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Post by tronvin on Jun 7, 2020 8:57:10 GMT 10
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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 Jun 9, 2020 8:54:28 GMT 10
No progress, sorry. I haven't touched any modding stuff for over a month now. The last thing I need to attempt for this modding research is changing which enemy type is placed. Once I figure that out I'll update the main post to show my findings.
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Post by SlaverStudios on Jun 12, 2020 15:45:41 GMT 10
What's are the chances/leads on spawning the zombies in those zones that pop up later exactly as they are? I'm sure they're meant to. I know a lot of things were once meant to be so I hope at some point you guys come across a string of old things you can easily switch on. I'm also hoping the More Investigation Mod guy removes the barrier at the end of the street with the Power Station since that's a viable path to have opened up with no consequences (also maybe the entrance into the subway at the stagla). Also would it be at all possible to remove the fire from the rocket launcher sequences? I don't see the point in the not giving the players another chance to grab some items from the area they may have missed while being pursued by the Nemesis in his legendary state. Going up the steps would block off the path anyways once the giant head sequence was triggered by you trying to leave. There are still things we can do and I feel like we should do them while we can since we are REALLY blowing ourselves out of will since you guys are attacking the hardest thing first -- something that may NEVER work.
Moreover, I ask again, why not move the zombies in the power station (3 of them) in the alleys for now leading up to the Kendo area JUST FOR NOW? In a perfect world, we could access the Kendo cutscene early alongside bringing the zombies back because that save point is totally viable and all the items in Kendo's shop are really worth the trip. Then we could mod the gate open and cut the key and dialogue about it since the lock is on the other side and it wouldn't make sense to be able to key it open. I'm quite sure it was originally a Jill Lockpick spot since Nemesis actively pursues you that way.
...I mean if you want to get technical, the Carlos/Tyrell sequence was actually just after Carlos first meets Jill, but it was instead Jill and Carlos with you continuing to control Jill. After Jill and Carlos look for survivors in the RPD, they find the Bard transmission and Carlos decides to inform Mikhail. After getting back to the courtyard, cutscene with Nemesis infecting Brad with the parasite plays out and you can fight them or follow Carlos and run from Nemesis through the path you came (mirroring whether or not you fought brad, also mirroring the original game's stop-time decisions). After following Carlos there's a cutscene or something and they pop up in the subway and the normal spot that starts after Jill and Carlos meets plays out. This is why Carlos somehow manages to get to Jill without the subway in just a few hours. There's a missing link I haven't figured out yet though, why wouldn't they just send Carlos and Tyrell with everyone else? That's how it originally happened. They must have been sent first or something and the cutscenes must have been rearranged.
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Post by darknemesisumbrella on Jun 23, 2020 21:49:22 GMT 10
How can I put the modified .scn.20 file into the game again ?
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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 Jun 24, 2020 10:15:45 GMT 10
How can I put the modified .scn.20 file into the game again ? You'll need to use the FluffyMod Manager. Look up a tutorial on how to make a mod with it. Basically you need to make a folder containing the same path to the file from the 'natives' folder. So if the file you edited was in .../natives/stm/escape/userdata/somefile.scn.20 You need to make a folder, then in the folder create a directory similarly. Example: MySuperMod/natives/stm/escape/userdata/somefile.scn.20 <--- this would be the modified file. It's a bit tough to explain, but I recommend downloading a mod and opening it to see what's inside to get a better idea or looking up a video or tutorial from the RE2R modding boards. Hope it helps
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Post by darknemesisumbrella on Jun 24, 2020 16:00:10 GMT 10
Thanks! I managed to make it run. I have another question, do you know a fast way to compare those files in order to search differences between two scn.20 files ? Im trying to get and modify the position of the props in the scenario, just like the mod residentevilmodding.boards.net/thread/12958/more-investigation
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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 Jun 24, 2020 17:43:30 GMT 10
Thanks! I managed to make it run. I have another question, do you know a fast way to compare those files in order to search differences between two scn.20 files ? Im trying to get and modify the position of the props in the scenario, just like the mod residentevilmodding.boards.net/thread/12958/more-investigation Glad you managed! There isn't a fast way using tools I've tried on the internet. What I did initially was use a hex editor that had a comparison feature. But it didn't help much. Basically I've been personally just looking for patterns manually, then looking for a similar pattern in other files to find places to edit. I've been making a tool to help me compare files by sight a bit better, but it isn't public and it isn't automated. Still gotta use my eyes. Sorry, don't have any better advice than that. If you find a cool tool that can compare files let me know!
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Post by epicboyo on Aug 6, 2020 10:29:26 GMT 10
im wondering that i get the idea of getting rid of nemmy might be too hard but what about some sort of zoning mod like it gets rid of zoning for all normal zombies that would make the game harder and maybe make up for the lack of nemmy
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Post by SlaverStudios on Mar 15, 2021 20:10:22 GMT 10
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 inside the gate (if it doesn't de-render after the sign falls). Change the ammo within Dario's Warehouse to 20 bullets to encourage gameplay. DOWNTOWN Swap all hand grenades for flash grenades (too many he-grenades in this section by far and Nemesis is particularly weak to them). Move 1 zombie on Hardcore (and lower difficulties) and 2 on Nightmare near the STAGLA gas station. Replace the Grenade Rounds within the locked briefcase in the building by Kendo's Gunshop with the Reloading Tool (leaving Reloading Tool out of the main game was stupid of Capcom). Place all zombies inside the powerplant on the opened (MORE INVESTIGATION) path to Kendo's. One in the alley right after the first turn and two on the street where nemesis falls down and equips the rocket launcher for the first time). 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. Adds length. Spread them out a bit. Remember this? I updated it. All of that is easily possible I think even with current limitations. And it will fix so much of the game. Not even sure what progress you think you need to learn to satisfy the entire fanbase. I'm just flabbergasted. I'll pay you $65 bucks to do this. And I'll throw in more if you do it without giving me 50243 reasons why you're too cool or special to do this. I get that modding isn't fun. But my video has 100,000 people saying one thing: I wish the game was different. And you can actually do that. And instead of doing it, I'm sitting here trying to pay you and I still feel like I'm about to get no where with you. Like damn.
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dale home
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Post by kTeo on Jul 22, 2021 4:58:58 GMT 10
is it possible to change each enemy type individually? for example changing only the first zombie into nemesis? i've tried editing the text e.m.0.3.0.0. to e.m.9.0.0.0 but that didn't worked.
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