Unique Face & Hair Per Costume (PFB Edits)
May 7, 2020 17:37:16 GMT 10
Night Furious, theflyingmuffin, and 3 more like this
Post by billybob3001 on May 7, 2020 17:37:16 GMT 10
Just sharing the results of some trial and error, not sure if this has been posted anywhere before.
Prerequisite:
-Hex editor (I'll be using 010 Editor)
-Extracted RE3R PAK
-Fluffy Manager 5000
The game assembles each costume in this fashion (colours indicate shared elements):
Default Costume = Default Body (PL2000) + Default Head (PL2001) + Default Hair (PL2005)
STARS Costume = STARS Body (PL2010) + Default Head (PL2001) + STARS Hair (PL2015)
Classic Costume = Classic Body (PL2020) + Default Head (PL2001) + Default Hair (PL2005)
This inevitably means that having a mod that replaces a shared part will have that modded asset appear in unintended places (e.g. Model swapping default Jill with Ada causes the other two costumes to have Ada's head). This may or may not bother you, but my goal was to have completely separate costumes that can be changed via the in-game menu seamlessly.
Each costume part has an associated .PFB file that specifies where to fetch .MESH and .MDF2 assets, by modifying the these paths it is possible to have the game load in new assets such that they are unique to a single costume. In other words, decoupling can be achieved into something like this:
Default Costume = Default Body (PL2000) + Default Head (PL2001) + Default Hair (PL2005)
STARS Costume = STARS Body (PL2010) + New Head1 (XXXXX) + STARS Hair (PL2015)
Classic Costume = Classic Body (PL2020) + New Head2 (XXXXX) + New Hair (XXXXX)
The .PFB files are located in character specific directories at NATIVES/STM/ESCAPE/PREFAB/CHARACTER/PLAYER or NATIVES/STM/ESCAPE/PREFAB/CHARACTER/SURVIVOR/PARTS. Placement in either directories is seeming random, you will have to check both and see which one has the .PFB you need. Find base name of the character you want to modify (e.g. Jill - PL2000), followed by the part you want to modify (e.g Face). At this point you will be greeted with several .PFB files:
These are named with the convention CHARACTER.PART.COSTUME.01.PFB.17. All the parts used by a costume (body, face, hair) have the same COSTUME value.
So far I've gathered these:
Jill Classic = pl2000_X_05.01.pfb.17
Jill STARS = pl2000_X_03.01.pfb.17
Open the .PFB of part from the costume you wish to edit in a hex editor, and look for strings of paths pointing to .MESH and .MDF2 files. By changing all instances of these paths (while keeping the total character count unchanged), you are able to get the game to load from any directory you want:
For example, this .PFB (head for STARS costume) will now instead load these files
NATIVES/STM/ESCAPE/CHARACTER/PLAYER/PL2000/PL2011/MESH/PL2011.MESH
NATIVES/STM/ESCAPE/CHARACTER/PLAYER/PL2000/PL2011/MESH/PL2011.MDF2
If at this point your game crashes once you swap in your modified .PFBs, you've included a path to a file that does not exist.
By changing these PFBs paths I've personally managed to load assets from these paths (both do not exist in the vanilla game):
NATIVES/STM/ESCAPE/CHARACTER/PLAYER/PL2000/PL2011/
NATIVES/STM/ESCAPE/CHARACTER/PLAYER/PL2000/PL2025/
Playing around with this, you can have multiple mods for the player characters installed and hot swappable in game without any conflicts! Not sure of any other applications.
Prerequisite:
-Hex editor (I'll be using 010 Editor)
-Extracted RE3R PAK
-Fluffy Manager 5000
The game assembles each costume in this fashion (colours indicate shared elements):
Default Costume = Default Body (PL2000) + Default Head (PL2001) + Default Hair (PL2005)
STARS Costume = STARS Body (PL2010) + Default Head (PL2001) + STARS Hair (PL2015)
Classic Costume = Classic Body (PL2020) + Default Head (PL2001) + Default Hair (PL2005)
This inevitably means that having a mod that replaces a shared part will have that modded asset appear in unintended places (e.g. Model swapping default Jill with Ada causes the other two costumes to have Ada's head). This may or may not bother you, but my goal was to have completely separate costumes that can be changed via the in-game menu seamlessly.
Each costume part has an associated .PFB file that specifies where to fetch .MESH and .MDF2 assets, by modifying the these paths it is possible to have the game load in new assets such that they are unique to a single costume. In other words, decoupling can be achieved into something like this:
Default Costume = Default Body (PL2000) + Default Head (PL2001) + Default Hair (PL2005)
STARS Costume = STARS Body (PL2010) + New Head1 (XXXXX) + STARS Hair (PL2015)
Classic Costume = Classic Body (PL2020) + New Head2 (XXXXX) + New Hair (XXXXX)
The .PFB files are located in character specific directories at NATIVES/STM/ESCAPE/PREFAB/CHARACTER/PLAYER or NATIVES/STM/ESCAPE/PREFAB/CHARACTER/SURVIVOR/PARTS. Placement in either directories is seeming random, you will have to check both and see which one has the .PFB you need. Find base name of the character you want to modify (e.g. Jill - PL2000), followed by the part you want to modify (e.g Face). At this point you will be greeted with several .PFB files:
These are named with the convention CHARACTER.PART.COSTUME.01.PFB.17. All the parts used by a costume (body, face, hair) have the same COSTUME value.
So far I've gathered these:
Jill Classic = pl2000_X_05.01.pfb.17
Jill STARS = pl2000_X_03.01.pfb.17
Open the .PFB of part from the costume you wish to edit in a hex editor, and look for strings of paths pointing to .MESH and .MDF2 files. By changing all instances of these paths (while keeping the total character count unchanged), you are able to get the game to load from any directory you want:
For example, this .PFB (head for STARS costume) will now instead load these files
NATIVES/STM/ESCAPE/CHARACTER/PLAYER/PL2000/PL2011/MESH/PL2011.MESH
NATIVES/STM/ESCAPE/CHARACTER/PLAYER/PL2000/PL2011/MESH/PL2011.MDF2
If at this point your game crashes once you swap in your modified .PFBs, you've included a path to a file that does not exist.
By changing these PFBs paths I've personally managed to load assets from these paths (both do not exist in the vanilla game):
NATIVES/STM/ESCAPE/CHARACTER/PLAYER/PL2000/PL2011/
NATIVES/STM/ESCAPE/CHARACTER/PLAYER/PL2000/PL2025/
Playing around with this, you can have multiple mods for the player characters installed and hot swappable in game without any conflicts! Not sure of any other applications.
Default, STARS, Classic costumes with unique hair slots: