Ghosts & Goblins management
Posts: 34
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Post by BJ669 on Jul 19, 2020 1:19:34 GMT 10
OK, added a variant of the stage with default drops and default spawning speed to the V0005 pack in OP.
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Posts: 316
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Post by Psicopata7 on Jul 19, 2020 1:58:07 GMT 10
OK, added a variant of the stage with default drops and default spawning speed to the V0005 pack in OP. Thank you very much đź’–
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Posts: 543
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Post by rain395 on Jul 31, 2020 20:51:44 GMT 10
Sweet Jesus this is incredible!!!
I haven't downloaded a mod for RE6 in years and this is the first one that really spoke to me.
Thank you so much!!! Ugh! I've always wanted enemy swaps in Mercenaries.
Besides, why did Capcom make Rail Yard have J'avo when they weren't even in Tall Oaks anyway? You did good!!!
Question: Just for fun, is it possible to swap J'avo for zombies in some parts of the campaign for both Chris and Jake? I think it was totally unfair they didn't get zombies. I think that would've been great.
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Ghosts & Goblins management
Posts: 34
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Post by BJ669 on Aug 1, 2020 5:24:35 GMT 10
Thanks; yes you can swap enemies in those campaigns, not all of them will be available in each stage though and some of the available will require custom shaders to look properly, but many will work just by changing the "mUnitClass" property of any enemy in the *.lot files that you will get when extracting the *soft.arc file of the stage you want to modify. Here you have the thread with the list of enemies to swap: residentevilmodding.boards.net/thread/14/re6-ultimate-arc-listAnd the main thread about spawns editing: residentevilmodding.boards.net/thread/6071/tutorial-editing-spawns-various-scriptsIf anyone wants to mod the enemies in a stage and have any related questions open a new thread and I will try to help.
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Post by rose1990 on Sept 9, 2021 2:05:30 GMT 10
Hi^^, what you do is very interesting, I do not know if you can get mixed enemies in a level, only with javos and zombies, in the case of bosses I see it very complicated so I would put the one from Napad and the one that uses the chainsaw (I forgot the name), well it's a crazy idea of ​​mine, my serious point goes to the exchange of scenery, it catches my attention where Simmons transforms into a "dinosaur", it would be interesting to see javos and zombies as enemies.
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Ghosts & Goblins management
Posts: 34
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Post by BJ669 on Sept 12, 2021 0:24:55 GMT 10
Hi^^, what you do is very interesting, I do not know if you can get mixed enemies in a level, only with javos and zombies, in the case of bosses I see it very complicated so I would put the one from Napad and the one that uses the chainsaw (I forgot the name), well it's a crazy idea of ​​mine, my serious point goes to the exchange of scenery, it catches my attention where Simmons transforms into a "dinosaur", it would be interesting to see javos and zombies as enemies. Good ideas, but you should post these in the Mod Requests sub-board where people with enough knowledge and spare time can help you properly.
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Post by bleedredstars on Jul 20, 2022 21:07:32 GMT 10
This mod seems right up my alley, but despite following the readme to the letter, it doesn't seem to change the enemies in Rail Yard for me.
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Ghosts & Goblins management
Posts: 34
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Post by BJ669 on Jul 21, 2022 23:12:11 GMT 10
This mod seems right up my alley, but despite following the readme to the letter, it doesn't seem to change the enemies in Rail Yard for me.  Did you play in the mercenaries no mercy mode? (I have modified the stage only for no mercy mode, the basic mercenaries mode map is untouched, with the default enemies).
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Post by bleedredstars on Jul 22, 2022 9:52:32 GMT 10
Ah okay I'm sorry I missed that detail. I only play normal Mercs.
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