tommah
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Post by tommah on Sept 9, 2011 8:36:31 GMT -5
Also updated the Megaman buster mod. Fixed a small glitch, changed it to an automatic and upped the firing rate.
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tommah
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Post by tommah on Sept 11, 2011 16:51:33 GMT -5
TOMMAH!!!Super Massager:It'll be in DR: OTR... Thought it should be in DR2 so here ya go DIY: in items.txt
cPlayerWeaponItem bob { AchievementCategory = "4" ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionTargetCrawlerOnly6 = "false" AnimationAttackChooserValue0 = "229" AnimationAttackName0 = "male_attack_1hand_a_impact_8_to_4_miss" AnimationAttackName2 = "bowieknife_b_rand" AnimationChooserValueForHand = "1" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "40" AnimationChooserValueForWalkRun = "0" AnimBankName = "1hand_bank1" AssetFilename = "bob" AssociatedMagazineType0 = "13" AssociatedMagazineType1 = "10" AssociatedMagazineType2 = "11" AttackAudioAssetName0 = "BobsToyHitBody" AttackDamage0 = "5" AudioActionBits = "256" AudioFilename = "fx_bobstoy" AudioItemName = "BobsToy" CollidableQuality = "0" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.1" ComboBlendXZToUse0 = "2" ComboBlendYToUse0 = "2" DisplayName = "50816" DR2 = "true" Durability = "15" EffectAudio0 = "3" EffectOnVictim0 = "14" FatalHitReaction0 = "HITREACTION_FATAL_GROUP1" Friction = "25" HandlingStyle = "0" HitReaction0 = "HITREACTION_WEAPON_MEDIUM" IconFilename = "w_bob" ImpactIsSynchronized0 = "false" Impulse0 = "1" InteractDistance = "1.2" InventoryInteractionType = "0" Is_Blunt = "true" Is_Humour = "false" IsWeapon = "true" LoadDistance = "25" MaxProjectileDamage = "100" MergedFileNotUsed = "true" ProjectileFatalHitReaction = "34" ProjectileHitReaction = "33" PropAudioType = "0" RequiredComboSeqCounter0 = "0" ResetComboSeqCounter0 = "true" ResetComboSeqCounter2 = "false" Restitution = "0.01" RestrictedByRegion = "true" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" SurvivorWeapon = "true" ThrowAngleDegrees = "7" ThrowEffectAudio = "3" ThrowEffectOnImpact = "0" ThrowEffectOnVictim = "15" ThrowForce = "15" ThrowOffset = "0,0,0" ThrowSpin = "10,0,0" VibrationPattern0 = "4" WeaponCanSliceLimbs = "false" WeaponImpactAnimation0 = "21" WeaponType = "1" Weight = "1" cPropLifetimeInfoItem iceshard_pieces_die { DR2 = "true" LifetimeModifier = "0" Support = "true" } }
cProjectileLauncherItem supermassager { AchievementCategory = "3" ActionButton0 = "PLAYERBUTTON_SPRAY" ActionDesiredAnimState0 = "ANIMSTATE_THROWQUICK" AnimationChooserValueForHand = "3" AnimationChooserValueForIdle = "9" AnimationChooserValueForPickup = "11" AnimationChooserValueForPutdown = "11" AnimationChooserValueForThrow = "41" AnimationChooserValueForWalkRun = "11" AnimBankName = "FirecrackerBazooka" AssetFilename = "supermassager" AttackDamage0 = "25" AudioActionBits = "258" AudioCollisionProfile = "2" AudioFilename = "fx_gemblower" AudioItemName = "GemBlower" AudioLoadDistanceType = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionType = "3" DisplayName = "50747" DR2 = "true" Durability = "50" FatalHitReaction0 = "HITREACTION_FATAL_GROUP1" Friction = "0.1" HandlingStyle = "6" HitReaction0 = "HITREACTION_STAGGER_MEDIUM" HitsPerSecondReactionEarlyOutThreshold = "2" HitsPerSecondThreshold = "1" IconFilename = "w_gem_blower" Impulse0 = "1" InteractDistance = "1.4" InventoryInteractionType = "0" Is_Blunt = "true" IsWeapon = "true" LoadDistance = "50" MaxProjectileDamage = "70" NumberOfThrowables = "9999" ProjectileFatalHitReaction = "51" ProjectileHitImpulse = "1.5" ProjectileHitReaction = "3" PropAudioType = "2" PropEffectLocator0 = "16" PropEffectLocator2 = "16" PropEffectLocatorIndex2 = "0" PropEffectsOnCondition0 = "7" PropEffectsOnCondition1 = "18" PropEffectsOnCondition2 = "2" PropToThrow = "bob" PyroEffect0 = "32" PyroEffect1 = "164" PyroEffect2 = "80" Restitution = "0.1" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" ThrowAngleDegrees = "0" ThrowForce = "10" ThrowRange = "20" ThrowSpin = "0,0,0" UseLobProjectilePhysics = "false" VibrationPattern0 = "4" WeaponType = "1" Weight = "25" cWeaponAimWarperInfoItem gb_warperinfo { HasPivots = "true" MaxRotationLeft = "1" MaxRotationRight = "1" RotationSpeed = "2" TargetHeight = "1.5" } } in safehouse.txt
cItemPlacement supermassager { ItemName = "supermassager" Location = "-16,-5,-5.2" Rotation = "0,0,0,1" }
You will need the Leaf Blower and BobsToy
Download Link is on first post of this thread
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tommah
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Post by tommah on Sept 11, 2011 16:57:44 GMT -5
TOMMAH!!! Slicer Gunsurprisingly devastating DIY: in items.txt
cPlayerWeaponItem sliceammo { AchievementCategory = "1" ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" AlternateWeaponViewCam = "4" AnimationAttackChooserValue0 = "227" AnimationAttackName0 = "sawblade_throw" AnimationAttackName8 = "male_throw_1hand_object" AnimationChooserValueForHand = "9" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "22" AnimationChooserValueForWalkRun = "0" AnimBankName = "SawBlade" Arbitraty_Slice = "true" AssetFilename = "sliceammo" AssociatedMagazineType0 = "8" AttackDamage0 = "120" AudioActionBits = "256" AudioCollisionProfile = "2" AudioFilename = "fx_broadsword" AudioItemName = "Broadsword" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.1" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.05" ComboBlendXZToUse0 = "2" ComboBlendYToUse0 = "2" DisplayName = "50332" DR2 = "true" DR2PRO = "true" Durability = "10" EffectAudio0 = "4" EffectOnImpact0 = "0" EffectOnVictim0 = "0" FatalHitReaction0 = "HITREACTION_FATAL_GROUP1" Friction = "1" HandlingStyle = "0" HitReaction0 = "HITREACTION_FATAL_GROUP1" IconFilename = "w_sawblade" Impulse0 = "1" InteractDistance = "1.15" InventoryInteractionType = "0" Is_Thrown = "true" IsWeapon = "true" LoadDistance = "20" MaxProjectileDamage = "120" ProjectileFatalHitReaction = "44" ProjectileHitReaction = "44" ResetComboSeqCounter0 = "true" Restitution = "0.005" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" SecondsBeforeDeadPropVanishes = "1" SurvivorWeapon = "true" ThrowAngleDegrees = "0" ThrowEffectAudio = "4" ThrowEffectOnImpact = "280" ThrowEffectOnVictim = "10" ThrowEffectOnWeapon = "0" ThrowForce = "17" ThrowRange = "10" ThrowSpin = "0,-9000,0" UseLobProjectilePhysics = "true" WeaponCanSliceLimbs = "false" WeaponType = "1" Weight = "15" cPropLifetimeInfoItem iceshard_pieces_die { DR2 = "true" LifetimeModifier = "0" Support = "true" } }
cProjectileLauncherItem slicegun { AchievementCategory = "3" ActionButton0 = "PLAYERBUTTON_SPRAY" ActionDesiredAnimState0 = "ANIMSTATE_THROWQUICK" AnimationChooserValueForHand = "3" AnimationChooserValueForIdle = "9" AnimationChooserValueForPickup = "11" AnimationChooserValueForPutdown = "11" AnimationChooserValueForThrow = "30" AnimationChooserValueForWalkRun = "11" AnimBankName = "FirecrackerBazooka" AssetFilename = "slicegun" AudioActionBits = "256" AudioFilename = "fx_fireworksbazooka" AudioItemName = "FireworksBazooka" AudioUnloadDeferralTime = "2" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionType = "3" DisplayName = "50352" DR2 = "true" Durability = "999" Friction = "0.15" HandlingStyle = "6" IconFilename = "w_fireworks_bazooka" InteractDistance = "1.4" InventoryInteractionType = "0" Is_Humour = "true" Is_Thrown = "false" IsWeapon = "true" LoadDistance = "35" NumberOfThrowables = "9999" ProjectileFatalHitReaction = "34" ProjectileHitReaction = "52" PropAudioType = "1024" PropEffectLocator0 = "16" PropEffectsOnCondition0 = "7" PropEffectsOnCondition1 = "18" PropToThrow = "sliceammo" PyroEffect0 = "32" PyroEffect1 = "164" Restitution = "0.1" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_Type = "3" ThrowAngleDegrees = "0" ThrowRange = "20" ThrowForce = "10" ThrowSpin = "0,0,0" WeaponType = "1" Weight = "20" cWeaponAimWarperInfoItem fb_warperinfo { MaxRotationLeft = "1" MaxRotationRight = "1" RotationSpeed = "2" TargetHeight = "1.41" } }
in safehouse.txt
cItemPlacement slicegun { ItemName = "slicegun" Location = "-16,-5,-4.2" Rotation = "0,0,0,1" }
You will need Fireworks Bazooka and sawblade in dynamicprops
Download Link on first post of this thread
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tommah
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Post by tommah on Sept 11, 2011 17:01:49 GMT -5
TOMMAH!!! FIREBALL!DIY: in items.txt
cExplosiveItem fireball_single { AnimationAttackName0 = "male_attack_samurai_sword_a" AnimationChooserValueForThrow = "38" AssetFilename = "fireball_single" AttachPropToBoneType = "0" AudioActionBits = "0" AudioFilename = "fx_arrowexplosive" AudioItemName = "ArrowExplosive" AudioUnloadDeferralTime = "6" CanExplodeOnCollision = "true" CollidableQuality = "0" CollisionType = "3" DetonateOnThrow = "false" DR2 = "true" ExplodeRadius = "1.5" ExplosionCausesExplosions = "true" ExplosionCausesImpulse = "true" ExplosionAudioEffect = "1" ExplosionCausesFire = "true" FatalHitReaction = "38" Friction = "50" HandlingStyle = "3" HeavyDamageRadius = "1.5" HitReaction = "79" ImpulseAtCenter = "2" ImpulseAtEdge = "1" InteractDistance = "0" InventoryInteractionType = "0" Is_Cliche = "true" Is_Sharp = "true" Is_Thrown = "true" MaxDamage = "10" MaxDamageDealtPerAttack = "10" MaxProjectileDamage = "10" MediumDamageRadius = "1" PlayerInteractVisionAngle = "0" ProjectileFatalHitReaction = "51" ProjectileHitImpulse = "1.1" ProjectileHitReaction = "13" PropAudioType = "1024" PropEffectLocator0 = "16" PropEffectLocatorIndex0 = "0" PropEffectsOnCondition0 = "0" PyroEffect0 = "179" PropEffectLocator1 = "16" PropEffectLocatorIndex1 = "0" PropEffectsOnCondition1 = "13" PyroEffect1 = "358" Restitution = "0.005" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "false" Support = "true" ThrowAngleDegrees = "0" ThrowEffectAudio = "0" ThrowEffectOnImpact = "279" ThrowEffectOnVictim = "24" ThrowForce = "100" ThrowRange = "100" ThrowSpin = ".275,0,-0.5" Weight = "0.25" cPropHitZombieInfoItem llgball_hzombie { DR2 = "true" PropHitZombieEffect = "0" Support = "true" } }
cProjectileLauncherItem fireballs { AchievementCategory = "-1" AnimationChooserValueForHand = "2" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "11" AnimationChooserValueForWalkRun = "-1" AnimBankName = "NoveltyBoxingGloves" AssetFilename = "fireballs" AssociatedMagazineType0 = "12" AssociatedMagazineType1 = "13" AudioActionBits = "272" AudioFilename = "fx_mmagloves" AudioItemName = "MMAGloves" CollidableQuality = "0" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DisplayName = "50828" DR2 = "true" Durability = "20" Friction = "25" HandlingStyle = "0" InteractDistance = "1.3" InventoryInteractionType = "0" Is_Blocking = "true" Is_Blunt = "true" Is_Humour = "true" IsWeapon = "true" LoadDistance = "25" MaxProjectileDamage = "5" ProjectileFatalHitReaction = "51" ProjectileHitReaction = "52" PropEffectLocator0 = "16" PropEffectLocatorIndex0 = "0" PropEffectsOnCondition0 = "0" PyroEffect0 = "179" Restitution = "0.01" RestrictedByRegion = "false" ThrowAngleDegrees = "7" ThrowForce = "10" ThrowSpin = "0,0,0" WeaponType = "2" Weight = "5" cSecondaryPropInfoItem fireball_SecondaryProp { DR2 = "true" SecondaryPropAssetName = "fireball_glove" Support = "true" }
cOverridePrimaryPropInfoItem fireball_PrimaryProp { PrimaryPropAssetName = "fireball" }
}
cFirearmItem fireball { AchievementCategory = "2" ActionButton0 = "PLAYERBUTTON_WEAPON_ATTACK_RESERVED_FOR_SURVIVOR" ActionDesiredAnimState0 = "ANIMSTATE_SIDLEAIMGUN" AimIKLeftAngleLimit = "38" AimIKRightAngleLimit = "45" AnimationChooserValueForFirearms = "2" AnimationChooserValueForHand = "11" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForWalkRun = "0" AssetFilename = "fireball" AttachPropToBoneType = "0" AudioActionBits = "256" AudioFilename = "fx_flamethrower" AudioItemName = "FlameThrower" BaseBulletDamage = "30" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionType = "3" DisplayName = "50311" DR2 = "true" DR2PRO = "true" Durability = "90" EffectOnImpact = "2" EffectOnVictim = "0" FatalHitReaction = "51" FiringRate = "1.5" Friction = "25" HandlingStyle = "3" HitReaction = "52" HitReaction0 = "HITREACTION_WEAPON_MEDIUM" IconFilename = "w_handgun" Impulse = "1" InteractDistance = "1.2" InventoryInteractionType = "0" IsAutomatic = "true" IsWeapon = "true" LoadDistance = "20" MaxBulletDistance = "40" MaxBulletsPerClip = "9999999" NumPelletsPerShot = "1" PropEffectLocator0 = "16" PropEffectLocatorIndex0 = "0" PropEffectsOnCondition0 = "0" PropToShoot = "fireball_single" PyroEffect0 = "179" RequiresReload = "false" Restitution = "0.2" Reticle_AccuracyDecreasePerShot = "0.6" Reticle_ActiveInRangeMode = "true" Reticle_BestAccuracy = "0.915" Reticle_MinMovementRateBeforeAccuracyDecrease = "0" Reticle_ReturnToNormalAccuracyRate = "0.035" Reticle_Type = "0" Reticle_WorstAccuracy = "0.6" SkillRequired = "0" SurvivorHandlingTwoHands = "false" SurvivorWeapon = "true" UnlimitedDurability = "true" UseLobProjectilePhysics = "true" VertOffsetFromHandToMuzzle = "0.155" VibrationPattern = "5" WeaponType = "5" Weight = "6" cGunProjectileInfoItem pbg_proj { DR2 = "true" PropToShoot = "fireball_single" Support= "true" } }
cPlayerWeaponItem fireball_glove { ActionButton6 = "PLAYERBUTTON_STOMP" ActionDesiredAnimState6 = "ANIMSTATE_WEAPONSTOMP" ActionTargetCrawlerOnly6 = "true" AnimationAttackChooserValue6 = "0" AnimationAttackName0 = "male_attack_1hand_club_a" AnimationAttackName6 = "male_attack_curb_stomp" AnimationChooserValueForHand = "20" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForThrow = "0" AnimationChooserValueForWalkRun = "0" AssetFilename = "fireball_glove" AttachPropToBoneType = "1" AttackDamage6 = "50" AudioActionBits = "0" AudioFilename = "fx_mmagloves" AudioItemName = "MMAGloves" CollidableQuality = "0" CollisionType = "3" DestroyOnThrownImpact = "false" DisplayName = "50828" DR2 = "true" Durability = "100" Friction = "25" HandlingStyle = "0" InteractDistance = "0" InventoryInteractionType = "2" Is_Blocking = "true" Is_Blunt = "true" Is_Cliche = "true" Is_Humour = "true" IsWeapon = "true" MaxProjectileDamage = "35" ObjectPaddingRadius = "0.25" ProjectileFatalHitReaction = "51" ProjectileHitReaction = "51" PropEffectLocator0 = "16" PropEffectLocatorIndex0 = "0" PropEffectsOnCondition0 = "0" PyroEffect0 = "179" Restitution = "0.05" Reticle_ActiveInRangeMode = "false" Reticle_ActiveInThirdPerson = "false" Support = "true" ThrowAngleDegrees = "6" ThrowEffectAudio = "0" ThrowEffectOnImpact = "0" ThrowEffectOnVictim = "20" ThrowEffectOnWeapon = "0" ThrowForce = "35" ThrowSpin = "0,0,0" WeaponImpactAnimation6 = "29" WeaponType = "1" Weight = "5" } in safehouse
cItemPlacement fireballs { ItemName = "fireballs" Location = "-16,-5,-6.2" Rotation = "0,0,0,1" }
You will need gems, left mma glove, and tennis ball in dynamicprops folder
Download Link on first post of this thread
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Deleted
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Post by Deleted on Dec 31, 2011 8:50:32 GMT -5
Could you possibly make a mod where few survivors from Safehouse can be re-recruited to come with you outside Safehouse, as you did with Snowflake?
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tommah
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Post by tommah on Jan 1, 2012 23:06:39 GMT -5
yea, I could probably come up with something quick. which survivors/psychos were you thinking?
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Post by Deleted on Jan 2, 2012 12:01:59 GMT -5
At least Denyce, Sven Blaaborg, Jasper, Cinda and maybe entire Angel Lust band (Allen, Floyd and Jeanna) for now.
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tommah
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Post by tommah on Jan 2, 2012 23:55:04 GMT -5
At least Denyce, Sven Blaaborg, Jasper, Cinda and maybe entire Angel Lust band (Allen, Floyd and Jeanna) for now. DONE!
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tommah
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Post by tommah on Jan 2, 2012 23:55:18 GMT -5
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Post by Deleted on Jan 3, 2012 9:12:42 GMT -5
Thanks. What files will were modified in datafile.big by the way? I wanna try this in Off the record.
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tommah
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Post by tommah on Jan 3, 2012 11:04:10 GMT -5
items.txt and missions.txt
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Post by Deleted on Jan 3, 2012 11:33:13 GMT -5
Hmm, I can't get this to work in Off the Record, even with some DIY modding. Any chance you could try making an OTR version as well?
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tommah
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Post by tommah on Jan 6, 2012 22:29:53 GMT -5
Hmm, I can't get this to work in Off the Record, even with some DIY modding. Any chance you could try making an OTR version as well? I could probably do that, it would go a lot faster if you could tell me the longest mission in OTR.... I haven't played it very much and I'd rather plug it into an existing missions rather that make another one.
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Post by Deleted on Jan 7, 2012 8:51:02 GMT -5
Longest mission? Probably.. Bank Run. I have really no idea, though.
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tommah
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Post by tommah on Jan 7, 2012 11:29:39 GMT -5
Longest mission? Probably.. Bank Run. I have really no idea, though. well DR2 had the Gifts for Katey mission that literally ran through the entire game it its easy to just piggy back off of that. If there is anything like that in OTR that'd be great
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Post by Deleted on Jan 7, 2012 13:52:37 GMT -5
Well, there are the Zombrex missions where Frank needs zombrex but they don't seem to last for entire game, so... Yep, there's pretty much no mission like that.
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tommah
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Post by tommah on Jan 7, 2012 23:22:49 GMT -5
Well, there are the Zombrex missions where Frank needs zombrex but they don't seem to last for entire game, so... Yep, there's pretty much no mission like that. HERE YOU GO
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Post by superdemonsam1991 on Feb 21, 2012 21:06:16 GMT -5
Well, there are the Zombrex missions where Frank needs zombrex but they don't seem to last for entire game, so... Yep, there's pretty much no mission like that. I bet ante up could be one of the next longest missions, after gifts for katey from the 1st dr2
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tommah
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Post by tommah on Feb 22, 2012 12:12:17 GMT -5
Well, there are the Zombrex missions where Frank needs zombrex but they don't seem to last for entire game, so... Yep, there's pretty much no mission like that. I bet ante up could be one of the next longest missions, after gifts for katey from the 1st dr2 I just created my own mission that lasts the whole game in OTR and posted it.
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Post by Deleted on Jun 13, 2012 9:27:30 GMT -5
where i can find minigin
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tommah
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Post by tommah on Jun 13, 2012 12:25:01 GMT -5
In a mini cocktail shaker, ha ha! but seriously I'm pretty sure the included codes put it in the Safehouse>Storage Room 11
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Post by Deleted on Aug 3, 2012 16:59:26 GMT -5
will the weapons mod work at off the record?
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tommah
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Post by tommah on Aug 5, 2012 8:44:31 GMT -5
will the weapons mod work at off the record? The codes should, but you would have to grab the item models yourself from streamedassets.big, rename them and throw them in dynamicprops folder.
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Post by Deleted on Sept 9, 2012 2:40:21 GMT -5
Hi Tommah,
I recently installed dead rising 2 and got to know that there was a recruitable survivor mod made by you. I tried installing it by replacing the datafile (recruits). big file (renamed to datafile.big) with the original. However it seemed to crash once the first cut scene of the game played (the part where u are awarded $12000 prize money).
Do you have any idea how to get this working? Do i need to patch my game or something? Please advise.
Thank you.
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Post by Deleted on Oct 5, 2012 20:49:23 GMT -5
i can't understand is for dead rising 2 or deadrising off the record sorry but im novice XD
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tommah
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Post by tommah on Oct 5, 2012 22:42:49 GMT -5
i can't understand is for dead rising 2 or deadrising off the record sorry but im novice XD This is for Dead Rising 2. It is in the Dead Rising 2 (DR2) section in the main page. Off The Record (OTR) section is right below it on the main page.
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Post by Deleted on Oct 10, 2012 17:15:16 GMT -5
Where are the download links? The link under the pic at the end doesnt work.
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tommah
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Post by tommah on Oct 11, 2012 6:44:00 GMT -5
all download links are on the first post of this thread. There are many pictures on this thready so you will have to be specific if a link doesn't work
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Post by deathtechtive on Dec 3, 2012 12:36:53 GMT -5
i need a streamedassets.big file
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tommah
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Post by tommah on Dec 3, 2012 15:04:30 GMT -5
i need a streamedassets.big file You deleted your's?
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