Enemy Placement - Changing enemy locations May 15, 2020 9:20:32 GMT 10
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.