Mod Commission: Raccoon City Adjustment
Jul 9, 2020 4:28:07 GMT 10
rain395, zombieboyx620, and 1 more like this
Post by SlaverStudios on Jul 9, 2020 4:28:07 GMT 10
Since I can't seem to find anyone whose properly self-motivated to work on the core RE3 campaign any longer, I'll have to cough up some buck-buck-bucks I suppose. I'll pay $70-100 bucks to anyone who can do these few things to adjust Raccoon City (all of these are at least possible in theory, my price can go up or down depending on what's doable - MUST HAVE CASHAPP, I still have yet to make Paypal and I still owe some guy a few dollars cause I hate setting up apps.)
Tasks:
- Remove the tracks from over the Downtown street with the Pharmacy and Traffic Control building. Will make it the street feel less boxed in than it already is; I also think the area would look more majestic.
- Move the zombies from inside the Power Plant (all 3) to the alley ways opened up by the More Exploration mod to discourage the player from going that way until Nemesis shows up and they are cleared. This makes sense since there's a lockpick required case that way. SPREAD ZOMBIES OUT, one for each alley way turn perhaps. Maybe one in the Kendo alleyway aswell.
- Replace the grenade shells in the case with shotgun shells.
- Replace all Grenades in Downtown (the alley, the donut shop locker, and the Traffic Control building locker) with flash grenades. Keep the Gem Puzzle grenade.
- Remove fire from in front of Donut Shop and the fire-escape near it and the invisible damage modifier caused by them after Nemesis Rocket Launcher sequence. NEMESIS is PROGRAMMED FOR ADVANCED PURSUIT IN THESE AREAS WHEN WIELDING THE ROCKET LAUNCHER, CHECK IT OUT.
- Add 40 pistol ammo to Jill's inventory at the start of the game on all difficulties, but especially hardcore and inferno. Also change the ammo found in Dario's shop to 20 bullets. This will make the player more likely to fight and kill all of the zombies thrown at them before meeting Carlos, making these sections more interesting and longer as they should have been.
All of these things would pretty much fix the game as much as is possible for modders and would conclude a lot of stresses on the community.
Bonus if you can change the outdoor lighting to what it turns into when you noclip out of the donut shop save room (it looks almost daytime! very cool and to the original look).
This is essentially swapping out a few items, deleting some things no strings attached, and altering some numbers on ammo. The hardest things here should be moving the zombies and removing the invisible damage modifier I think, but that's it.
Serious inquiries only, I want this done because it's honestly taking too long. I'll happily pay for this.
Tasks:
- Remove the tracks from over the Downtown street with the Pharmacy and Traffic Control building. Will make it the street feel less boxed in than it already is; I also think the area would look more majestic.
- Move the zombies from inside the Power Plant (all 3) to the alley ways opened up by the More Exploration mod to discourage the player from going that way until Nemesis shows up and they are cleared. This makes sense since there's a lockpick required case that way. SPREAD ZOMBIES OUT, one for each alley way turn perhaps. Maybe one in the Kendo alleyway aswell.
- Replace the grenade shells in the case with shotgun shells.
- Replace all Grenades in Downtown (the alley, the donut shop locker, and the Traffic Control building locker) with flash grenades. Keep the Gem Puzzle grenade.
- Remove fire from in front of Donut Shop and the fire-escape near it and the invisible damage modifier caused by them after Nemesis Rocket Launcher sequence. NEMESIS is PROGRAMMED FOR ADVANCED PURSUIT IN THESE AREAS WHEN WIELDING THE ROCKET LAUNCHER, CHECK IT OUT.
- Add 40 pistol ammo to Jill's inventory at the start of the game on all difficulties, but especially hardcore and inferno. Also change the ammo found in Dario's shop to 20 bullets. This will make the player more likely to fight and kill all of the zombies thrown at them before meeting Carlos, making these sections more interesting and longer as they should have been.
All of these things would pretty much fix the game as much as is possible for modders and would conclude a lot of stresses on the community.
Bonus if you can change the outdoor lighting to what it turns into when you noclip out of the donut shop save room (it looks almost daytime! very cool and to the original look).
This is essentially swapping out a few items, deleting some things no strings attached, and altering some numbers on ammo. The hardest things here should be moving the zombies and removing the invisible damage modifier I think, but that's it.
Serious inquiries only, I want this done because it's honestly taking too long. I'll happily pay for this.