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Post by SlaverStudios on May 8, 2020 2:32:22 GMT 10
A solid idea but again, you're wiping out vital cutscenes this way. There's always a better option if it means leaving what's good as it is and adding as much as we can. Currently until SOMEONE moves the zombies to the sections I mentioned, it won't matter much anyways. Who wants to go for a jog without any items or enemies? That needs to get done first.
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Post by tronvin on May 8, 2020 3:11:38 GMT 10
what cutscene though is wiped out from moving the lockpick? The only one I can think of is the one with the parasites coming out of the guy's stomach but I think that activates on the pickup of any item there. That isn't a vital cutscene though.
But you are right about the enemies. Until there can be a way to spawn them there like in rocket launcher part. I have to believe though that if the barriers can be opened to access that part at the beginning, there has to be a way for enemies to be spawned.
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Leap of Faith Master
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Post by aziank on May 8, 2020 16:10:42 GMT 10
i haven't made any real chances or anything that i deemed worthy enough to talk about, but i'm currently playing around with items/weapons placement. first part is just adding more ammo to pick up, i feel like you don't get as much so i want to have more esp during the harder difficulties. i don't want to use the unlimited version, but just a little extra would be nice to have. i'm also not as good with shot placement lol
i read that someone asked about having more ammo, so maybe sometime there'll be a mod for more ammo available (can't promise anything).
then i'll see about moving weapons around.
oh yeah, trying to locate where to edit how much ammo is produced when you craft gunpower with (x,y,z,etc). just to play around, would be fun to get 100 flame rounds right off the bat hahaha
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Post by tronvin on May 9, 2020 3:55:27 GMT 10
i haven't made any real chances or anything that i deemed worthy enough to talk about, but i'm currently playing around with items/weapons placement. first part is just adding more ammo to pick up, i feel like you don't get as much so i want to have more esp during the harder difficulties. i don't want to use the unlimited version, but just a little extra would be nice to have. i'm also not as good with shot placement lol i read that someone asked about having more ammo, so maybe sometime there'll be a mod for more ammo available (can't promise anything). then i'll see about moving weapons around. oh yeah, trying to locate where to edit how much ammo is produced when you craft gunpower with (x,y,z,etc). just to play around, would be fun to get 100 flame rounds right off the bat hahaha Adding in the ammo is important since the goal seems to be to get Nemesis to spawn earlier thus the need for ammo is important.
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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 9, 2020 16:08:35 GMT 10
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Post by forksspoons246 on May 10, 2020 2:58:48 GMT 10
This is amazing!!!!!!!!!!!!!!!!!!!!!!!!!
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Post by tronvin on May 10, 2020 7:35:09 GMT 10
Out of curiosity, how did you remove the toy shop triggers? That is also a proof of concept for this and while it didn't work for that, (I think) if we can remove the borders for a single zombie in the downtown area that will result in Nemesis proceeding to pursue like Nemesis should be able to then we can proceed to make the swap from enemy to Nemesis.
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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 10, 2020 12:15:04 GMT 10
Out of curiosity, how did you remove the toy shop triggers? That is also a proof of concept for this and while it didn't work for that, (I think) if we can remove the borders for a single zombie in the downtown area that will result in Nemesis proceeding to pursue like Nemesis should be able to then we can proceed to make the swap from enemy to Nemesis. It was in Nemesis' encounter zone files (don't know what to call them, as there are files that define where and when encounters are, and there are files that define the different stages of nemesis encounters). it's in the downtown folder inside the scenariono folder. There are files named nemesis.scn.20, nemesis2.scn.20, and nemesis3.scn.20. There are equivalent files for rocket nemmy and flame nemmy too. The files have definitions for player area zones and nemesis area zones. Nemesis2.scn.20 is the file that is used after Nemesis breaks through the wall and you're leaving the garage heading to the railway office. Nemesis3.scn.20 is the file used for when he's chasing you into the sewer I believe. To clairfy what I have achieved so far with these files: - I have been able to resize, move, and "disable" some trigger zones that instruct Nemesis to give up chase and idle
- When disabled or moved, Nemesis will follow Jill everywhere except areas where enemies cannot 'physically' enter.
- I believe there are invisible collision boxes/walls for these areas that only collide with enemies. If they were found/removed maybe Nemesis would follow into the room, i don't know.
- I have not found these invisible collision boxes and it is just an assumption so far from observed behaviour.
If you'd like to see a quick demonstration of what I'm talking about the easiest way is to: make a mod overwriting 'nemesis2.scn.20' with 'nemesis.scn.20' by copying 'nemesis.scn.20' and renaming it to 'nemesis2.scn.20'. I'd provide a premade mod for it but I'd like others to attempt it themselves. The more people we have actively trying to help the better. I still need to do a write up about these files as I've done a lot of testing with them but I've got games I want to play(DBD is fun but my god do people cry so much in it). If I have a spare couple hours I'll do the write up.
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Post by tronvin on May 10, 2020 12:55:21 GMT 10
Out of curiosity, how did you remove the toy shop triggers? That is also a proof of concept for this and while it didn't work for that, (I think) if we can remove the borders for a single zombie in the downtown area that will result in Nemesis proceeding to pursue like Nemesis should be able to then we can proceed to make the swap from enemy to Nemesis. It was in Nemesis' encounter zone files (don't know what to call them, as there are files that define where and when encounters are, and there are files that define the different stages of nemesis encounters). it's in the downtown folder inside the scenariono folder. There are files named nemesis.scn.20, nemesis2.scn.20, and nemesis3.scn.20. There are equivalent files for rocket nemmy and flame nemmy too. The files have definitions for player area zones and nemesis area zones. Nemesis2.scn.20 is the file that is used after Nemesis breaks through the wall and you're leaving the garage heading to the railway office. Nemesis3.scn.20 is the file used for when he's chasing you into the sewer I believe. To clairfy what I have achieved so far with these files: - I have been able to resize, move, and "disable" some trigger zones that instruct Nemesis to give up chase and idle
- When disabled or moved, Nemesis will follow Jill everywhere except areas where enemies cannot 'physically' enter.
- I believe there are invisible collision boxes/walls for these areas that only collide with enemies. If they were found/removed maybe Nemesis would follow into the room, i don't know.
- I have not found these invisible collision boxes and it is just an assumption so far from observed behaviour.
If you'd like to see a quick demonstration of what I'm talking about the easiest way is to: make a mod overwriting 'nemesis2.scn.20' with 'nemesis.scn.20' by copying 'nemesis.scn.20' and renaming it to 'nemesis2.scn.20'. I'd provide a premade mod for it but I'd like others to attempt it themselves. The more people we have actively trying to help the better. I still need to do a write up about these files as I've done a lot of testing with them but I've got games I want to play(DBD is fun but my god do people cry so much in it). If I have a spare couple hours I'll do the write up. I'm going to try to experiment with this by trying have Nemesis the ability to enter the subway office. I'm only 'good' at moving items so far.
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Post by SlaverStudios on May 10, 2020 14:58:40 GMT 10
Whatever you do, keep it stylish, keep it simple, and keep it as close to as retail as possible, fixing only what is necessary and adding ammo only in those empty spaces along with some zombies. That should be done first and anything additional like having extra ammo overall should come as an additional mod in case individuals like me aren't interested in the 'artistic' ideas of one or two people, but like the OP is doing, fixing what is objectively necessary to fill out and fix early game.
I would look into making a mod myself, but I'm hoping that your goals are similar to most extents. Anything you release shouldn't be compiled together with something like having Nemesis spawn early unless you really fix it to work fantastically. Not yet anyways. Because some people including myself might love what is done with dressing up the new areas but might also miss some scenes like the parasites coming out of the guy just to add in an item that can be boughten in the store shop to another area. That area actually HAS ammo so that shouldn't be necessary now. However I would alter the ammo to something you have that early.
Best of luck guys.
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Post by tronvin on May 10, 2020 21:55:07 GMT 10
Whatever you do, keep it stylish, keep it simple, and keep it as close to as retail as possible, fixing only what is necessary and adding ammo only in those empty spaces along with some zombies. That should be done first and anything additional like having extra ammo overall should come as an additional mod in case individuals like me aren't interested in the 'artistic' ideas of one or two people, but like the OP is doing, fixing what is objectively necessary to fill out and fix early game. I would look into making a mod myself, but I'm hoping that your goals are similar to most extents. Anything you release shouldn't be compiled together with something like having Nemesis spawn early unless you really fix it to work fantastically. Not yet anyways. Because some people including myself might love what is done with dressing up the new areas but might also miss some scenes like the parasites coming out of the guy just to add in an item that can be boughten in the store shop to another area. That area actually HAS ammo so that shouldn't be necessary now. However I would alter the ammo to something you have that early. Best of luck guys. I'm not really planning on changing anything right now besides trying to add in Nemesis early and trying to get him to go into the subway office building. The Nemesis army mod shows him entering there and the room with the shotgun and it looked terrifying so I want him there. Since Nemesis can get into those more investigation areas, I find that is a good first step to adding in at least one enemy for that area. My philosophy on this is to work in-ward from the main downtown area to outward and a common enough criticism of REmake3 is that Nemesis isn't a persistent enough threat. Spawning in Nemesis early is also an idea I gleaned from RE7's madhouse mode with Jack Baker.
Every thing about adding in changing item locations are just hypothetical brainstorming because nothing can really be done until enemies populate those areas.
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Post by SgtNicholaiGinovaefUBCS on May 11, 2020 11:39:18 GMT 10
What about switching around levels? Say making it possible for Jill to go to the Police Station before Carlos, but opening other doors? Have Nemesis chase Jill through the station and that's where she gets the lockpick in the STARS office instead of at Kendos?
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Post by tronvin on May 11, 2020 14:34:32 GMT 10
What about switching around levels? Say making it possible for Jill to go to the Police Station before Carlos, but opening other doors? Have Nemesis chase Jill through the station and that's where she gets the lockpick in the STARS office instead of at Kendos? 1. It's been stated numerous times in this thread that this cannot be done. We can't make a new game beyond what we have here.
2. There is no other doors to open at the rpd. The level is not the same as the one in RE2 and what Carlos can do is the extent of it. Door behavior cannot be modified.
3. We can't do scenario rearranging like that. We can only move items around. We can't make a new game. The only thing we can do is what you see in the videos: expand the downtown area to what is playable.
4. We can barely get Nemesis to spawn in downtown early. 5. The RPD isn't loaded in for Jill. It's only loaded in during Carlos' time there.
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Post by SlaverStudios on May 13, 2020 12:58:36 GMT 10
Any luck moving some items/editing the ammo in the uptown sections? Maybe moving some zombies to the opened sections? Any progress at all?
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Post by tronvin on May 13, 2020 13:01:18 GMT 10
Any luck moving some items/editing the ammo in the uptown sections? Maybe moving some zombies to the opened sections? Any progress at all?
A lot of discoveries about enemy spawning and Nemesis' AI
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