[HowTo] Modding: Extracting, Editing Ammo, Enemy, Camera...
Oct 9, 2022 22:07:46 GMT 10
rain395 and Haunted like this
Post by Scott Kennedy on Oct 9, 2022 22:07:46 GMT 10
◆ What is this?
Hi, I'm SK and I present to you HowTo. The idea of this thread is to gather tutorials referring to mods I've already made, as a way to help other people understand how certain mods are made.
◆ Extracting Game's Files
Tools:
REtool
re3_pak_names_release.list
1) To extract the files from re_chunk_000.pak, we'll need REtool.exe, extract-pak.bat and re3_pak_names_release.list
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1a) Put the three files in the RE3 installation directory. It's usually in ""Program Files (x86)\Steam\steamapps\common\RE3""
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1b) Now, just drag re_chunk_000.pak to extract-pak.bat
TIP: You can edit the re3_pak_names_release.list to include just the file you want, so you don't have to extract the entire game.
WARNING: When dealing with any file other than .mesh or .tex, it is always good to extract the latest file to avoid incompatibility and crash. To know this, just try to extract first from re_chunk_000.pak.patch_001, but because it was a small update, it'll only contain a few files.
It's also important to mention that you have to uninstall your mods, because if any of them use a file that you want to extract, that file will not be extracted.
REtool
re3_pak_names_release.list
1) To extract the files from re_chunk_000.pak, we'll need REtool.exe, extract-pak.bat and re3_pak_names_release.list
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1a) Put the three files in the RE3 installation directory. It's usually in ""Program Files (x86)\Steam\steamapps\common\RE3""
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1b) Now, just drag re_chunk_000.pak to extract-pak.bat
TIP: You can edit the re3_pak_names_release.list to include just the file you want, so you don't have to extract the entire game.
WARNING: When dealing with any file other than .mesh or .tex, it is always good to extract the latest file to avoid incompatibility and crash. To know this, just try to extract first from re_chunk_000.pak.patch_001, but because it was a small update, it'll only contain a few files.
It's also important to mention that you have to uninstall your mods, because if any of them use a file that you want to extract, that file will not be extracted.
◆ Using 010Editor to make Infinite Ammo (Reloadable)
Tools:
010Editor (it's paid but has a 30 day trial)
RE RSZ Template
1) To edit files like .scn and .pfb we need RE RSZ Template, which should be used with 010Editor, follow alphaz's instructions for installation in their GitHub.
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2) Open weaponbulletuserdata.user.2 in 010Editor and wait for it to fully load.
TIP: Check "Game Version" in alphaz's thread to avoid problems opening files in 010Editor.
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3) In Template Results (I), let's go down to offline.WeaponBulletUserData (II), then Data (III), then List(Object)*_LoadingPartsCombos (IV)
From List(Object)_LoadingPartsCombos[0] to List(Object)_LoadingPartsCombos[18] are the sections referring to each weapon and its upgrades, including unlockable weapons.
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3a) Let's use List(Object)_LoadingPartsCombos[0] as an example. Open according to the image.
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3b) The sections to be edited here give us two options: Infinite Non-Reloadable Ammo and Infinite Reloadable Ammo. Change the following sections to the values described below, according to the option you want, whether it's reloadable or not.
Bool_Infinity[3] -> True
Guid_InfinityVariable[4] -> 00000000-0000-0000-0000-000000000000
Guid_AlwaysReloadable[6] -> 00000000-0000-0000-0000-000000000000
TIP: There is no exact way to know which weapon is which, but it's possible to rely on Int_Number[7] which indicates the amount of ammo of the weapon.
WARNING: For some reason, Grenades when made as infinite are not possible to place in the Item Box, but can be discarded from the Inventory.
010Editor (it's paid but has a 30 day trial)
RE RSZ Template
1) To edit files like .scn and .pfb we need RE RSZ Template, which should be used with 010Editor, follow alphaz's instructions for installation in their GitHub.
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2) Open weaponbulletuserdata.user.2 in 010Editor and wait for it to fully load.
TIP: Check "Game Version" in alphaz's thread to avoid problems opening files in 010Editor.
-----
3) In Template Results (I), let's go down to offline.WeaponBulletUserData (II), then Data (III), then List(Object)*_LoadingPartsCombos (IV)
From List(Object)_LoadingPartsCombos[0] to List(Object)_LoadingPartsCombos[18] are the sections referring to each weapon and its upgrades, including unlockable weapons.
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3a) Let's use List(Object)_LoadingPartsCombos[0] as an example. Open according to the image.
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3b) The sections to be edited here give us two options: Infinite Non-Reloadable Ammo and Infinite Reloadable Ammo. Change the following sections to the values described below, according to the option you want, whether it's reloadable or not.
- For Infinite Non-Reloadable Ammo:
Bool_Infinity[3] -> True
Guid_InfinityVariable[4] -> 00000000-0000-0000-0000-000000000000
- For Infinite Reloadable Ammo
Guid_AlwaysReloadable[6] -> 00000000-0000-0000-0000-000000000000
TIP: There is no exact way to know which weapon is which, but it's possible to rely on Int_Number[7] which indicates the amount of ammo of the weapon.
WARNING: For some reason, Grenades when made as infinite are not possible to place in the Item Box, but can be discarded from the Inventory.
◆ Using 010Editor to make Drain Deimos Won't Grab
Tools:
010Editor (it's paid but has a 30 day trial)
RE RSZ Template
1) To edit files like .scn and .pfb we need RE RSZ Template, which should be used with 010Editor, follow alphaz's instructions for installation in their GitHub.
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2) Open em3500uniqueparamuserdata.user.2 in 010Editor and wait for it to fully load.
TIP: Check "Game Version" in alphaz's thread to avoid problems opening files in 010Editor.
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3) In Template Results (I), let's go down to offline.escape.enemy.em3500.ESEm3500UniqueParamUserData (II), then Data (III).
From from Object*...[0] to Object*...[10] are the sections referring to Drain Deimos' behavior. The names are quite suggestive as Object* Parasite[1] refers to the Parasite infection and Object* TryGrappleGroundForGround[6] is the grab ground attack.
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3a) Let's use Object* Parasite[1] as an example. Open it and you'll see that there are several options that you can change their values, but for my mod, it was only necessary to go to Bool isEnable[0] and change it from True to False. Thus, the Drain Deimos will not be able to infect Jill with the parasite. To remove the grab attack, just do the same in Object* TryGrappleGroundForGround[6] and Object* TryGrappleGroundForCeiling[7].
010Editor (it's paid but has a 30 day trial)
RE RSZ Template
1) To edit files like .scn and .pfb we need RE RSZ Template, which should be used with 010Editor, follow alphaz's instructions for installation in their GitHub.
-----
2) Open em3500uniqueparamuserdata.user.2 in 010Editor and wait for it to fully load.
TIP: Check "Game Version" in alphaz's thread to avoid problems opening files in 010Editor.
-----
3) In Template Results (I), let's go down to offline.escape.enemy.em3500.ESEm3500UniqueParamUserData (II), then Data (III).
From from Object*...[0] to Object*...[10] are the sections referring to Drain Deimos' behavior. The names are quite suggestive as Object* Parasite[1] refers to the Parasite infection and Object* TryGrappleGroundForGround[6] is the grab ground attack.
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3a) Let's use Object* Parasite[1] as an example. Open it and you'll see that there are several options that you can change their values, but for my mod, it was only necessary to go to Bool isEnable[0] and change it from True to False. Thus, the Drain Deimos will not be able to infect Jill with the parasite. To remove the grab attack, just do the same in Object* TryGrappleGroundForGround[6] and Object* TryGrappleGroundForCeiling[7].
◆ Using 010Editor to make Improved Camera
Tools:
010Editor (it's paid but has a 30 day trial)
RE RSZ Template
1) To edit files like .scn and .pfb we need RE RSZ Template, which should be used with 010Editor, follow alphaz's instructions for installation in their GitHub.
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2) Unlike RE2, RE3 does not have a single file with all camera data, so you need to edit multiple files. To find out which they are, I recommend using the file pl0000_camsetting.user.2 for Carlos and pl2000_camsetting.user.2 for Jill. This file points to all camera files that needed to be extracted and edited separately.
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2a) Camera settings are divided into several categories. Normal is when walking; Jog when running; Damage are for different types of damage; Hold is for when aiming and has categories for each specific weapon, and those that don't have their own are controlled by HoldedDefault; Gimmick are interactions with the environment; Dodge is the non perfect dodge for both Jill and Carlos; Emergency Dodge is Jill's Perfect Dodge; Punch is Carlos' Perfect Punch and Jill's knife counterattack.
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3) Let's use pl2000_normal.user.2 as an example. Open it in 010Editor and wait for it to fully load. Then open according to the image.
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3a) Here we have four very important sections, they are: Vec3_Offset[7], Vec3_AvoidOffset[9], Float_FieldOfView[11] and Float_GazeDistance[17]. They all have very similar functions that produce very different results, I recommend testing each of them separately to better understand how they work. Vec3_Offset[7] has float X, which the higher the value, the more to left Leon will be; float Y, which the higher the value, the more the camera will go up. Float_FieldOfView[11], as the name suggests, it controls the game's FOV, but I don't recommend changing its value too much beyond the default because it can leave the image distorted on the sides. Float_GazeDistance[17], the higher the value, the farther the camera will be.
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3b) Now what you need to do is test each section listed in "3a" until you get the desired result.
TIP: To identify weapons, I recommend using the RE3 - Ultimate File List
010Editor (it's paid but has a 30 day trial)
RE RSZ Template
1) To edit files like .scn and .pfb we need RE RSZ Template, which should be used with 010Editor, follow alphaz's instructions for installation in their GitHub.
-----
2) Unlike RE2, RE3 does not have a single file with all camera data, so you need to edit multiple files. To find out which they are, I recommend using the file pl0000_camsetting.user.2 for Carlos and pl2000_camsetting.user.2 for Jill. This file points to all camera files that needed to be extracted and edited separately.
-----
2a) Camera settings are divided into several categories. Normal is when walking; Jog when running; Damage are for different types of damage; Hold is for when aiming and has categories for each specific weapon, and those that don't have their own are controlled by HoldedDefault; Gimmick are interactions with the environment; Dodge is the non perfect dodge for both Jill and Carlos; Emergency Dodge is Jill's Perfect Dodge; Punch is Carlos' Perfect Punch and Jill's knife counterattack.
-----
3) Let's use pl2000_normal.user.2 as an example. Open it in 010Editor and wait for it to fully load. Then open according to the image.
-----
3a) Here we have four very important sections, they are: Vec3_Offset[7], Vec3_AvoidOffset[9], Float_FieldOfView[11] and Float_GazeDistance[17]. They all have very similar functions that produce very different results, I recommend testing each of them separately to better understand how they work. Vec3_Offset[7] has float X, which the higher the value, the more to left Leon will be; float Y, which the higher the value, the more the camera will go up. Float_FieldOfView[11], as the name suggests, it controls the game's FOV, but I don't recommend changing its value too much beyond the default because it can leave the image distorted on the sides. Float_GazeDistance[17], the higher the value, the farther the camera will be.
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3b) Now what you need to do is test each section listed in "3a" until you get the desired result.
TIP: To identify weapons, I recommend using the RE3 - Ultimate File List
◆ Finishing and Using Mods
Tools:
Fluffy's Mod Manager
1) To use mods in RE3 you need Fluffy's ModManager. Download and extract somewhere easily accessible.
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2) Now you can put your Mod in .rar or use the folder with the file. Remember that the Mod must be in the same folder structure that it was extracted from. If you prefer to put it in .rar, make sure that inside the .rar file there is no folder before "natives". If you prefer to keep it only as a folder, it should be like this: "[folder with Mod's name]\natives\stm..."
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3) Put your mod in "ModManager\Games\RE3R\Mods"
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4) Install your mod using Fluffy's ModManager.
Fluffy's Mod Manager
1) To use mods in RE3 you need Fluffy's ModManager. Download and extract somewhere easily accessible.
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2) Now you can put your Mod in .rar or use the folder with the file. Remember that the Mod must be in the same folder structure that it was extracted from. If you prefer to put it in .rar, make sure that inside the .rar file there is no folder before "natives". If you prefer to keep it only as a folder, it should be like this: "[folder with Mod's name]\natives\stm..."
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3) Put your mod in "ModManager\Games\RE3R\Mods"
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4) Install your mod using Fluffy's ModManager.
◆ Thanks to:
- FluffyQuack for REtool and Mod Manager.
- alphaz for RE RSZ Template.
- JTeghius Kittius and Everyone who contributed with RE3 - Ultimate File List.
- Everyone from ModdingHaven Discord with their findings and tutorials.