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Post by tronvin on May 15, 2020 9:20:32 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. Could be that the LoadAfter's for the base game have way more stuff before the donuts spawn compared to the demo. Maybe trying to remove those somehow would work. I did try using the demo code. I'm kind of surprised it didn't work. It seemed like such a good idea lol Did you remove the donut spawn after the wall bust?
At least out of bounds discovery does prove sequence breaking can indeed happen.
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Post by tronvin on May 15, 2020 10:05:32 GMT 10
Having Nemesis spawn like the demo would be very natural. Gives some time to explore the area before Nemesis spawns and since there would be the more investigation mod and a rearranged scenario, Nemesis would still be prevalent in his stalking. Still experimenting trying to get Nemesis into the subway office just to create that extra layer of stalking.
Nemesis and enemies in rocket launcher spawning early I feel like are doable albeit very, very tough but lead into one another with their solutions. This is the huge problem but once it is solved, the rest is pretty simple. Just re-arrange items and add ammo quantity.
I still want to at least try to get Nemesis to replace a zombie and see what it'd be like if Nemesis was in the sewers.
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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 15, 2020 10:06:38 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. Could be that the LoadAfter's for the base game have way more stuff before the donuts spawn compared to the demo. Maybe trying to remove those somehow would work. I did try using the demo code. I'm kind of surprised it didn't work. It seemed like such a good idea lol Did you remove the donut spawn after the wall bust?
At least out of bounds discovery does prove sequence breaking can indeed happen.
I've removed the donut shop encounter event once before, I never paid attention though or noted down the values I inserted haha. It can be done though. Other times when I broke the donut shop encounter, the door to exit the donut shop stopped working and wouldn't open or have an interact button. Though sometimes the cutscene for the encounter would trigger if you walked around the long way to the front of the donut shop. 2 things would happen: Nemesis would spawn, or Nemesis would disappear immediately after the cutscene.
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Post by tronvin on May 15, 2020 10:13:35 GMT 10
Could be that the LoadAfter's for the base game have way more stuff before the donuts spawn compared to the demo. Maybe trying to remove those somehow would work. I did try using the demo code. I'm kind of surprised it didn't work. It seemed like such a good idea lol Did you remove the donut spawn after the wall bust?
At least out of bounds discovery does prove sequence breaking can indeed happen.
I've removed the donut shop encounter event once before, I never paid attention though or noted down the values I inserted haha. It can be done though. Other times when I broke the donut shop encounter, the door to exit the donut shop stopped working and wouldn't open or have an interact button. Though sometimes the cutscene for the encounter would trigger if you walked around the long way to the front of the donut shop. 2 things would happen: Nemesis would spawn, or Nemesis would disappear immediately after the cutscene. That's interesting. Do you think changing the load afters would result in anything (if that can even be done)? "Instead of this event, it's that event." Nemesis spawns can be broken but how broken can we get them?
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Post by SlaverStudios on May 15, 2020 10:25:14 GMT 10
Had another very easy suggestion. Would be cool if this one could be uploaded on the spot as some people might not be into it.
I was thinking that removing the train overhead rails between the Donut Shop and the Traffic Control building would increase the look of that area and make it feel more like a classic Raccoon City street. The overhead rails almost make it feel semi-indoors which the game suffers from too much already in my opinion. Just a thought. I think it'd be cool to throw that up if it's simple enough.
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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 10:32:07 GMT 10
I've removed the donut shop encounter event once before, I never paid attention though or noted down the values I inserted haha. It can be done though. Other times when I broke the donut shop encounter, the door to exit the donut shop stopped working and wouldn't open or have an interact button. Though sometimes the cutscene for the encounter would trigger if you walked around the long way to the front of the donut shop. 2 things would happen: Nemesis would spawn, or Nemesis would disappear immediately after the cutscene. That's interesting. Do you think changing the load afters would result in anything (if that can even be done)? "Instead of this event, it's that event." Nemesis spawns can be broken but how broken can we get them? I think it could. I edited it with that in mind. Though I've never tried swapping the values from one encounter and placing them in another. They were inside 'inthecity.scn.20'. I'll give it another crack this weekend in my free time.
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Post by tronvin on May 15, 2020 10:36:30 GMT 10
That's interesting. Do you think changing the load afters would result in anything (if that can even be done)? "Instead of this event, it's that event." Nemesis spawns can be broken but how broken can we get them? I think it could. I edited it with that in mind. Though I've never tried swapping the values from one encounter and placing them in another. They were inside 'inthecity.scn.20'. I'll give it another crack this weekend in my free time. I'll take a look as well but I'm not anywhere near as good as you with this. I know programming in javascript so I'm trying to apply a similar strategy to this as I do with that.
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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 15, 2020 11:06:32 GMT 10
I think it could. I edited it with that in mind. Though I've never tried swapping the values from one encounter and placing them in another. They were inside 'inthecity.scn.20'. I'll give it another crack this weekend in my free time. I'll take a look as well but I'm not anywhere near as good as you with this. I know programming in javascript so I'm trying to apply a similar strategy to this as I do with that. No worries. Trust me I am not good, just patient and persistent I only started a week after RE3R came out by looking at these forums and following Kitty's tutorial for item placement. From there I just got a hex editor and did lots of trial and error. I recommend using 'Hexinator' as it has a nice set of simple features and shows ASCII alongside the hex data which is neat for spotting words to act as sections to explore.
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Post by tronvin on May 15, 2020 22:41:55 GMT 10
I wish we had some of those Dark Souls or Skyrim modders helping us. I don't know how they do some of those things they do.
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Post by adejam on May 16, 2020 5:35:26 GMT 10
I wish we had some of those Dark Souls or Skyrim modders helping us. I don't know how they do some of those things they do. They have dedicated tools. This is impressive considering the lack of official support
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Leap of Faith Master
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Post by aziank on May 16, 2020 8:03:29 GMT 10
I wish we had some of those Dark Souls or Skyrim modders helping us. I don't know how they do some of those things they do. haha skyrim modding has gotten out of control. but yes the creation kit has pushed it along to some incredible stuff; new fight animations, better weapons, stronger spells, explore oblivion/morrowind, tons of outfits, remodeled dragons, etc my skyrim mod list was insane how much stuff i grabbed and now there's more updates for those mods too. those guys really made it a game worth going back to no matter how long it's been since release
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Post by tronvin on May 16, 2020 10:59:27 GMT 10
I think our ideas are getting close. I wish more people joined in to brainstorm and mod. I definitely believe we can get Nemesis to spawn like the demo. Matter of just finding the right combination of hex.
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Post by tronvin on May 17, 2020 2:43:27 GMT 10
Still using noclip to experiment with out of bounds sequence breaking in the main game. See exactly what it takes to get Nemesis to spawn or to even see if his model is spawned before his trigger. Nothing useful. I can only system break with no clip in the demo. The demo noclip does confirm that Nemesis could be spawned before the "gate falling" cutscene. Not my screencap from the demo but I did replicate this. I know I said this before but I only replicated this today.
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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 17, 2020 16:05:04 GMT 10
tronvin could you attempt replicating it in the full game? Like could you attempt turning the power on before using the fire hose and see if it works? If so it can help determine which parts of the files to focus on.
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Post by tronvin on May 17, 2020 22:21:36 GMT 10
tronvin could you attempt replicating it in the full game? Like could you attempt turning the power on before using the fire hose and see if it works? If so it can help determine which parts of the files to focus on. I don't want to make it seem like I'm pushing you to do stuff but since this takes very little time to setup.
I've been using the "ultimate trainer" tool off Nexus. It's pretty easy to setup and providing first hand experience may have better answers (since you are better at the hex stuff than me). Even if I do get Nemesis to spawn early with no clip, I don't know what I'd exactly glean from it besides telling you. Since you understand Hex better and have broken Nemesis' spawning before, I feel you'd probably be better suited for this.
Also, for some reason I haven't tried to spawn Nemesis early in the main game since I've mostly been experimenting with the demo as it is easier to read the hex so it's providing me practice (although I'm still not very good). But I have done a little digging in the main game but only to see if Nemesis exists on the map somewhere to spawn. Sometimes devs keep enemies or characters off the map.
I'm still experimenting with trying to get Nemesis into the subway office building but that is very lengthy (resetting the game every time). So in-between the times I'm using noclip, I'm doing that.
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