Busy with work + studies. Will be back when I have free time. Please be patient. :)
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Post by moehammered on May 13, 2020 14:34:06 GMT 10
aziank regarding the zombie that enters the subway office after picking up the shotgun, they don't spawn from nowhere. That zombie is on a stretcher outside in front of the stairs. You can see before and after. Regarding the ideas, no worries mate I don't mind ideas, as some can be helpful. Most of the reasoning behind posting the findings(whether small or big) is so those who have ideas might be inspired to join in and try themselves. Heck tronvin's idea of replacing an enemy type and then removing their spawn from the game was pretty clever to me and is what caused me to go and look for the enemy placements, to later learn how to change their locations. tronvin Yeah I have been trying so much to break the sequence of events to get him to bust through the wall. You're spot on about the downtown level becoming a completely different level potentially. We can move enemies, move items, change items, and potentially move Nemmy(I'm hoping I or someone else cracks it eventually). My imaginary scenario was to be able to incorporate the jewels again and have the clocktower box retrieve key items. It'd incorporate far more backtracking, and give more chances for Nemmy too. The red herb in front of the gate to Kendo's would have the jewel. 1st jewel gets the lockpick. Then the 2nd jewel is in the power plant (like on nightmare) and it awards the bolt cutters. 3rd jewel is dropped from Nemesis and it awards the shotgun attachment. That's what I'd like. But when this all can be modified and understood well enough I'll be making tools to help everyone make mods and customise it to their own desire. Till then, I'm just staring at hex, changing a number, and opening the game over and over till something breaks in my favour haha. Oh aziank btw, I'm not certain because I haven't had time but I mentioned there is a 'locker.scn.20' file that looks to hold the items available in lockers(and I believe safes). Could give that a try.
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Post by tronvin on May 13, 2020 21:35:34 GMT 10
aziank regarding the zombie that enters the subway office after picking up the shotgun, they don't spawn from nowhere. That zombie is on a stretcher outside in front of the stairs. You can see before and after. Regarding the ideas, no worries mate I don't mind ideas, as some can be helpful. Most of the reasoning behind posting the findings(whether small or big) is so those who have ideas might be inspired to join in and try themselves. Heck tronvin's idea of replacing an enemy type and then removing their spawn from the game was pretty clever to me and is what caused me to go and look for the enemy placements, to later learn how to change their locations. tronvin Yeah I have been trying so much to break the sequence of events to get him to bust through the wall. You're spot on about the downtown level becoming a completely different level potentially. We can move enemies, move items, change items, and potentially move Nemmy(I'm hoping I or someone else cracks it eventually). My imaginary scenario was to be able to incorporate the jewels again and have the clocktower box retrieve key items. It'd incorporate far more backtracking, and give more chances for Nemmy too. The red herb in front of the gate to Kendo's would have the jewel. 1st jewel gets the lockpick. Then the 2nd jewel is in the power plant (like on nightmare) and it awards the bolt cutters. 3rd jewel is dropped from Nemesis and it awards the shotgun attachment. That's what I'd like. But when this all can be modified and understood well enough I'll be making tools to help everyone make mods and customise it to their own desire. Till then, I'm just staring at hex, changing a number, and opening the game over and over till something breaks in my favour haha. Oh aziank btw, I'm not certain because I haven't had time but I mentioned there is a 'locker.scn.20' file that looks to hold the items available in lockers(and I believe safes). Could give that a try. I've been trying to toy with the Nemesis zones to get him to follow into the subway office. Nothing is working. Then again, I have no clue what I am exactly looking for. If the toy store zone could modified, albeit not perfectly, there has to be ways for zones of other places too as well.
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Post by tronvin on May 14, 2020 10:07:29 GMT 10
I was thinking, there basically exists two downtown levels: the first one and the rocket launcher one.
I know the rocket launcher version has enemies in it in the more investigation part. I wonder if the same way to early activate the Nemesis wall busting trigger will lead into being able to trigger those spawns earlier.
The wall busting trigger can be disabled, so we do know we can at least play with triggers. Just a thought for us, aziank and moehammered
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Post by SlaverStudios on May 14, 2020 15:13:39 GMT 10
Okay this is good progress but let me be emphatic so maybe we can release something sooner rather than later. Now I personally am under the impression that of all the things wrong with the game, Nemesis is definitely not the worst. I think misusing those early areas and some of the zombie placements really hurt the game and from what I'm hearing, we can do something about that and release it now. I'm all for that as dealing with Nemesis as his own thing is clearly a task requiring major focus.
Since it would be a waste to step away from things to learn something you guys are getting handy with, I'll write a blueprint of EXACTLY what would fix the feel of the game's early areas.
UPTOWN Make the glock fully loaded when picked up. Move one of the zombies that follows you from the Bar after you pick up the glock near the entrance to Dario's Warehouse (if it doesn't de-render after the sign falls). Change the ammo within Dario's Warehouse to 20 bullets. Move a zombie dog on Jill's side of the fence (if they can attack and behave normally).
DOWNTOWN Swap all hand grenades for flash grenades and pistol ammo (too many grenades in this section by far and Nemesis is particularly weak to them). Move 1 zombie on Hardcore and below and 2 on Nightmare and above near the STAGLA gas station and place an item box there with pistol ammo inside. Move 2 of the zombies inside the powerplant to the streets just outside of it (inside that building is a waste of the nice street location). Replace the Grenade Launcher rounds within the two-floor building by Kendo's Gunshop with 10 Shotgun shells (for the long trip). Somehow figure out a way to artificually populate the area leading up to the alley beside Kendo's Gunshop. At least 2 zombies in the street area would suffice (maybe replace the pointless banging gate zombies with real zombies and place them there? or any zombie from earlier that won't de-render)
RIVERSIDE BRIDGE TO CLOCKTOWER Place literally all but one zombie from the sewers where you first receive Mine Rounds to the ground above to give this beautiful area some gameplay to go with it. Also gives more reason to fight them, since running by them is the logical solution and Jill gets no real gameplay besides that boss before jumping back to Carlos...
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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 14, 2020 15:46:15 GMT 10
Okay this is good progress but let me be emphatic so maybe we can release something sooner rather than later. Now I personally am under the impression that of all the things wrong with the game, Nemesis is definitely not the worst. I think misusing those early areas and some of the zombie placements really hurt the game and from what I'm hearing, we can do something about that and release it now. I'm all for that as dealing with Nemesis as his own thing is clearly a task requiring major focus. Since it would be a waste to step away from things to learn something you guys are getting handy with, I'll write a blueprint of EXACTLY what would fix the feel of the game's early areas. UPTOWN Make the glock fully loaded when picked up. Move one of the zombies that follows you from the Bar after you pick up the glock near the entrance to Dario's Warehouse (if it doesn't de-render after the sign falls). Change the ammo within Dario's Warehouse to 20 bullets. Move a zombie dog on Jill's side of the fence (if they can attack and behave normally). DOWNTOWN Swap all hand grenades for flash grenades and pistol ammo (too many grenades in this section by far and Nemesis is particularly weak to them). Move 1 zombie on Hardcore and below and 2 on Nightmare and above near the STAGLA gas station and place an item box there with pistol ammo inside. Move 2 of the zombies inside the powerplant to the streets just outside of it (inside that building is a waste of the nice street location). Replace the Grenade Launcher rounds within the two-floor building by Kendo's Gunshop with 10 Shotgun shells (for the long trip). Somehow figure out a way to artificually populate the area leading up to the alley beside Kendo's Gunshop. At least 2 zombies in the street area would suffice (maybe replace the pointless banging gate zombies with real zombies and place them there? or any zombie from earlier that won't de-render) RIVERSIDE BRIDGE TO CLOCKTOWER Place literally all but one zombie from the sewers where you first receive Mine Rounds to the ground above to give this beautiful area some gameplay to go with it. Also gives more reason to fight them, since running by them is the logical solution and Jill gets no real gameplay besides that boss before jumping back to Carlos... Nice suggestions. But like I've mentioned in the past, I will not be making mods by request. Most of what you have mentioned can be done and if it is something you want to see, please go ahead and make it yourself. Personally, I have other ideas in mind for what I'd like for RE. Reducing the gunplay and balancing the game to punish missed shots is my preference, to further push it into a resource management game. Akin to how Inferno and Nightmare feel when shop items aren't used. I still need to document most of the files I've researched, look into safe/locker items, changing crit multipliers, changing enemy health, changing enemy types, figuring out Nemesis trigger events, modifying doors and chains, work on my hex-viewer, and make tools to help others make the modifications so mod making is easier for those with no experience. To summarise: suggest as much as you'd like, but personally I will not be fulfilling requests. My time is already stretched and having shown proof of concepts for things, those who want should contribute in my eyes.
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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 14, 2020 15:49:40 GMT 10
I was thinking, there basically exists two downtown levels: the first one and the rocket launcher one.
I know the rocket launcher version has enemies in it in the more investigation part. I wonder if the same way to early activate the Nemesis wall busting trigger will lead into being able to trigger those spawns earlier.
The wall busting trigger can be disabled, so we do know we can at least play with triggers. Just a thought for us, aziank and moehammered
Yeah downtown basically has 2 versions however the triggers to spawn things are loaded in a sort of 'sequence'. One trigger wont work correctly until the previous event is satisfied. It's the same issue with Nemesis' spawn event trigger. There is a part in nemesisset.scn.20 that shows 'LoadAfter' which I believe is when the trigger is active. Could be wrong there. If we could activate the Nemesis wall trigger earlier, than I definitely believe the rocket nemmy ally trigger could be activated earlier as well.
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Post by tronvin on May 15, 2020 1:53:02 GMT 10
I was thinking, there basically exists two downtown levels: the first one and the rocket launcher one. I know the rocket launcher version has enemies in it in the more investigation part. I wonder if the same way to early activate the Nemesis wall busting trigger will lead into being able to trigger those spawns earlier.
The wall busting trigger can be disabled, so we do know we can at least play with triggers. Just a thought for us, aziank and moehammered Yeah downtown basically has 2 versions however the triggers to spawn things are loaded in a sort of 'sequence'. One trigger wont work correctly until the previous event is satisfied. It's the same issue with Nemesis' spawn event trigger. There is a part in nemesisset.scn.20 that shows 'LoadAfter' which I believe is when the trigger is active. Could be wrong there. If we could activate the Nemesis wall trigger earlier, than I definitely believe the rocket nemmy ally trigger could be activated earlier as well. I feel like triggering the spawns earlier would be easier than modifying the zones. At least I think. But I do like the idea of replacing a zombie with Nemesis since we could bring that same logic over and maybe spawn Nemesis in the sewers.
Also, that would be really cool if rocket launcher Nemesis stalks us for a bit. Although I'd prefer to try to find a way to expand that segment. Not requesting here. Just brainstorming but finding a way to remove the chain on the Nikolai meeting door, removing the fire in the base downtown part and maybe putting the cutting tool in Kendo's so when you return to downtown, you have some cleaning up to do.
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Post by SlaverStudios on May 15, 2020 2:08:14 GMT 10
Okay this is good progress but let me be emphatic so maybe we can release something sooner rather than later. Now I personally am under the impression that of all the things wrong with the game, Nemesis is definitely not the worst. I think misusing those early areas and some of the zombie placements really hurt the game and from what I'm hearing, we can do something about that and release it now. I'm all for that as dealing with Nemesis as his own thing is clearly a task requiring major focus. Since it would be a waste to step away from things to learn something you guys are getting handy with, I'll write a blueprint of EXACTLY what would fix the feel of the game's early areas. UPTOWN Make the glock fully loaded when picked up. Move one of the zombies that follows you from the Bar after you pick up the glock near the entrance to Dario's Warehouse (if it doesn't de-render after the sign falls). Change the ammo within Dario's Warehouse to 20 bullets. Move a zombie dog on Jill's side of the fence (if they can attack and behave normally). DOWNTOWN Swap all hand grenades for flash grenades and pistol ammo (too many grenades in this section by far and Nemesis is particularly weak to them). Move 1 zombie on Hardcore and below and 2 on Nightmare and above near the STAGLA gas station and place an item box there with pistol ammo inside. Move 2 of the zombies inside the powerplant to the streets just outside of it (inside that building is a waste of the nice street location). Replace the Grenade Launcher rounds within the two-floor building by Kendo's Gunshop with 10 Shotgun shells (for the long trip). Somehow figure out a way to artificually populate the area leading up to the alley beside Kendo's Gunshop. At least 2 zombies in the street area would suffice (maybe replace the pointless banging gate zombies with real zombies and place them there? or any zombie from earlier that won't de-render) RIVERSIDE BRIDGE TO CLOCKTOWER Place literally all but one zombie from the sewers where you first receive Mine Rounds to the ground above to give this beautiful area some gameplay to go with it. Also gives more reason to fight them, since running by them is the logical solution and Jill gets no real gameplay besides that boss before jumping back to Carlos... Nice suggestions. But like I've mentioned in the past, I will not be making mods by request. Most of what you have mentioned can be done and if it is something you want to see, please go ahead and make it yourself. Personally, I have other ideas in mind for what I'd like for RE. Reducing the gunplay and balancing the game to punish missed shots is my preference, to further push it into a resource management game. Akin to how Inferno and Nightmare feel when shop items aren't used. To summarise: suggest as much as you'd like, but personally I will not be fulfilling requests. My time is already stretched and having shown proof of concepts for things, those who want should contribute in my eyes. It's a shame I can't agree? Your suggestions are not great and it's not request, it's pretty much what the fanbase is asking for. No one last I checked was asking for 'missed-shot' punishment. See this is the problem with modders not becoming anyone big or getting hired by Capcom like that guy who was making RE2 remake did; you just make what you think is cool rather than objectively assess reviews and what the game needs. You said you could fix most of that easily but wont, well, you're Capcom. Congratulations, that attitude is why we are here lmao. Not trying to be disrespectful, but you're not gonna impress anybody or fix this game by playing around with all the blinking lights when we know pretty much EXACTLY what needs to be done to extend the length of the game and shine certain areas and Nemesis better. If you are ever wondering why RE3 isn't what you wanted, feel free to look into a mirror. It's amazing to me that this site can be full of naked pornographic anime bullshit wall-to-wall, but we can't even get legacy mods or nostalgia treatment these days like we did for the passed 2 remakes. A damn shame on this community, truly. Not even a classic soundtrack mod has been worked out. Probably for the same reason. Pretty much the situation is: this game CAN be fixed up, but nah. Gosh, imagine being so deluded. You could bring relief to like the makers of the 300 videos on YouTube complaining about the same stuff I'm trying to fix but instead you're gonna do something else. Again, this is ironic, this is what Capcom just fking did to us. I'm not even throwing ideas at you, I was throwing the community consensus at you. Help me understand why that isn't majorly frustrating?
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Post by tronvin on May 15, 2020 4:20:33 GMT 10
Tried to do some out of bounds sequence breaking research both from myself and on youtube. Someone in the demo sequenced broke Nemesis to get him to spawn before the gate fell down. I wonder if there is a way to trigger that cutscene earlier or trigger the event behind that cutscene. At 15:35ish. He needed the firehose to spawn Nemesis but this does show that sequence breaking can be done to trigger Nemesis. aziank and moehammered
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Leap of Faith Master
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Post by aziank on May 15, 2020 6:01:32 GMT 10
if you like more ammo in the game, i am in the process of figuring out how to do all that. it's just a lot to look around and the files are not all in one place, i'm finding item location placement in every folder. for example the two assault ammo you find when you first go into the subway (50 rounds each box) is only available in assist and they are in the common folder, while everything else item related is in the subway area folder. i'm still trying to figure out how to edit lockers, cases (which is not in the locker folder), and breakable boxes which has a variety of item drops. some of those change according to difficulties, and they are somehow linked to another folder(s). with that being said, it would be very hard and time consuming to change/remove/relocate anything without possibly messing something up. also having to restart the game every time to load a new mod or certain changes to a mod...well takes time and a lot of it because modded items are somehow linked to a save file.
your suggestions are great, i would love to see more zombies and enemies in general in the downtown/bridge area. but as you can see in the threads Moe/Tronvin/I are in; there is still a ton to figure out like enemy spawn, triggers, scripts, and what i posted above this. if you like to help us, Moe has explained a ton about enemy placement and nemesis behaviour, also provided screenshots and gave some instructions on how to modify them. if you would like to see certain changes and have things available to your liking in game, you are more than welcome to mod them yourself and would be even better if you help us with a few things to make this game better.
we all have a perspective in how to mod this game, first to make it better for us, then second to those we share the mod with. I would like more ammo and weapons at the start, Tronvin moving the key items around, Moe memesis spawn, others...etc but currently (again) there's a lot to figure out and testing to do, and we're in this for ourselves so impressing anyone else at the moment isn't a priority or we care about. it's not that he doesn't understand, hence why he is modding, but most modders have a lot on their plate and making room for something more than what they're working on isn't possible.
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Leap of Faith Master
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Post by aziank on May 15, 2020 6:14:35 GMT 10
aziank regarding the zombie that enters the subway office after picking up the shotgun, they don't spawn from nowhere. That zombie is on a stretcher outside in front of the stairs. You can see before and after. Regarding the ideas, no worries mate I don't mind ideas, as some can be helpful. Most of the reasoning behind posting the findings(whether small or big) is so those who have ideas might be inspired to join in and try themselves. Heck tronvin's idea of replacing an enemy type and then removing their spawn from the game was pretty clever to me and is what caused me to go and look for the enemy placements, to later learn how to change their locations. Till then, I'm just staring at hex, changing a number, and opening the game over and over till something breaks in my favour haha. Oh aziank btw, I'm not certain because I haven't had time but I mentioned there is a 'locker.scn.20' file that looks to hold the items available in lockers(and I believe safes). Could give that a try. oh yes i noticed that after paying more attention haha. i mostly just get through the game to certain areas so i can see if my changes took effect, so i missed a lot of what's around till i need to go back later. i'm keeping a log of everything that i would like replaced in game till around the clock tower, then i can go back and edit what's necessary. i hope those that sees how active this thread is and reading would join in to help. they would likely catch something we missed and contribute. haha yeah i'm basically looking at data all day from working at home to modding this game on my free time. i've start the game from the beginning so much that nemesis should be dead getting hit by the car now. yup i saw the locker folder outside of item, and i made a post right after my big one to continue on about that. but what i found is it only contain lockers and maybe a safe, there wasn't any mention of cases or breakable boxes. funny thing, there is the wooden drawer thingy by the safe in that one room (the handgun sight) that is in there. i manage to change that to whatever, but the case in the station i haven't found yet...really weird
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Post by tronvin on May 15, 2020 7:16:18 GMT 10
aziank have you thought about ways to sequence break events? Moe and I have the same idea to sequence break both Nemesis to get him to spawn early and rocket launcher enemy placements to spawn enemies into the more investigation part of the downtown.
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Leap of Faith Master
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Post by aziank on May 15, 2020 7:27:01 GMT 10
aziank have you thought about ways to sequence break events? Moe and I have the same idea to sequence break both Nemesis to get him to spawn early and rocket launcher enemy placements to spawn enemies into the more investigation part of the downtown. i have not man, i read what you guys have been posting but not looked into those files myself. i'm still figuring out a few things for what i want to do and ultimately just play the game instead of modding it. i played and finished the game on assist and standard on S rank, hardcore on A rank. i'm playing nightmare now, mostly because i want to finish that mode (in A rank) and second to see what difference in terms of item/weapon placement are versus the other modes. i would help out, but i want to make a weapon and ammo mod eventually for others to use on here. i will see into it when i can, but for now i'll post suggestions and thoughts haha
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Post by tronvin on May 15, 2020 8:41:52 GMT 10
Maybe we could activate the donut shop spawn early and block the wall bust? moehammered
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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 15, 2020 9:13:22 GMT 10
aziank nice job with finding how to change the safe with the red dot sight! Yeah the differences with nightmare are kind of neat so if you haven't played that mode yet give it a crack! It's my favourite game mode to play. File-wise I see mentions of 'nightmare' and 'super' in the files to refer to nightmare/inferno difficulty so if you see something similar to that in the item files that could be a hint. It really does suck that to test items you need to restart the game completely from the beginning. I too have ran over Nemesis too many times haha. I'd recommend using the trainer available on the forum to create a save just before the helicopter, that way you can skip the beginning for testing. Helped me heaps. tronvin yeah the sequence breaking is exactly what I've tried to do. At first I've tried to use the demo files in the full release but it just crashed the game. I originally thought if I could change Nemesis to trigger from the fire hose that'd be neat. However I can't get it to happen, even when I replicate that part of the demo file in the release file. I could be editing the wrong areas, or just missed something though. I think it has to do with 'LoadAfter' which is how I've broken Nemesis before. There are 2 numbers that are usually 1 value apart and each encounter event has a different set of numbers (both in demo and in release). Editing those numbers has just given me confusing results though and I wasn't thorough in testing, only running past the wall before and after turning on the substation to test. If the donut shop spawn could be activated early that is another way to get Nemesis to join the party early on. I've seen reference to it in the 'inthecity.scn.20' file so that might be a good starting place. The 'inthecity.scn.20' file references most of the events in downtown, both Nemesis related and otherwise.
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