to enter rooms he's forbidden to(for example the toy shop, instead of standing out the window he'll permanently walk into the door and attack you if you get close to the door. It looks like there are invisible collision boxes for enemies but I don't know yet, I really wanna disable these.) The enemy replacement Nemesis would follow his default AI rules. Now whether that means he will basically be like the usual Nemesis, only spawned earlier, or whether that means he will be a Nemesis that follows no rules, I don't know yet. The video shown by tronvin could help give an idea of how Nemesis will behave. As for 2 copies of Nemesis coming on screen, the idea is solved from: 1st. Preventing the usual Nemesis spawns from triggering. I've already made a "No More Nemesis" mod. So I know how to stop his spawns. 2nd. Swapping a basic zombie enemy file(say zombie_01 <-- just an example) with nemesis' enemy file (say nemesis_01 <-- just an example). 3rd. Removing all spawn points for the basic zombie enemy file except for 1 at the beginning of the game. (This is the important one) Issues that can arise: Nemesis despawning as there is references to unloading and suiciding for nemesis in his trigger zones. So I don't know if he can trigger them himself as well. AI is busted and he just doesn't chase properly. Not being able to control basic zombie spawns. Again, until a proof of concept is made, these are all just ideas. For an idea of how the enemy replacement technique that almost all mods so far have used, look for the enemy replacement tutorial in the RE2 remake modding section.
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Post by SlaverStudios on May 6, 2020 13:03:32 GMT 10
I'd suggest possibly swapping Nemesis with the zombie dogs to make it less impactful? It's not like the game has a terrible amount of them and removing their spawn points might not be that hard since there's tremendously less of them. If you can also move enemies, he could be moved there.
As for the Nemesis busting through the wall -- KEEP IT. Mr.X had a wall busting scene and it's a nice surprise moment that won't be altered by the presence of the monster should he be moved to another area. If it does however, I see the purpose of altering this scene. Also would need to attempt to remove the radio transmission to carlos following that scene where Jill suddenly proclaims the beast is chasing her.
As for the start of the game, I suggest someone making an increased ammo mod ASAP for the very starting uptown areas and possibly moving those zombies as I explained to give 2 shooting sequences pre-car scene rather than a run around (around Darios workshop). That is the BEST you can do for the current moment to breathe life into that early portion of the game and I'm all for forcing the player to fight twice than encouraging and pretty much demanding that they run passed all the good stuff.
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Post by tronvin on May 6, 2020 18:49:46 GMT 10
I'd suggest possibly swapping Nemesis with the zombie dogs to make it less impactful? It's not like the game has a terrible amount of them and removing their spawn points might not be that hard since there's tremendously less of them. If you can also move enemies, he could be moved there. As for the Nemesis busting through the wall -- KEEP IT. Mr.X had a wall busting scene and it's a nice surprise moment that won't be altered by the presence of the monster should he be moved to another area. If it does however, I see the purpose of altering this scene. Also would need to attempt to remove the radio transmission to carlos following that scene where Jill suddenly proclaims the beast is chasing her. As for the start of the game, I suggest someone making an increased ammo mod ASAP for the very starting uptown areas and possibly moving those zombies as I explained to give 2 shooting sequences pre-car scene rather than a run around (around Darios workshop). That is the BEST you can do for the current moment to breathe life into that early portion of the game and I'm all for forcing the player to fight twice than encouraging and pretty much demanding that they run passed all the good stuff. Well, I too would love the wall busting scene. Jack Baker had one. It's like the running scare for stalker enemies. Saying that, for a version 1/beta of the early Nemesis mod, I rather see what Nemesis is like introduced early until there can be a way to despawn an enemy like when Jill is dealing with the drain deimos, as an example, Nemesis could be de-spawned and then he busts through the wall.
Removing dogs can also add in the idea for maybe adding in some other enemies, i.e. paleheads, hunters or even lickers.
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Post by tronvin on May 7, 2020 1:59:22 GMT 10
Thought about some scenario rearranging with what can be worked with now:
1. Nemesis spawns near donut shop 2. Not sure if this could be done but if the door to Nikolai's first appearance can be de-chained and the cutting can be placed somewhere near the substation to just create more backtracking and expand the level even more. 3. Key to kendo’s gate found in alley behind donut shop (the cutting tool alley) 4. Lockpick found in Kendo’s 5. Level continues on normally 6. Lickers? Hunters? Paleheads?
Creates way more backtracking and the cutting tool is now very important to unlock another key item. Adding in some late game enemies and Nemesis early could make this a very fun playthrough.
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Post by SlaverStudios on May 7, 2020 14:03:31 GMT 10
I think the most important thing is theme and restraint with this sort of thing. We're not trying to make super duper hard mode. I also think because of how the gate looks and because of Kendo's dialogue, it should remain locked as the end of that area. That one little area can afford to stay separate I think. I would love to have many of the zombie from that area later on moved to the other side of the firetruck, forcing you, once again, to fight rather than ran.
Enemies in the empty areas right now is a must. Swapping out the Grenade Launcher rounds (since the player doesn't have it yet) in that house with the second floor should be done also. Maybe some nice juicy 20 shotgun ammo or something for the long ass run to that place? Also should have many zombies moved to those areas. I noticed they wont cross the boundaries as it is, only Nemesis will.
Also Lickers would be cool, especially in that aforementioned house, only the problem seems to be the limited enemy types to totally swap for the whole game. Enemy swapping is really limited right now and it's hard enough to pick an enemy to shitcan for the entire game just to have Nemmy early.
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Post by tronvin on May 7, 2020 20:17:59 GMT 10
I think the most important thing is theme and restraint with this sort of thing. We're not trying to make super duper hard mode. I also think because of how the gate looks and because of Kendo's dialogue, it should remain locked as the end of that area. That one little area can afford to stay separate I think. I would love to have many of the zombie from that area later on moved to the other side of the firetruck, forcing you, once again, to fight rather than ran. Enemies in the empty areas right now is a must. Swapping out the Grenade Launcher rounds (since the player doesn't have it yet) in that house with the second floor should be done also. Maybe some nice juicy 20 shotgun ammo or something for the long ass run to that place? Also should have many zombies moved to those areas. I noticed they wont cross the boundaries as it is, only Nemesis will. Also Lickers would be cool, especially in that aforementioned house, only the problem seems to be the limited enemy types to totally swap for the whole game. Enemy swapping is really limited right now and it's hard enough to pick an enemy to shitcan for the entire game just to have Nemmy early. We could always have the lockpick upstairs of that house.
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