Tabmod OTR « Thread Started on Oct 31, 2011, 1:10pm »
Tabmod OTR --- Download Links:
Sandbox Survivors Version: http://www.mediafire.com/?x387vy1ut9utv2b Note: You HAVE to restart your sandbox game if you use this, or else it'll say it's corrupted. You don't have to restart your story mode, though!
Installation: --- Stick it and the folder into your dead rising 2 off the record/data folder, overwrite the default datafile.big. That's it.
Description: --- Pretty much the same thing as the old Tabmod, but with some tweaked and new weapons. Crazy items that probably make your game really unstable, trying to avoid overlap with the game stuff. Or whatever.
Outfit Bonuses: --- As of now, if you have any default outfit item on you will travel at 160% speed, alongside gaining 300x gambling rewards. Mostly the travelspeed is important to me since Frank moves so freaking slow.
I removed some of the weapons that I felt were either redundant due to the new combo items alongside ones that were unfun to use.
Katana Sword [Katana] A modified Katana that uses the laser sword animation set. If you have any ninja outfit item equipped, this weapon becomes a sword that only has one type of swing with a vastly extended range.
Dart Gun [Raygun] Fires darts into zombies that causes them to begin floating and turns them into a flying tesla ball. Don't use too many of these or else your game will crash since the engine can't seem to handle a large amount of 'em.
Rocket Dart Gun [Raygun] Same as above, but instead of becoming tesla balls they simply continually rocket upwards until they explode. Definitely recommended for using outside, since it rockets them straight into the sky. Has the same problem as the above weapon.
Chain Bomb [Snowball Gun] A gun that lays down bombs that detonate from explosions and bullets. Can be laid in a line as to create a chain explosion, though sometimes it's a bit iffy due to how the setup works. Also the bombs themselves attract zombies from a very large distance.
Missile Launcher Gimmick Version [Sniper Rifle] More or less the same as the original missile launcher, but fires like twelve rockets at once. They don't detonate on collision, but you can pretty much fire enough missiles to where that doesn't matter as they detonate in 0.5 to 1.5 seconds. You could probably fire enough missiles to crash the game too.
Optional Components: --- Safehouse Survivors in Sandbox Mode --- If you chose this version, you get survivors that you normally can't recruit in the safehouse in sandbox mode. (also Rebecca is right outside the start area) If you use this, you have to start a new sandbox mode game (story mode is perfectly fine!! do not restart story mode!) To do so, just highlight the sandbox mode and press X for New Game+ for it.. just how it is. Luckily instead of the game crashing it just says your data is corrupted (but it really isn't so whatever)
Video examples of the new stuff (usually these videos are from test versions of the weapon):
Re: Tabmod OTR « Reply #4 on Nov 1, 2011, 9:05pm »
basically when creating a new mission just use one of the new survivor missions as a base, and then make the most basic possible survivor spawn. i just used the ones from the old tabmod since they still worked, though you still have to make a survivor entry for the characters. an easy test example is the rebecca survivor mission, which i used to test if the mission would even work if i just copy/pasted and change it up a lil.
its based on the gordon spawn (obviously), and is actually a kill mission for whatever defined survivor (state = 2). the important part when it comes to making survivor missions in sandbox mode is that you need to place the module = "2" in the missiondefinition as that's what labels the mission as within sandbox mode instead of story mode.
gigue, it crashed because my missions.txt uses custom survivoritems. search in my items.txt for //tabmod (not //tabmod old stuff) and //tabmodend and copy and paste the survivors inbetween those and place them into your items.txt
Re: Tabmod OTR « Reply #5 on Nov 2, 2011, 2:03am »
Tested this mod, and working great on the survivors. Only downside is in the safehouse.
*Object weapons flying in air?? *can't get into your locker (for chaging clotes) *there's an invisible wall!!! you can't get in storage room 1 *the clotings ar also flying in the air, you can't select all the clotes....:(
Re: Tabmod OTR « Reply #6 on Nov 2, 2011, 4:04am »
Thanks Tab, this is great! Makes Sandbox a little more fun. One question, anyway to loop this so that after you return them to the safehouse, they become recruitable again? I don't know much about this code, but maybe copy paste the missions, change the names of the missions, and make rescuing the survivors a prerequisite? Also noticed two Rebeccas on Safehouse after you rescue her?
Re: Tabmod OTR « Reply #8 on Nov 2, 2011, 7:31am »
loopthisnode=true causes crash when you leave a recruited survivor behind in a given area and return to the safehouse. This is not a problem with snowflake who is never left behind.
Tab hasn't even logged in since Oct 9, 2010, 11:11am why randomly bump this? The two posts above me add NOTHING to the topic and thank a member (who hasn't logged in for a bit under 2 yrs) for a mod .