Posts: 268
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Post by DINNER SUPREME on Jul 21, 2019 4:55:31 GMT 10
Wow, the simple rename actually worked...... However I might opt to try and make a stage mod because idk how to overcome this obstacle as I have both the model swap patch and LMT patch. Plus, you probably made it so that the anti cheat can't be disabled, thus no additional time or unlimited time for this fun mode play. The last time I did something with enemy spawns, I couldn't get it right and KamiA ended up fixing it. Hoping I can do it the next time for this as it can bring more replayability.
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Post by FluffyQuack on Jul 22, 2019 0:26:01 GMT 10
Exactly! If we can get up to 6 instances of the mod manager. The trainer can get on all 6 players for splitscreen Is it just a simple rename and not needing duplicates of the modmanager.exe and it's folders and files? I'm confident I can get the trainer to hook on to each instance with a de-focus technique I know.......Similarly to what I did with Raz0r's trainer for RE5 The only other alternative I just thought of recently: For me to actually make stage mods for RE6 where the enemy spawns and amount are carried over from "No Mercy" to "Survivors" by editing s14##soft.arc files (Similar to how you did the "No Enemies Mercenaries" and a lot of the cool stage/enemyspawn stuff that good ole KamiA has done). Though it would be hard for me to believe that nobody has tried this before after all these years. Even for just regular online play. As long as you don't use the mod managing capabilities, then running multiple instances of the mod manager from the same directory is fine. And it should be super doable to carry over enemies from one mode to another via file modding. I'm pretty sure all you need to do is move over the enemy files (and FSM files related to enemy spawns) from no mercy to survivors. I think there's a lot of stuff which can be done with enemies and items in RE6 Mercs/Versus, but people just never did it. I personally got burned out of RE6 modding rather quickly, so there's a lot of stuff I normally would have done but I just didn't get around to it.
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Posts: 268
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Post by DINNER SUPREME on Jul 22, 2019 4:37:07 GMT 10
As long as you don't use the mod managing capabilities, then running multiple instances of the mod manager from the same directory is fine. And it should be super doable to carry over enemies from one mode to another via file modding. I'm pretty sure all you need to do is move over the enemy files (and FSM files related to enemy spawns) from no mercy to survivors. I think there's a lot of stuff which can be done with enemies and items in RE6 Mercs/Versus, but people just never did it. I personally got burned out of RE6 modding rather quickly, so there's a lot of stuff I normally would have done but I just didn't get around to it. Wouldn't I need to also do some renaming? and wouldn't I need to actually replace survivors files rather than adding No Mercy files in there with them? (Great example would be something like "s1402_em00.lot" & "EM_set.fsm" from Survivors Urban Chaos soft files and "s1212_em00.lot" & "EmSet1212.fsm" from No Mercy Urban Chaos soft files) As I said, I have some experience doing this with RE5 as I educated myself a little bit with your mini tutorial on enemy spawning here: residentevilmodding.boards.net/thread/6071/tutorial-editing-spawns-various-scriptsSo far i've done some of this adding of files already but I come out with definitely more enemies but also a lot of flickering textured or invisible enemies. I'm starting to wonder if i'm gonna have to do script editing with notepad++ as I did awhile back for RE5 and then failed. (where KamiA took over). And yes, that's why I'm here. I'm here to bring justice to a lot of things that should've been done a long time ago. I'm happy to say that i've been able to make some changes such as Boss Jill finally being able to use Dual Machine Guns in RE5 with Raz0r's help.
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Post by FluffyQuack on Jul 23, 2019 6:54:32 GMT 10
Wouldn't I need to also do some renaming? and wouldn't I need to actually replace survivors files rather than adding No Mercy files in there with them? (Great example would be something like "s1402_em00.lot" & "EM_set.fsm" from Survivors Urban Chaos soft files and "s1212_em00.lot" & "EmSet1212.fsm" from No Mercy Urban Chaos soft files) As I said, I have some experience doing this with RE5 as I educated myself a little bit with your mini tutorial on enemy spawning here: residentevilmodding.boards.net/thread/6071/tutorial-editing-spawns-various-scriptsSo far i've done some of this adding of files already but I come out with definitely more enemies but also a lot of flickering textured or invisible enemies. I'm starting to wonder if i'm gonna have to do script editing with notepad++ as I did awhile back for RE5 and then failed. (where KamiA took over). And yes, that's why I'm here. I'm here to bring justice to a lot of things that should've been done a long time ago. I'm happy to say that i've been able to make some changes such as Boss Jill finally being able to use Dual Machine Guns in RE5 with Raz0r's help. Yeah, you'll need to rename and replace files. I don't think you'd need to do any kind of file editing. If I find time for it, I might try to look into this myself one of the next days. In theory, this should be a fast mod to make. But I'm assuming it works the same as in RE5 as that's what I remember modding the most.
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Post by DINNER SUPREME on Jul 23, 2019 14:52:54 GMT 10
Yeah, you'll need to rename and replace files. I don't think you'd need to do any kind of file editing. If I find time for it, I might try to look into this myself one of the next days. In theory, this should be a fast mod to make. But I'm assuming it works the same as in RE5 as that's what I remember modding the most. Sounds great! Lets see which one of us gets there first, A friendly race lol.
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Post by joyoputro555 on Jul 24, 2019 4:57:37 GMT 10
hi sectus,
i am huge fan of your, i have used your mod in resident evil 2 remake and i love it !
now i gonna play resident evil 6 and i am using your mod manager again,
i have a little problem here for mod : sexy helena by amico
it says only work in helena asia, and it think mine is helena usa.
can you help me to make it work on helena usa? or do you have any solution to make it work?
thank you so much
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Post by FluffyQuack on Jul 24, 2019 5:05:19 GMT 10
Yeah, you'll need to rename and replace files. I don't think you'd need to do any kind of file editing. If I find time for it, I might try to look into this myself one of the next days. In theory, this should be a fast mod to make. But I'm assuming it works the same as in RE5 as that's what I remember modding the most. Sounds great! Lets see which one of us gets there first, A friendly race lol. I think that's far more enemies than you'd normally get in Survivors, so I think I managed to get it working. But it did lead to a crash rather quickly (as I tried to fight the enemies). This is what I did: - Copy files from s1210Soft.arc (No Mercy) to s1400Soft.arc (Survivors) (remember to use the arc in nativePC_dlc) - Copied everything from soft\stage\s1210\fsm\plan\fix - Copied EM files from soft\stage\s1210 - Renamed all instances of s1210 to s1400 in filepaths - Added the new files to s1400Soft.arc.txt so they're added during ARC packing The crash is probably fixable (it's probably related to one of the FSM files, or maybe because I replaced the old EM files), but I don't know what specifically needs to be done and I personally don't have the interest or time to continue with this. But you can use this as a springboard, unless you've already got better progress than me.
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Post by DINNER SUPREME on Jul 24, 2019 13:58:36 GMT 10
I think that's far more enemies than you'd normally get in Survivors, so I think I managed to get it working. But it did lead to a crash rather quickly (as I tried to fight the enemies). This is what I did: - Copy files from s1210Soft.arc (No Mercy) to s1400Soft.arc (Survivors) (remember to use the arc in nativePC_dlc) - Copied everything from soft\stage\s1210\fsm\plan\fix - Copied EM files from soft\stage\s1210 - Renamed all instances of s1210 to s1400 in filepaths - Added the new files to s1400Soft.arc.txt so they're added during ARC packing The crash is probably fixable (it's probably related to one of the FSM files, or maybe because I replaced the old EM files), but I don't know what specifically needs to be done and I personally don't have the interest or time to continue with this. But you can use this as a springboard, unless you've already got better progress than me. So I have some questions based on your approach: 1. Are you getting any invisible enemies at all? I've been testing in Urban Chaos and I definitely get No Mercy amount of enemies increase in Survivors but some of the zombies will be half invisible at a distance until I get closer to them and all of the zombie dogs and bloodshots will be invisible as well. Strangely the fat guys (Whoppers they're called?) look perfect. I'm not even sure the hidden bosses appear at all, even with satisfying requirements to make them appear (Though I aim to get them to spawn by default like the rest of the enemies). No crash at all for me. 2. When you say "Renamed all instances of s1210 to s1400 in filepaths", Did you just rename the folders that have "1210" to "1400"? OR Did you rename all files from "1210" to "1400"? (such as the "lot" files and fsm file like "EmSet1210.fsm") OR did you both? 3. Speaking of .lot files, Did you extract both "s1210Soft.arc" and "s1400Soft.arc" with "-xfs" or without it? In other words, I would like to know if you copied the EM and FSM files as just in default .lot format or if you transferred the .xml and .txt files as well despite not having done any scripting edits to them. I've just been working with extractions where the .lot files are only present after unpacking since I usually only extract with "-xfs" when I want to add, change or remove something from an .xml script which isn't the case for this. 4. Did you remove any of the "original" 1400 survivor files? OR Did you keep them all in there? (assuming you only renamed the folders and not the files) OR did you only remove the "original" EM files? (Example: Deleting the original "s1400_em00.lot") 5. Did you do anything at all with the "nativepc" (non dlc) variant of the soft survivor.arc file? (I usually don't do anything with this as of right now as it seems to have no substantial effect.) 6. Does "txt" really make a difference for arctool repacking? I usually just remove "-txt" from the batch command so that I can repack and it seems to repack just fine for me. I didn't know prior that stuff had to be added manually to that text file so that it didn't keep repacking without the changes i've made and the stuff I added. Otherwise I feel like I did the same thing you did. Hey that's completely understandable! This type of stuff always either consume sooo much time from us or takes a toll lol. It's difficult to make good progression if you don't have the natural drive with the desire and ends up becoming a chore instead. I will probably work further in the shadows along with other cool stuff I'm putting work in on. (plus I want your thread here to get back on topic anyways as it doesn't seem to be dealing with the modmanager specifically anymore at this point)
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Post by FluffyQuack on Jul 24, 2019 18:37:06 GMT 10
So I have some questions based on your approach: 1. Are you getting any invisible enemies at all? I've been testing in Urban Chaos and I definitely get No Mercy amount of enemies increase in Survivors but some of the zombies will be half invisible at a distance until I get closer to them and all of the zombie dogs and bloodshots will be invisible as well. Strangely the fat guys (Whoppers they're called?) look perfect. I'm not even sure the hidden bosses appear at all, even with satisfying requirements to make them appear (Though I aim to get them to spawn by default like the rest of the enemies). No crash at all for me. 2. When you say "Renamed all instances of s1210 to s1400 in filepaths", Did you just rename the folders that have "1210" to "1400"? OR Did you rename all files from "1210" to "1400"? (such as the "lot" files and fsm file like "EmSet1210.fsm") OR did you both? 3. Speaking of .lot files, Did you extract both "s1210Soft.arc" and "s1400Soft.arc" with "-xfs" or without it? In other words, I would like to know if you copied the EM and FSM files as just in default .lot format or if you transferred the .xml and .txt files as well despite not having done any scripting edits to them. I've just been working with extractions where the .lot files are only present after unpacking since I usually only extract with "-xfs" when I want to add, change or remove something from an .xml script which isn't the case for this. 4. Did you remove any of the "original" 1400 survivor files? OR Did you keep them all in there? (assuming you only renamed the folders and not the files) OR did you only remove the "original" EM files? (Example: Deleting the original "s1400_em00.lot") 5. Did you do anything at all with the "nativepc" (non dlc) variant of the soft survivor.arc file? (I usually don't do anything with this as of right now as it seems to have no substantial effect.) 6. Does "txt" really make a difference for arctool repacking? I usually just remove "-txt" from the batch command so that I can repack and it seems to repack just fine for me. I didn't know prior that stuff had to be added manually to that text file so that it didn't keep repacking without the changes i've made and the stuff I added. Otherwise I feel like I did the same thing you did. Hey that's completely understandable! This type of stuff always either consume sooo much time from us or takes a toll lol. It's difficult to make good progression if you don't have the natural drive with the desire and ends up becoming a chore instead. I will probably work further in the shadows along with other cool stuff I'm putting work in on. (plus I want your thread here to get back on topic anyways as it doesn't seem to be dealing with the modmanager specifically anymore at this point) 1) As far as I know, there weren't any invisible enemies. The crash did happen rather quickly, though (after 2 minutes or so). 2) Folders and EM files were renamed. I did not rename filenames of anything in the FSM folder (unless I'm mistaken, everything in FSM is automatically loaded by the game no matter the filename). 3) I didn't add -xfs during unpacking or repacking. 4) The two original EM files were replaced. I also removed the old FSM file. 5) No. That ARC only contains one file which I think is for path-finding. 6) It is important. It doesn't matter for MTF 1.0 games (like DMC4 and RE5), but I think it applies to all MTF 2.0 games (RE6, LP2, DD, etc). Certain filetypes need to be in a specific order when the game loads the ARC files. Maybe this is related to enemies being invisible for you? It's worth testing.
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Post by Syndeh on Jul 25, 2019 4:40:23 GMT 10
ah i remeber i tried to fiddle with enemies in Versus a long time ago. But i tried to do it by editing the file itself like i do in RE5 but with not much success and i lost interest rather quick... I rembere that i managed to increse the amoughnt of activ enemies by changing the max enemi count somewhere (something like this is also in RE5) But i could not get the game to load more .lot files. So there ware only like 30 enemies and after it was down with that file it stoped spawning. I also tried to change Javos to dogs or bosses to get it a bit more like RE5 Versus but the game just crashed or the enemies were invisible. But the most i alwasy wished for a mod that lets you respawn as a player and not as the stupid Javos. That system kinda ruind the mode even more.. FluffyQuack Sorry for changing the topic but about RE5... I did run into some textures your arc tool could not convert into .dds Is there a chance you maybe could look into adding them as supportet if you have time? drive.google.com/drive/folders/1pMyshAu7WS5dWhtDr_uuY5N3jXceqVW2
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Post by DINNER SUPREME on Jul 25, 2019 8:55:10 GMT 10
FluffyQuack 3. Oh ok so you worked with just .lot files then. 6. Is there a specific order that has to be followed when i manually put the locations of each .lot file in the txt file to be used for repacking? Yea I'll test Edit: Still got the same result with the txt method....even worse because the ladders that lead up to the top part between the whole street are not rendered and I think the pre-match loading took longer. I'm wondering if the invisible enemies are stage specific (if maybe it only happens on Urban Chaos? Are some of them invisible or partially invisible for you on Urban Chaos?) I'm also wondering if it has something to do with the files within "soft\mot_tmp\chara\em"... Here's my repack text file if you see any flaws: cdn.discordapp.com/attachments/356416307605929992/603757793349992458/s1402Soft.arc.txtSyndeh Hey there Syndeh. I completely agree! I've been waiting for something like this for a long time along with other stuff and I always wondered why it was never done by anybody. After experience I've gained over the years it feels great that I can actually contribute for some of this stuff to happen. I'm passionate about a better RE6 versus mode so I'm definitely going to see what I can do. (This and 6P Splitscreen are the main reasons I got RE6 2 weeks ago lol. Since this and a lot of other stuff was a turn off for me all these years) Any info regarding the differences in the types of lot files other files in there and fsm files like "it", "prp", "nav", "ahc", "stp", "em", "k", "hunt", "noitem" "attackcontrol" and etc... is welcome in a pm to me or the mini tutorial enemy spawn thread.
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Post by KamiA on Jul 25, 2019 19:14:17 GMT 10
DINNER SUPREME I remember invisible problem happens because of shader issue. The shader file of Survivor likely didn't include some enemies from mercenaries (e.g. fire fighter zombies, swat zombies). Try using wilsonso spkg tool to merge mercenaries .spkg (inside Mercenaries.arc) to survivor .spkg (inside Slayers.arc I guess) and see if it works. The shader problem was very annoying to deal with. That's why no body bother make any major edit of stage aside from Wizard's old holdout stage. Another alternative would be to duplicate Survivor enemy instead. That should be fairy easy to do thanks to FluffyQuack's Arctool -xfs option (we didn't have that back then). Although it might end up with less variety enemies.
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Post by FluffyQuack on Jul 25, 2019 20:00:10 GMT 10
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Post by Syndeh on Jul 26, 2019 4:22:33 GMT 10
Oh, then it looks like i missed an updates of the arc tool. Thanks, and sorry for the trouble. :x
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First, I was known as Sectus. And then, well, I ended up here.
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Post by FluffyQuack on Jul 26, 2019 8:29:48 GMT 10
Last time I updated the texture conversion code in arctool was early 2016, so either you were using a VERY old version of arctool or something else went wrong.
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