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Post by Mr.Curious on Aug 15, 2020 7:05:54 GMT 10
scoovyhd thanks for this. I will include the list you provided when the tutorial for this is published in this thread (I may need to get some more info from you in the near future). Happy Modding!
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Post by kTeo on Aug 15, 2020 8:47:14 GMT 10
scoovyhd - im interested in what you've done here: "i can swap any item like money too weapons and much more what i did with this was make so every herb PTAS ammo and grenade type does not drop so you get no items at all the aura is still there but i changed every drop too not pickupable items wich means when you pick it up it just dissapear's"I'm interested in making a 'no loot drop' scenario with my mod, and while the function of this works perfectly well with Raz0r's trainer, I would like to accomplish this with the DLL in case people have issues with the trainer. One way to do this I learned was to set all ammo drops to Magnum ammo as this item can not be dropped apperntly (I have not tested this though). I would like to try your method with the itemswap.cfg file, but I would like to eliminate the aura completely. Is this possible with the config or does it have to be set in the ITA file? As for the issues with AMMO & WPN_AMMO, I have created a tutorial in this thread (see previous posts) Happy Modding! if you use magnum ammo as random drop it will still appear, you need to edit the .ita file to add a magnum round to every enemy.
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Post by kTeo on Aug 15, 2020 9:08:26 GMT 10
I have decided the best way for me to address your post is to simply reply line by line with my replies in another color. first of all, thanks for the public tutorials! but you may not know, but the public release got unfinished functions and some stuff does not work. . AMMO folder - doesn't work at all (Yes it does. I tested with the public version of the dll) Changing it's size with cells and size option does not change anything. i am planning to change the chicago to a 2x6 size and nothing happened when i tried to use this option. . EM folder - additional esl entries (new esl for each room, for example) overwrites future esl files. i tried back in the days to explore this and after some stages the enemies would stop loading. (I dont use ESL mode, but can confirm that loading a custom ESL file with room name works. Yes it will overide any enemy entries for the room that has a custom ESL file. That was the point of creating this feature). My method was always use r100.esl, r101.esl, r103.esl... with nearly all 255 entries in each one. but seems like this version is only overwriting the original .esl files instead of creating new ones because, as i said, after some maps everything stops spawning as if all the possible .esl entries got exausted.. WPN_AMMO folder - i still have no idea what this does but nothing actually changed in my tests, so i assume this is also not working. Just because you dont understand something doesn't mean it does not work. This feature sets limits on clip size. For example, in my Resdient Evil Remix mod I used this feature to restrict the amount of ammo in the Broken Butterfly to be only 2 rounds. This is exactly what i tried to do. my tests cosisted in making a max clip size of 1 on bolt action rifle, 2 on shotgun and 30 on chicago but nothing changed after saving the files (did the same method as you). maybe it does not work in all weapons?. events.cfg - the public version can't memorize a unlocked AEV event and it will always lock again in the next checkpoint. (not true. I have been using the public version all this week with no issues. Please read the events.cfg tutorial section about the .cfg file permissions file and the save.extend part) Actually, i've been having quite a few trouble with this one since it's one of my biggest interests in this dll. scoovy was able to find a right preset to get it working but i can't quite use it again.. increased enemy table - this one is not working either. but it prevents from crashing by spawning only one of them and only spawning the next one after a checkpoint if the first is killed. changing TotalPolygonsOnScreenFix does not fix this. If you are reffering to how some enemies remain incompatible, I can not attest to this by not knowing which emxx.udas files you are trying to load simultaniously. I can say that I have had great success with being able to combine many different Ganado types from various stages. This being said your milage may vary with bosses and other enemy types. My tests consisted in trying to combine the following: ganados 15 with mega dr salvador 20 16; ganados with zealots and soldiers; ganados or soldiers with garradors... i did not combined any bosses since they're a lot more flexible even without the dll.. Adjust_FPS_To_Speed_Ratio - enabling this option also enables a lot other bugs. TMP reloading sound being looped; Hand grenades not working when facing lots of enemies and/or objects (it keeps bouncing and never explodes); game freezes when quitting the attache case menu when you have lots of enemies and/or objects in your camera (maybe because of the fast switching between 60 and 30fps); and maybe some more that i haven't noticed. Strange, I have never had any issues with this. I have always left this on. Weird... i assume your project does not use lots of enemies at once. you should make some tests by spawning around 50 ganados at once and trying what i told you.. itemswap.cfg - this file does not exist in the public version. i tried to use this file from arrange mod once for some tests and it didn't worked. I havent fully tested this feature as the project I am working on does not use enemy drops at all. I will do some research into this though. Let's use this entry as an example:
CAmmo_11
{
ID 120
SwapID 4
original_quantity 5----------------(what it will turn into) Quantity 2-------------(what it originally was, the real original_quantity value. this entry is modified and normally was 10) HasItem 5 ;drop only if the player has this item-----(this swap would only happen when you have this item in your inventory. this one does not work) Chance 75 ;0 - 100 are valid numbers. It means percentage %------------(chance it will actually turn into 5 units of the ID 4) UnluckySwapID 24 ;swap to this item if unlucky(Chance value wasn't in range)---------------(in this case, 25% of turning in 5 units of ID 24) }I suggest in the future if you are going to be testing things and drawing up conclusions that you at least test with a new install of the game without any other mods installed. I also recommend that you have a half decent CPU and GPU if you are going to be loading up tonnes of enemies in the same room. Happy MOdding! ok i will try to clarify with another color after your reply. why not slowly make a rainbow? lol
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Post by Mr.Curious on Aug 15, 2020 9:08:40 GMT 10
"if you use magnum ammo as random drop it will still appear, you need to edit the .ita file to add a magnum round to every enemy".
Too much work ! This is why I want to check out the other method.
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Post by kTeo on Aug 15, 2020 9:22:59 GMT 10
first of all, thanks for the public tutorials! but you may not know, but the public release got unfinished functions and some stuff does not work. . AMMO folder - doesn't work at all . EM folder - additional esl entries (new esl for each room, for example) overwrites future esl files. i tried back in the days to explore this and after some stages the enemies would stop loading. . WPN_AMMO folder - i still have no idea what this does but nothing actually changed in my tests, so i assume this is also not working. . events.cfg - the public version can't memorize a unlocked AEV event and it will always lock again in the next checkpoint. . increased enemy table - this one is not working either. but it prevents from crashing by spawning only one of them and only spawning the next one after a checkpoint if the first is killed. changing TotalPolygonsOnScreenFix does not fix this. . Adjust_FPS_To_Speed_Ratio - enabling this option also enables a lot other bugs. TMP reloading sound being looped; Hand grenades not working when facing lots of enemies and/or objects (it keeps bouncing and never explodes); game freezes when quitting the attache case menu when you have lots of enemies and/or objects in your camera (maybe because of the fast switching between 60 and 30fps); and maybe some more that i haven't noticed. . itemswap.cfg - this file does not exist in the public version. i tried to use this file from arrange mod once for some tests and it didn't worked. UPDATE: enemyswap.ini also does not work properly. [ENEMY_SWAP_GROUP_0] - works fineenemy = 0x12 - works fineoutfit = 0xFF - does not work. i'm limited to enemies with subtype at 00. examples: 20 16 is not possible, it would spawn 20 00 instead.health = 1000 - i can't even think why would this value be here. maybe only change entries with this amount of health? anyways, it never bothered me.replace_with = 0x16 - works finereplace_outfit_with = 0xFF - does not work. i'm limited to enemies with subtype at 00. examples: 20 16 is not possible, it would spawn 20 00 instead.replace_health_with = 0xFF - works finecount = 20 - works fine
i also can't add weapons and accessories (glasses, hood, etc).
also, do you know about a folder called BOX? located in FILES>STAGE>EM
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Aug 15, 2020 9:23:00 GMT 10
replying to kTeo (sorry I couldn't quote the multi quote thing. It wouldn't let me) AMMO folder - doesn't work at all (Yes it does. I tested with the public version of the dll) Changing it's size with cells and size option does not change anything. i am planning to change the chicago to a 2x6 size and nothing happened when i tried to use this option.Did you actually create a model and place it in the directory as the tutorial shows with a config file?. EM folder - additional esl entries (new esl for each room, for example) overwrites future esl files. i tried back in the days to explore this and after some stages the enemies would stop loading. (I dont use ESL mode, but can confirm that loading a custom ESL file with room name works. Yes it will overide any enemy entries for the room that has a custom ESL file. That was the point of creating this feature). My method was always use r100.esl, r101.esl, r103.esl... with nearly all 255 entries in each one. but seems like this version is only overwriting the original .esl files instead of creating new ones because, as i said, after some maps everything stops spawning as if all the possible .esl entries got exausted. I dont really understand what you are describing, but I suggest trying another method if that's not working. Putting 255 enemies in one room is kind of ridiculous to be honest. WPN_AMMO folder - i still have no idea what this does but nothing actually changed in my tests, so i assume this is also not working. Just because you dont understand something doesn't mean it does not work. This feature sets limits on clip size. For example, in my Resdient Evil Remix mod I used this feature to restrict the amount of ammo in the Broken Butterfly to be only 2 rounds. This is exactly what i tried to do. my tests consisted in making a max clip size of 1 on bolt action rifle, 2 on shotgun and 30 on chicago but nothing changed after saving the files (did the same method as you). maybe it does not work in all weapons? I am nor sure as I have not tested this on all weapons. Try the broken butterfly with the config I posted. Again, I should remind you and others that many of these issues with .CFG files arise from improper file permissions. Make sure they are all set to have all permissions for all users and admins.
. events.cfg - the public version can't memorize a unlocked AEV event and it will always lock again in the next checkpoint. (not true. I have been using the public version all this week with no issues. Please read the events.cfg tutorial section about the .cfg file permissions file and the save.extend part) Actually, i've been having quite a few trouble with this one since it's one of my biggest interests in this dll. scoovy was able to find a right preset to get it working but i can't quite use it again. Fortunately for you I created a tutorial that explains how to use it properly. It is in this thread. . increased enemy table - this one is not working either. but it prevents from crashing by spawning only one of them and only spawning the next one after a checkpoint if the first is killed. changing TotalPolygonsOnScreenFix does not fix this. If you are reffering to how some enemies remain incompatible, I can not attest to this by not knowing which emxx.udas files you are trying to load simultaniously. I can say that I have had great success with being able to combine many different Ganado types from various stages. This being said your milage may vary with bosses and other enemy types. My tests consisted in trying to combine the following: ganados 15 with mega dr salvador 20 16; ganados with zealots and soldiers; ganados or soldiers with garradors... i did not combined any bosses since they're a lot more flexible even without the dll. I cant confirm that any of these work with me, only what I have done which is mostly gandados. Again,your mileage may vary. Adjust_FPS_To_Speed_Ratio - enabling this option also enables a lot other bugs. TMP reloading sound being looped; Hand grenades not working when facing lots of enemies and/or objects (it keeps bouncing and never explodes); game freezes when quitting the attache case menu when you have lots of enemies and/or objects in your camera (maybe because of the fast switching between 60 and 30fps); and maybe some more that i haven't noticed. Strange, I have never had any issues with this. I have always left this on. Weird... i assume your project does not use lots of enemies at once. you should make some tests by spawning around 50 ganados at once and trying what i told you. Im not interested in spawning that many characters at once. Im surprised the game even runs! . itemswap.cfg - this file does not exist in the public version. i tried to use this file from arrange mod once for some tests and it didn't worked. I havent fully tested this feature as the project I am working on does not use enemy drops at all. I will do some research into this though. Let's use this entry as an example: SOrry I have to run. I will look into this last part later Happy Modding!
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Aug 15, 2020 14:39:40 GMT 10
scoovyhd So I tried out that itemswap.cfg. I was having issues at first but remembered to take my own advice: Make sure the file is set to FULL CONTROL in the file properties. while this method does work to remove drops, the problem of the aura still being present is troublesome. I think the only sure way to get a no loot drop without auras for non existent items is to do the other method by assigning Magnum ammo, or even an inventory case to every single enemy. I am still very reluctant to do this consider all the work it would take but I see no other way other than to hack the exe or the core.udas effect that controls the aura (which I do want for other drops)
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dale home
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Post by kTeo on Aug 15, 2020 22:18:07 GMT 10
scoovyhd So I tried out that itemswap.cfg. I was having issues at first but remembered to take my own advice: Make sure the file is set to FULL CONTROL in the file properties. while this method does work to remove drops, the problem of the aura still being present is troublesome. I think the only sure way to get a no loot drop without auras for non existent items is to do the other method by assigning Magnum ammo, or even an inventory case to every single enemy. I am still very reluctant to do this consider all the work it would take but I see no other way other than to hack the exe or the core.udas effect that controls the aura (which I do want for other drops) can you change to a non-existent id so it does not appear?
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Post by scoovyhd on Aug 16, 2020 2:45:13 GMT 10
scoovyhd So I tried out that itemswap.cfg. I was having issues at first but remembered to take my own advice: Make sure the file is set to FULL CONTROL in the file properties. while this method does work to remove drops, the problem of the aura still being present is troublesome. I think the only sure way to get a no loot drop without auras for non existent items is to do the other method by assigning Magnum ammo, or even an inventory case to every single enemy. I am still very reluctant to do this consider all the work it would take but I see no other way other than to hack the exe or the core.udas effect that controls the aura (which I do want for other drops) can you change to a non-existent id so it does not appear? tried it changed put in 1270 came out as magnum ammo
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Aug 16, 2020 8:40:07 GMT 10
I haven't got the matrix of Re4uhd so far,may be this game hasn't it,could you help me ask someone who may know that?thank you very much! By the way,do you know how the webbers trainner choosing character without Error?I can change it too but if i choose hunk,the game was broke down,could you tell me why? This is not the right section of the forums to be asking this. This thread is for the Companion DLL Good Luck
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Aug 16, 2020 14:34:46 GMT 10
I have already stated that I dont know what 'rect' is or what you are referring to when you say matrix.
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Aug 16, 2020 17:37:57 GMT 10
I have already stated that I dont know what 'rect' is or what you are referring to when you say matrix. Fps games all have matrix,but this game is very specai.So let me find and solve it.Im preparing for a tool that can show when and where the ganado come out. Happy modding! Have fun Neo!
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Post by XodaRapX on Aug 28, 2020 11:13:20 GMT 10
I think the link for the BIO4.exe 1.0.6 version is broken. Great job, this is one of the most helpful thread i've ever seen.
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
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Post by Mr.Curious on Aug 28, 2020 14:50:32 GMT 10
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Nov 8, 2020 5:16:30 GMT 10
I try to use this change the em's hp and wep, actually the em's ID is different from the known, Could you distribute a list for that.So far i havent know how to change the em's hp ,no influence you will need to edit the ESL file. I have created a tutorial that can be seen here. Happy Modding
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