Post by scoovyhd on Mar 16, 2023 5:18:24 GMT 10
In this tutorial we will go over how we can mod the Items in the Remake.
First of all the programms you will need are:
RE Tool and the script so you can extract RE4's .pak file
010 Editor + the RE_RSZ template without this Template this would not have been possible.
Fluffy Manager
and the Item list that i have Created
or you can also just check the list here without downloading it. (its at the Bottom of the page)
---------
Now we are going to go over the file system.
in this path: "natives\STM\_Chainsaw\LevelDesign\Location"
you will find alot of folders that start with loc40 all the way to loc62.
the only one we need is "loc40" which is the entire first area and village, the other folders are not needed as they are either unused or non existing maps.
open the "loc40" folder and in 010 editor open the file called "item_loc40_ItemData.user.2"
Now lets get to editing.
---------
you will see alot of Green hex arrays, once the file has fully loaded in it should look a little something like this.
open the item list in the meantime aswell.
click the Variables Section in 010 editor (usually in the bottom right section)
---------
now there are 2 ways of seeing the Item ID but we will go over the way i do it.
Hover over a 4 byte array and you should see a textbox pop up and say different things, i will go over the ones that are important.
Should be pretty self explanatory to what this means, obviously the ItemID this determines what Item will spawn (shotgun herb ammo etc.)
This one is useful for every item but mainly for anything that arent guns, this will indicate how many of each item you will pick up for example,
placing gunpowder here and changing it to be 5 Counts will give you 5 Gunpowder on pickup.
Note: for some items that dont stack you can keep taking the item over and over until you used all counts.
changing this doesnt seem to affect anything, although i can imagine that it will change what ammo the gun needs if editing another file.
This one is mainly for guns, changing this value will make the gun spawn with said anmount of bullets loaded in, for example spawning a shotgun with the ammocount set to 2 will spawn the shotgun
with 2 bullets loaded in, from what i tested if you go above the guns capacity value then it will reset back to the default anmount.
not really sure with this one as i havent tested around with it but i can imagine it being useful for the Knifes and how many hits they can take before breaking.
Dont really have to explain this one do i?, Haven't really tested this one out either as it should be self explanatory to what it does,
for this one i really have no clue honestly, i tested this one out with the TMP and i thought it could spawn it in with the stock but to no avail.
same for this one, but i assume its for how much a healing item heals you?.
---------
Now lets actually edit the ItemID.
i will take the first key you get in the game as an Example for this!
open up the Item List and find the Hex ID called "C0 17 1C 07" and copy it.
press CTRL+F in 010 Editor and paste the ItemID in, then hit Enter.
then you should see this marked 4 Byte array.
this is the entry you will edit to change the spawned item.
for my case i will edit it so it's a Case Upgrade (9x13) which is "00 A1 66 07"
Note: do not CTRL+V or paste the new itemID in as this will mess up the file for some reason, you will need to add each byte 1 by 1 (really doesnt take long and super easy to do!)
once you put the new ID in it should look like this if you took the same Item i did.
make sure that for the cases its 01 count other values i dont believe matter other than Attribute maybe.
and thats really it for item editing.
now we will add it to fluffymanager.
open the exe of fluffymanager and then click RE4 Remake so the mod folder gets created.
and to save you time having to make new folders that lead to the item path i made a base for this purpose!
Base
download this and open the .rar file and then extract the Folder into the Mods folder in fluffymanager.
open the folder and go through all of the other folders and paste your edited file into loc40.
then in fluffymanager click "Refresh mod List) and your mod should show up!
click your mod and then it should install it.
if all went well then the manager should say this.
and you are Done! have fun modding
Note: i forgot to mention that the ingame models dont change for the items, example being if you swap the shotgun to a TMP it will still be the shotgun model in the world but once you take it it's the TMP
Hope my grammar wasn't to awful and you were able to understand this Tutorial!
Happy Modding!
-ScoovyHD
-------
Item List
The ending Values after the first 3 Byte arrays are the type of item
10 are Weapons (Guns, Grenades etc.)
7 are Treasures, Crafting Items and other
6 are Ammo types and Herbs
---------
Guns:
Nothing? (Handgun if anything) 00 A8 61 10
Shotgun 00 19 64 10
TMP 00 8A 66 10
Flash Grenade 80 E2 83 10
Hand Grenade 00 D6 83 10
Combat Knife 00 12 7A 10
Kitchen Knife 80 1E 7A 10
Chicken egg C0 E8 83 10
Brown Chicken Egg 00 EF 83 10
Rocket Launcher Special 40 A7 77 10
SR M1903 (Rifle) 00 6C 6B 10
Stingray 40 72 6B 10
LE 5 80 96 66 10
CQBR Assault Rifle 80 78 6B 10
Red9 80 B4 61 10
Matilda 00 C1 61 10
Punisher 40 AE 61 10
White cube? 00 7C 92 10
---------
Ammo:
Handgun Ammo 00 31 B9 06
Shotgun Shells 80 3D B9 06
TMP Ammo 00 4A B9 06
Rifle Ammo C0 43 B9 06
---------
Healing:
First Aid Spray 80 D9 D1 06
Green Herb 00 9B D1 06
Green Herb again A0 9B D1 06
Red Herb 40 A1 D1 06
Red Herb Again E0 A1 D1 06
Yellow Herb 80 A7 D1 06
Green Red Mix 40 BA D1 06
Green Yellow Mix 80 C0 D1 06
Green Red Yellow Mix 00 CD D1 06
Green + Green + Yellow Mix 40 D3 D1 06
Green + Green Mix C0 AD D1 06
Green + Green + Green mix 00 B4 D1 06
Red + Yellow Mix C0 C6 D1 06
---------
Crafting Items:
Gunpowder 00 6F 02 07
Resources (S) 00 88 02 07
Resources (L) 40 75 02 07
---------
Recipes:
Recipe: Handgun Ammo 40 FF 68 07 (Already Enabled)
Recipe: Shotgun Shells 80 05 69 07 (Already Enabled)
Recipe: Submachine Gun Ammo C0 0B 69 07 (Already Enabled)
Recipe: Rifle Ammo 00 12 69 07 (Already Enabled)
Recipe: Magnum Ammo 40 18 69 07
Recipe: Bolts x2+ 80 1E 69 07
Recipe: Bolts x3+ C0 24 69 07
Recipe: Attachable Mines 40 31 69 07
Recipe: Heavy Grenade 80 37 69 07
Recipe: Flash Grenade C0 3D 69 07
Recipe: Green + Green Mix 40 7C 69 07
Recipe: Green + Red Mix 80 82 69 07
Recipe: Green + Yellow Mix C0 88 69 07
Recipe: Red + Yellow Mix 00 8F 69 07
Recipe: Green + Green + Green Mix 40 95 69 07
Recipe: Green + Green + Yellow Mix 80 9B 69 07
Recipe: Green + Green + Yellow Mix Again C0 A1 69 07
Recipe: Green + Red + Yellow Mix 00 A8 69 07
Recipe: Green + Red + Yellow Mix Again 40 AE 69 07
Recipe: Green + Red + Yellow Mix Again 80 B4 69 07
---------
Treasures:
Pesetas 00 17 64 07
Velvet Blue 00 3D 34 07
Vintage Compass 40 F8 33 07
Elegant Bangle 80 EB 4B 07
Ornate Necklace 00 DF 4B 07
Silver Token 80 2A 1C 07
Ruby C0 B9 33 07
Flagon 40 B3 4B 07
Wooden Cog 80 62 1B 07
Red Gemstone Ring C0 87 33 07
Antique Pipe 40 7B 33 07
Pearl Bangle 80 81 33 07
Gold Bar 40 DF 33 07
Pearl Pendant 40 49 33 07
Dirty Pearl Pendant 80 4F 33 07
Sapphire 40 C6 33 07
Spinel 00 43 33 07
Elegant Mask 00 AD 4B 07
Antique Camera 80 30 34 07
Alexandrite 00 D9 33 07
---------
Keys:
Hunter's Lodge Key C0 17 1C 07
Small Key 00 88 1B 07
Hexagonal Emblem 80 E5 1A 07
Insignia Key C0 EB 1A 07
---------
Attachê Case:
Attachable Mines 80 7B 02 07
Case Upgrade (7x10) 00 88 66 07
Case Upgrade (7x12) 40 8E 66 07
Case Upgrade (8x12) 80 94 66 07
Case Upgrade (8x13) C0 9A 66 07
Case Upgrade (9x13) 00 A1 66 07
Attachê Case: Silver 80 C6 66 07 (Default)
Attachê Case: Leather 00 D3 66 07
Attachê Case: Black C0 CC 66 07
---------
Misc
Tactical Vest 40 1D 64 07
Scope 00 05 EA 06
High Power Scope 80 11 EA 06
Biosensor Scope C0 17 EA 06
Red9 Stock 40 0B EA 06
Matilda Stock 80 2A EA 06
TMP Stock 00 1E EA 06
Nothing? 40 24 EA 06
---------
No Idea:
Corrupted? 00 2B 69 07
First of all the programms you will need are:
RE Tool and the script so you can extract RE4's .pak file
010 Editor + the RE_RSZ template without this Template this would not have been possible.
Fluffy Manager
and the Item list that i have Created
or you can also just check the list here without downloading it. (its at the Bottom of the page)
---------
Now we are going to go over the file system.
in this path: "natives\STM\_Chainsaw\LevelDesign\Location"
you will find alot of folders that start with loc40 all the way to loc62.
the only one we need is "loc40" which is the entire first area and village, the other folders are not needed as they are either unused or non existing maps.
open the "loc40" folder and in 010 editor open the file called "item_loc40_ItemData.user.2"
Now lets get to editing.
---------
you will see alot of Green hex arrays, once the file has fully loaded in it should look a little something like this.
open the item list in the meantime aswell.
click the Variables Section in 010 editor (usually in the bottom right section)
---------
now there are 2 ways of seeing the Item ID but we will go over the way i do it.
Hover over a 4 byte array and you should see a textbox pop up and say different things, i will go over the ones that are important.
Should be pretty self explanatory to what this means, obviously the ItemID this determines what Item will spawn (shotgun herb ammo etc.)
This one is useful for every item but mainly for anything that arent guns, this will indicate how many of each item you will pick up for example,
placing gunpowder here and changing it to be 5 Counts will give you 5 Gunpowder on pickup.
Note: for some items that dont stack you can keep taking the item over and over until you used all counts.
changing this doesnt seem to affect anything, although i can imagine that it will change what ammo the gun needs if editing another file.
This one is mainly for guns, changing this value will make the gun spawn with said anmount of bullets loaded in, for example spawning a shotgun with the ammocount set to 2 will spawn the shotgun
with 2 bullets loaded in, from what i tested if you go above the guns capacity value then it will reset back to the default anmount.
not really sure with this one as i havent tested around with it but i can imagine it being useful for the Knifes and how many hits they can take before breaking.
Dont really have to explain this one do i?, Haven't really tested this one out either as it should be self explanatory to what it does,
for this one i really have no clue honestly, i tested this one out with the TMP and i thought it could spawn it in with the stock but to no avail.
same for this one, but i assume its for how much a healing item heals you?.
---------
Now lets actually edit the ItemID.
i will take the first key you get in the game as an Example for this!
open up the Item List and find the Hex ID called "C0 17 1C 07" and copy it.
press CTRL+F in 010 Editor and paste the ItemID in, then hit Enter.
then you should see this marked 4 Byte array.
this is the entry you will edit to change the spawned item.
for my case i will edit it so it's a Case Upgrade (9x13) which is "00 A1 66 07"
Note: do not CTRL+V or paste the new itemID in as this will mess up the file for some reason, you will need to add each byte 1 by 1 (really doesnt take long and super easy to do!)
once you put the new ID in it should look like this if you took the same Item i did.
make sure that for the cases its 01 count other values i dont believe matter other than Attribute maybe.
and thats really it for item editing.
now we will add it to fluffymanager.
open the exe of fluffymanager and then click RE4 Remake so the mod folder gets created.
and to save you time having to make new folders that lead to the item path i made a base for this purpose!
Base
download this and open the .rar file and then extract the Folder into the Mods folder in fluffymanager.
open the folder and go through all of the other folders and paste your edited file into loc40.
then in fluffymanager click "Refresh mod List) and your mod should show up!
click your mod and then it should install it.
if all went well then the manager should say this.
and you are Done! have fun modding
Note: i forgot to mention that the ingame models dont change for the items, example being if you swap the shotgun to a TMP it will still be the shotgun model in the world but once you take it it's the TMP
Hope my grammar wasn't to awful and you were able to understand this Tutorial!
Happy Modding!
-ScoovyHD
-------
Item List
The ending Values after the first 3 Byte arrays are the type of item
10 are Weapons (Guns, Grenades etc.)
7 are Treasures, Crafting Items and other
6 are Ammo types and Herbs
---------
Guns:
Nothing? (Handgun if anything) 00 A8 61 10
Shotgun 00 19 64 10
TMP 00 8A 66 10
Flash Grenade 80 E2 83 10
Hand Grenade 00 D6 83 10
Combat Knife 00 12 7A 10
Kitchen Knife 80 1E 7A 10
Chicken egg C0 E8 83 10
Brown Chicken Egg 00 EF 83 10
Rocket Launcher Special 40 A7 77 10
SR M1903 (Rifle) 00 6C 6B 10
Stingray 40 72 6B 10
LE 5 80 96 66 10
CQBR Assault Rifle 80 78 6B 10
Red9 80 B4 61 10
Matilda 00 C1 61 10
Punisher 40 AE 61 10
White cube? 00 7C 92 10
---------
Ammo:
Handgun Ammo 00 31 B9 06
Shotgun Shells 80 3D B9 06
TMP Ammo 00 4A B9 06
Rifle Ammo C0 43 B9 06
---------
Healing:
First Aid Spray 80 D9 D1 06
Green Herb 00 9B D1 06
Green Herb again A0 9B D1 06
Red Herb 40 A1 D1 06
Red Herb Again E0 A1 D1 06
Yellow Herb 80 A7 D1 06
Green Red Mix 40 BA D1 06
Green Yellow Mix 80 C0 D1 06
Green Red Yellow Mix 00 CD D1 06
Green + Green + Yellow Mix 40 D3 D1 06
Green + Green Mix C0 AD D1 06
Green + Green + Green mix 00 B4 D1 06
Red + Yellow Mix C0 C6 D1 06
---------
Crafting Items:
Gunpowder 00 6F 02 07
Resources (S) 00 88 02 07
Resources (L) 40 75 02 07
---------
Recipes:
Recipe: Handgun Ammo 40 FF 68 07 (Already Enabled)
Recipe: Shotgun Shells 80 05 69 07 (Already Enabled)
Recipe: Submachine Gun Ammo C0 0B 69 07 (Already Enabled)
Recipe: Rifle Ammo 00 12 69 07 (Already Enabled)
Recipe: Magnum Ammo 40 18 69 07
Recipe: Bolts x2+ 80 1E 69 07
Recipe: Bolts x3+ C0 24 69 07
Recipe: Attachable Mines 40 31 69 07
Recipe: Heavy Grenade 80 37 69 07
Recipe: Flash Grenade C0 3D 69 07
Recipe: Green + Green Mix 40 7C 69 07
Recipe: Green + Red Mix 80 82 69 07
Recipe: Green + Yellow Mix C0 88 69 07
Recipe: Red + Yellow Mix 00 8F 69 07
Recipe: Green + Green + Green Mix 40 95 69 07
Recipe: Green + Green + Yellow Mix 80 9B 69 07
Recipe: Green + Green + Yellow Mix Again C0 A1 69 07
Recipe: Green + Red + Yellow Mix 00 A8 69 07
Recipe: Green + Red + Yellow Mix Again 40 AE 69 07
Recipe: Green + Red + Yellow Mix Again 80 B4 69 07
---------
Treasures:
Pesetas 00 17 64 07
Velvet Blue 00 3D 34 07
Vintage Compass 40 F8 33 07
Elegant Bangle 80 EB 4B 07
Ornate Necklace 00 DF 4B 07
Silver Token 80 2A 1C 07
Ruby C0 B9 33 07
Flagon 40 B3 4B 07
Wooden Cog 80 62 1B 07
Red Gemstone Ring C0 87 33 07
Antique Pipe 40 7B 33 07
Pearl Bangle 80 81 33 07
Gold Bar 40 DF 33 07
Pearl Pendant 40 49 33 07
Dirty Pearl Pendant 80 4F 33 07
Sapphire 40 C6 33 07
Spinel 00 43 33 07
Elegant Mask 00 AD 4B 07
Antique Camera 80 30 34 07
Alexandrite 00 D9 33 07
---------
Keys:
Hunter's Lodge Key C0 17 1C 07
Small Key 00 88 1B 07
Hexagonal Emblem 80 E5 1A 07
Insignia Key C0 EB 1A 07
---------
Attachê Case:
Attachable Mines 80 7B 02 07
Case Upgrade (7x10) 00 88 66 07
Case Upgrade (7x12) 40 8E 66 07
Case Upgrade (8x12) 80 94 66 07
Case Upgrade (8x13) C0 9A 66 07
Case Upgrade (9x13) 00 A1 66 07
Attachê Case: Silver 80 C6 66 07 (Default)
Attachê Case: Leather 00 D3 66 07
Attachê Case: Black C0 CC 66 07
---------
Misc
Tactical Vest 40 1D 64 07
Scope 00 05 EA 06
High Power Scope 80 11 EA 06
Biosensor Scope C0 17 EA 06
Red9 Stock 40 0B EA 06
Matilda Stock 80 2A EA 06
TMP Stock 00 1E EA 06
Nothing? 40 24 EA 06
---------
No Idea:
Corrupted? 00 2B 69 07