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Post by NinjaRikku on Jun 6, 2022 9:30:10 GMT 10
Hey Guys it's rikku, I'm very new to this website and glad to be apart of the community!
Today I've just finished a video on how to replace/add items and weapons into stages of RESIDENT EVIL 5 2009.
It's my first tutorial, I hope it's useful to anyone who needs it or have an idea on how it works
Link :
Enjoy
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Post by David Modding on Jun 8, 2022 9:30:49 GMT 10
Well done my friend that's how it is done. But finally, a person who is not lazy to upload content, my God, it is so difficult to upload something to learn. bunch of selfish
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Post by NinjaRikku on Jun 8, 2022 15:04:47 GMT 10
Thanks man. I'm glad I can help somehow, apart of me really wanted to make a video on it so why not right??
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Post by NinjaRikku on Jun 11, 2022 5:46:24 GMT 10
Sup My Fellow Modders. I just wanted to touch up on a few things, these were my notes just in case if you need a little bit more of help!
and don't be afraid to dm me if you guys have questions
To Remove items simply just delete the class ref
And set the count to % whatever number it was to before you added/removed.
For an example :
<classref type="1637199632"> <s32 name="mID" value="0"/> <string name="mInfoClass" value="cSetInfoItem"/> <string name="mUnitClass" value="uIt0521"/> <classref name="mpInfo" type="381867577"> <string name="mName" value=""/> <string name="mParentName" value=""/> <s32 name="mParentNo" value="1718377587"/> <u32 name="mOrder" value="4"/> <vector3 name="mPosition" x="109.9560699463" y="530.9739379883" z="2699.1601562500"/> <vector3 name="mAngle" x="0.0000000000" y="-1.5707960129" z="0.0000000000"/> <vector3 name="mScale" x="1.0000000000" y="1.0000000000" z="1.0000000000"/> <u32 name="PatternNo" value="0"/> <u32 name="mLife" value="0"/> <u32 name="mJumpInit" value="0"/> <class name="mItemSet" type="1492295384"> <vector3 name="Pos" x="109.9560699463" y="530.9739379883" z="2699.1601562500"/> <vector3 name="Ang" x="0.0000000000" y="-1.5707960129" z="0.0000000000"/> <bool name="AutoPosition" value="true"/> <bool name="HitAuto" value="true"/> <bool name="NoCheckOba" value="false"/> <bool name="NoCheckEff" value="false"/> <classref name="Shape" type="1035932488"> <string name="Name" value=""/> <f32 name="CheckAngle" value="0.0000000000"/> <f32 name="CheckRange" value="0.0000000000"/> <f32 name="CheckToward" value="0.0000000000"/> <bool name="AngleFlag" value="false"/> <bool name="TowardFlag" value="false"/> <vector3 name="Cone.mCenterPos" x="0.0000000000" y="-180.0000000000" z="0.0000000000"/> <f32 name="Cone.mHeight" value="270.0000000000"/> <f32 name="Cone.mTopRadius" value="220.0000000000"/> <f32 name="Cone.mBottomRadius" value="20.0000000000"/> </classref> <vector3 name="SetOffset" x="0.0000000000" y="0.0000000000" z="0.0000000000"/> <s16 name="ItemFlagNo" value="-1"/> <u16 name="ItemId" value="1313"/> <s32 name="ItemNum" value="-1"/> <u16 name="SetType" value="0"/> <s16 name="SetLotNo" value="-1"/> <s16 name="SetNo" value="-1"/> <u8 name="EffType" value="0"/> <vector3 name="EffOffset" x="0.0000000000" y="0.0000000000" z="0.0000000000"/> <u8 name="LevelPower" value="0"/> <u8 name="LevelFireSpeed" value="0"/> <u8 name="LevelReloadSpeed" value="0"/> <u8 name="LevelBulletMax" value="0"/> <u8 name="LevelBulrRate" value="0"/> <u8 name="LevelCritical" value="0"/> <u8 name="LevelThrough" value="0"/> <u8 name="LevelRange" value="0"/> <u8 name="LevelScope" value="0"/> </class> </classref> </classref>
This is what you want to copy or delete then change the count number. I hope i was helpful
You can either Add,Remove or Replace. If you replace a item/keyitem or weapon. you do not need to change the count number.
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Post by David Modding on Jun 11, 2022 10:11:04 GMT 10
Sup My Fellow Modders. I just wanted to touch up on a few things, these were my notes just in case if you need a little bit more of help!
and don't be afraid to dm me if you guys have questions
To Remove items simply just delete the class ref
And set the count to % whatever number it was to before you added/removed.
For an example :
<classref type="1637199632"> <s32 name="mID" value="0"/> <string name="mInfoClass" value="cSetInfoItem"/> <string name="mUnitClass" value="uIt0521"/> <classref name="mpInfo" type="381867577"> <string name="mName" value=""/> <string name="mParentName" value=""/> <s32 name="mParentNo" value="1718377587"/> <u32 name="mOrder" value="4"/> <vector3 name="mPosition" x="109.9560699463" y="530.9739379883" z="2699.1601562500"/> <vector3 name="mAngle" x="0.0000000000" y="-1.5707960129" z="0.0000000000"/> <vector3 name="mScale" x="1.0000000000" y="1.0000000000" z="1.0000000000"/> <u32 name="PatternNo" value="0"/> <u32 name="mLife" value="0"/> <u32 name="mJumpInit" value="0"/> <class name="mItemSet" type="1492295384"> <vector3 name="Pos" x="109.9560699463" y="530.9739379883" z="2699.1601562500"/> <vector3 name="Ang" x="0.0000000000" y="-1.5707960129" z="0.0000000000"/> <bool name="AutoPosition" value="true"/> <bool name="HitAuto" value="true"/> <bool name="NoCheckOba" value="false"/> <bool name="NoCheckEff" value="false"/> <classref name="Shape" type="1035932488"> <string name="Name" value=""/> <f32 name="CheckAngle" value="0.0000000000"/> <f32 name="CheckRange" value="0.0000000000"/> <f32 name="CheckToward" value="0.0000000000"/> <bool name="AngleFlag" value="false"/> <bool name="TowardFlag" value="false"/> <vector3 name="Cone.mCenterPos" x="0.0000000000" y="-180.0000000000" z="0.0000000000"/> <f32 name="Cone.mHeight" value="270.0000000000"/> <f32 name="Cone.mTopRadius" value="220.0000000000"/> <f32 name="Cone.mBottomRadius" value="20.0000000000"/> </classref> <vector3 name="SetOffset" x="0.0000000000" y="0.0000000000" z="0.0000000000"/> <s16 name="ItemFlagNo" value="-1"/> <u16 name="ItemId" value="1313"/> <s32 name="ItemNum" value="-1"/> <u16 name="SetType" value="0"/> <s16 name="SetLotNo" value="-1"/> <s16 name="SetNo" value="-1"/> <u8 name="EffType" value="0"/> <vector3 name="EffOffset" x="0.0000000000" y="0.0000000000" z="0.0000000000"/> <u8 name="LevelPower" value="0"/> <u8 name="LevelFireSpeed" value="0"/> <u8 name="LevelReloadSpeed" value="0"/> <u8 name="LevelBulletMax" value="0"/> <u8 name="LevelBulrRate" value="0"/> <u8 name="LevelCritical" value="0"/> <u8 name="LevelThrough" value="0"/> <u8 name="LevelRange" value="0"/> <u8 name="LevelScope" value="0"/> </class> </classref> </classref>
This is what you want to copy or delete then change the count number. I hope i was helpful
You can either Add,Remove or Replace. If you replace a item/keyitem or weapon. you do not need to change the count number.
Being an almost professional modder in Resident Evil 4, at some point the item data starts and then ends so that the other item data starts, that is the first item an example shotgun bullets. It ends in 02 (It is an example) and the other item pistol bullets begins, 01 (It is an example) so that the other information of the item begins
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Post by Deleted on Jun 11, 2022 23:51:19 GMT 10
Nice tutorial. Cheers!
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Post by NinjaRikku on Jun 12, 2022 6:39:42 GMT 10
Thanks! It really means a lot!!
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Post by charlesrk on Oct 17, 2022 2:38:42 GMT 10
VERY HELPFULL. thanks you very much dude
but i have a question , do you know how to change weapons fire power in mercs mode. Or modify character set( for example replace sheva tribal grenade launcher by an another gun) in mercs mode too please? i'm desesperatly looking for explications about that
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Post by NinjaRikku on Oct 28, 2022 2:26:24 GMT 10
You are very welcome, and as far as Mercs the guns in those game modes are kinda weird, I really have no way getting to them.
But there are other ways. Like for an example you can add new weapons to whatever stage your playing on. and increase the Weapon's power. but it's trial and error because if the values are too high, it's a insta kill for all enemies.
Then there's the mml thing with just changing the weapon loadout but I don't think that's what your really looking for.
PS. Sorry for taking so long to reply, I haven't been on this site for a bit.
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Post by NinjaRikku on Jan 29, 2024 23:03:21 GMT 10
New Shareable Link :
Video Is Unlisted, but can still be viewed with this link. I would never delete videos that are helpful to others. That's why there's this link above.
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