Posts: 44
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Post by zombieboyx620 on Jun 12, 2020 2:05:03 GMT 10
Exactly my point that is why we have to give them some motivation lol so let's all help them as best as we can so that we/others can get amazing mods. Modding takes lots of time and work. So don't worry people are still working hard at this very moment. But I'm going to make sure that the modder who Puts in more Nemesis encounters gets paid because that is what we all wanted, More Nemesis stage 1 lol.
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Post by SlaverStudios on Sept 6, 2020 15:42:55 GMT 10
And nothing...
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Post by piersfan on Sept 8, 2020 2:53:30 GMT 10
Looks cool, will give it a download now Any chance you can add a Delorean by the gas station
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I WON'T DO ANY REQUESTS AT THE MOMENT
Posts: 555
Original Join Date: Feb 22 2012
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Post by ZERO on Sept 8, 2020 7:29:48 GMT 10
Pandemic people remember that the pandemic is forcing people to do things that matter right now.
Mod creations is not about money is about will and fun
However some people come here and ask for help then go and sell that help somewhere else.
Some others see something getting attention and they go and do a copycat of it lol.
There are a few people here that really keep it fresh and really help the forum
Some people really helping with the development of tools and ways of modding.
To those great people thank you very much.
Now I don't care about money even though i need some right now but I do this shit because I like to learn.
In fact you can ask around I've been giving out full games on steam, game cards and cash way paypal.
why?
because I like to help people in the development of stuff not just demanding something for free to try to sell it later.
Some people send me spam emails asking for mods and even offer good money but like I said I don't care about it.
I helped a few people just because I wanted to help. I even tell them not to pay me for it. Still some people sends some help.
That is the way it should be.
I don't condemn Patreon being used as the way it should be OPTIONAL.
However some people just Hide things behind a forceful paywall and worst some things in some places are not even theirs.
Anyway sorry for being a D1@k sometimes but that is the way it is right now.
Now This is the closest way to play as Jill in the RPD
It has some broken animations.
Broken dodge knife combo
Broken Carlos punch no damage combo but the animation still there.
Some voices and animations are broken due to the way RE3 is chopped off.
This may be able to get fix but who in hell will go and mod 1000 + files by hand
Also some of those files need another way of getting rewritten with a tool that allows to add or remove bytes from it without breaking the file structure.
I can help people that knows at least what they are trying to do or people that have some knowledge in codding.
I can share what I know and help with the polishing of tools.
Just pm me.
Now I will not help people that don't know anything about this.
I know everyone want to do something but i don't have patience to walk someone over with what I gather in several years in just a few hours so if you have not an Idea about what is going on with the files please don't waste your time.
Thanks to everyone that is trying to help
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Post by SlaverStudios on Sept 11, 2020 3:09:27 GMT 10
Oof, okay well big reply coming but, I love what you're doing. Except I think we should first focus on the things we can 100% fix. We'll never quite get the Jill RPD thing right because of the limitations. You'll always have some issue, if not only with the game's story being tanked by doing that.
HOWEVER: You should definitely consider removing the all the fire from the Rocket Launcher sequences as (like the parasite sequence) it merely lets you skip some sequences, but allows in both for the ability for Nemesis to chase you into any building. He's got the AI to do so. I will upload a video soon of all the cut content.
Also, I think the lockpick was originally inside the house by Kendo's shop with the second floor. You could replace the newspaper there or the case. I also think that on Hardcore mode that the Grenade Launcher was supposed to be given at the start, not the magnum. Also, if possible, adding 30 bullets at the start of the game in Jill's inventory will encourage players to engage the zombies instead of running from them adding some much needed length to the pre-car scene with Nemesis. Anything to spice up that section would be amazing.
Finally, you could also do well to remove the huge transit rail from above the downtown pharmacy area as it blocks how tall those buildings and takes away from the sense of scale (but that's optional). It's a cool detail but I honestly think the fact that the street DOESN'T blend in as just another city-block is a part of the reason that area feels so small when it's actually one of the largest streets. Also if possible, move the 3 zombies from inside the power plant to the alleys leading up to the house near Kendo's shop. Players can just skip those zombies and they will disappear anyways, so it helps to beef up the outdoor areas that have been opened up with the "MORE INVESTIGATION" MOD.
______________________________________________________________________
Having Jill at the RPD is nice but it's never going to be lore-accurate at this point with the game's narrative (unless it was loaded PRE Downtown just after Carlos saves you for the first time). But these are things that could fix much of the game's length and pacing and is probably much easier since it's just some deleting and item play.
Also another issue with Jill at the RPD is that she can get a Rifle, sure, but does she have her original inventory? If not that would be a jarring aspect of the mod. Along with the entire everything else lol. I definitely think only capcom could truly fix that but the fanbase can easily fix the actual core game. Especially by removing the fire and moving the lockpick and zombies from the power station to the opened up alley ways in MORE INVESTIGATION. The lockpick in the house and the zombies leading up to it will force players to go that way before facing the Drain Demos, actually adding a similar pacing to how the Drain Demos were faced in the original.
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Posts: 115
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Post by reiko26 on Sept 24, 2020 14:11:11 GMT 10
sorry for late post, was just wanting to know if this mod will get anymore updates as far as moving other blockageds to possibly add to the game but without breaking anything. i enjoyed the first 2 areas even though there is nothing to fight.
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Posts: 12
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Post by sil on Sept 26, 2020 6:16:10 GMT 10
Hey, I'm not a Resident Evil modder (but I've modded games for years, I'm currently modding Mass Effect 3!) but my advice would be to draw up a map for yourself to work out what you can expand, where it makes sense to place new items and monsters, etc. so that your new content feels both believable and credible to the user. Forget the Racoon HQ, you'll never get Jill audio for it so it's not even worth attempting that, but there's so much that can be done with the rest of the game to flesh it out.
Really looking forward to see what marvels you come up with ^^
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Posts: 12
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Post by sil on Sept 29, 2020 19:19:40 GMT 10
that sounds like the smartest way to approach it for sure. id love to see more added and im confident that with those of the community, could definately make that happen, and maybe you could lend a hand. I can't provide much help beyond suggestions and criticisms, if I'm honest. My skill base is for an entirely different toolset. Off the top of my head, I'd suggest: - Because of a lack of dialogue for these new areas, I'd suggest adding files, letters, audio transcriptions, etc. to read to fill in the gaps in the story created by expanding the playable area. I'm certain the original Resident Evil 3 has many that could be reused or tweaked for the mod. - Don't add too many new zombies to fight. Study the way that the designers placed zombies in the Resident Evil 2 Remakes to see how many they tend to put in an area to try and keep it balanced. - Don't be afraid to have areas where there is no combat at all. Suspense brings on fear, which Resident Evil 3 Remake lacked, and clever use of shadows and sound effects can go a long way towards making an area frightening. - Abandon all plans to open areas for characters that have no business being there in the Remakes story; for example, don't try to open up the Police HQ to Jill as she hasn't got the dialogue you need to let her go there. Immersion is key, and you can easily break immersion by doing this. - No idea how possible it even is or if it's worth trying, but if someone managed to make more zombie variants so you aren't fighting clone zombies, it'd be a wonderful addition
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Post by SlaverStudios on Oct 6, 2020 5:12:40 GMT 10
Oof, okay well big reply coming but, I love what you're doing. Except I think we should first focus on the things we can 100% fix. We'll never quite get the Jill RPD thing right because of the limitations. You'll always have some issue, if not only with the game's story being tanked by doing that. HOWEVER: You should definitely consider removing the all the fire from the Rocket Launcher sequences as (like the parasite sequence) it merely lets you skip some sequences, but allows in both for the ability for Nemesis to chase you into any building. He's got the AI to do so. I will upload a video soon of all the cut content. Also, I think the lockpick was originally inside the house by Kendo's shop with the second floor. You could replace the newspaper there or the case. I also think that on Hardcore mode that the Grenade Launcher was supposed to be given at the start, not the magnum. Also, if possible, adding 30 bullets at the start of the game in Jill's inventory will encourage players to engage the zombies instead of running from them adding some much needed length to the pre-car scene with Nemesis. Anything to spice up that section would be amazing. Finally, you could also do well to remove the huge transit rail from above the downtown pharmacy area as it blocks how tall those buildings and takes away from the sense of scale (but that's optional). It's a cool detail but I honestly think the fact that the street DOESN'T blend in as just another city-block is a part of the reason that area feels so small when it's actually one of the largest streets. Also if possible, move the 3 zombies from inside the power plant to the alleys leading up to the house near Kendo's shop. Players can just skip those zombies and they will disappear anyways, so it helps to beef up the outdoor areas that have been opened up with the "MORE INVESTIGATION" MOD. ______________________________________________________________________ Having Jill at the RPD is nice but it's never going to be lore-accurate at this point with the game's narrative (unless it was loaded PRE Downtown just after Carlos saves you for the first time). But these are things that could fix much of the game's length and pacing and is probably much easier since it's just some deleting and item play. Also another issue with Jill at the RPD is that she can get a Rifle, sure, but does she have her original inventory? If not that would be a jarring aspect of the mod. Along with the entire everything else lol. I definitely think only capcom could truly fix that but the fanbase can easily fix the actual core game. Especially by removing the fire and moving the lockpick and zombies from the power station to the opened up alley ways in MORE INVESTIGATION. The lockpick in the house and the zombies leading up to it will force players to go that way before facing the Drain Demos, actually adding a similar pacing to how the Drain Demos were faced in the original.
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Post by andiratze on Oct 19, 2020 3:16:34 GMT 10
Any news about this mod?
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Post by SlaverStudios on Oct 20, 2020 18:21:01 GMT 10
No people are too interested in porn. This website should have rules against that shit.
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Post by andiratze on Oct 21, 2020 15:01:40 GMT 10
Which tools are needed to make this happen? How can i remove objects in the game? Switch objects and enemies? I read something about a level editor for re2, maybe i can use some of this stuff
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Post by SlaverStudios on Oct 25, 2020 7:20:46 GMT 10
There's info online here on this very website in fact. Most of it can be found in these forums.
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Dc: saw010102_
Posts: 76
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Post by Sawyer on Dec 13, 2020 3:22:53 GMT 10
Well, I tried to take Nemesis to the Kendo store area and it worked. It's a simple video but I thought it was cool that he was going to chase Jill there! I hope you enjoy! PS: Sorry for the beginning of the video, I'm still training to use the dodge! XD
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Post by SlaverStudios on Dec 13, 2020 11:41:19 GMT 10
I've drawn him there aswell using this mod. It's surely awesome. It would be even better if someone could remove the door leading to the outside and the invisible barrier so you could do this during the rocket launcher phase also. The fire also is STILL yet to be removed, blocking another chance to explore Raccoon City :/
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