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notld
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 Romero's Zombies
« Thread Started on Jan 25, 2011, 9:57pm »

[zombiebox]

I really like this one. It came up better than I had hoped it would. It's my second favourite, after aggies11's great "Slow Down Timer".

Nothing more simple than the classics talking themselves:
"The body must be exterminated either by destroying the brain, or severing the brain from the rest of the body." - Dawn of the Dead.



What I've done:

1 - Increase all zombie's health to a number so ridiculously high that it's impossible to kill them with simple damage. Damage-wise, they're immortal. Only one thing you can do: bash their brains in.

2 - Also, put a bullet to their heads and they won't wander around anymore. It took me a while to do this, but I found the way. Zombie's health was now out of any weapon's damage reach and I couldn't make firearms attack more, not only because it would make all the other enemies way too easy to kill -one shot- but because zombies wouldn't be only killed by headshots, but the whole body. So I set that every time you shoot their heads with any firearm, it blows up. Damage doesn't matter when you set this, so I didn't have to touch the firearms damage.

3 - I found a problem, and it was that when you explode or chop a zombie's leg off with a melee weapon, it dies. It's only a melee weapons issue. So I set melee weapons to not explode legs anymore, to keep the head as the only weak spot of the zombies. May have missed a weapon or two, not sure, I have to sit down and try all weapons in-game. But at least most are covered, if not all.

4 - I disabled the Bowie Knife ,Chef Knife, Pitchfork, Lance, Heated Pan, and Spiked MMA Glove's secondary attacks. Not without a little regret. Because I love some of those secondary attacks. The thing is that secondary attacks kill zombies, no way to change that from what I know. To make zombies real Romero zombies, I coudn't let them be killed by taking damage in the torso. So I had to disable them.

5 - The bowling ball could already blow heads up, increased the chance of that happening.


Most serious problems:

1- At the beggining of a new game, in Terror Is Reality, zombies can only be killed by Chuck's bike, not the others. A minor issue looking at the full game, but I'll still try to fix it. Luckily this doesn't really affect anything else in the game.

2 - The Bucket Drill works on damage, so when you attack with it, the zombie just stays there, getting it's brain drilled, but doesn't die. I tried to change the damage per second when the Bucket Drill is in the zombie's head, and I got another issue. I'm working on it.

3 - Vehicles break way more easily. To give you an idea, the industrial cart (yellow cart in the subway) in normal conditions runs over about 70 zombies before breaking down, and now it breaks only after about 15. With the motorbike I haven't really counted, but checking by ear I noticed a great decrease of durability.
I've found the solution already, I just have to get to the body counts and get to the right value.

4 - Fire is useless against zombies, and it's one of the only alternatives to destroying the brain in zombie classics. I have to find the damage per second or something like that for fire, and increase it to make zombies burn a few minutes before dying. No news yet.



Additions/fixes that will happen for sure:

1 - Re-balace vehicles durabilities, the problem explained above.



Other things I hope to do, and may be possible, but isn't sure:

1 - Although stopping legs from exploding is a practical fix to the problem -that zombies die when they loose a leg- I'd still want to see some legless zombies crawling my way. I checked, and it's possible. It seems that when it comes to firearms, zombies have no problem with loosing their legs. I shot their legs off, they didn't die and crawled towards me, then I got their arms, and they were still trying to get me.
The problem is in melee weapons. I have to transfer the effect the firearms have on the zombie's legs to the melee weapons. But haven't found a way to do that yet.

About the crawling zombies, it's just for the look and the feeling: they crawl their way to you and then just stay close, moving but not attacking. I think they don't attack because the creators of the game just made the crawling animation as a prelude to the zombie's death, because in the normal unchanged game, that's what happens. But even if they don't attack you, it's still really cool to see the legless zombies going after you. So I hope I find a way to fix that.

2 - About the secondary attacks deletion in the weapons listed, I hope I can reverse that by making the attack harmless. Not sure if possible, but I'll be checking.

3 - I'd like make the zombies you freeze with the Fire Extinguisher not to explode just by walking pass them. I want to actually have to hit them with something for them to explode.

4 - I'd like to eliminate the head blow up animation. I'm not sure if I can, but I just love the way zombies fell when you killed them with a firearm just by damage. That was a cool animation.

5 - This is by far the most important problem to fix, because it's the one thing that breaks the "only destroying their brains" rule of the mod. One of the hand combat attacks, the one you step hard on a zombie that fell to the ground, still explodes legs. I'd like to find a way to avoid legs from exploding in that case also. But I haven't found it. Still, it's a minor problem. I already accomplished way more than I thought I'd be able to. But I'll look for a way to fix that, more than any of the other stuff.

If anyone knows how to do any one of those, please say, I'm all ears.



What I would love to do, but by the looks of it, just can't be done:

Zombies killed by chainsaw or any other weapon that slices freely, not by limbs, but cuts them like butter, I don't think there's a way for those to crawl. Those just die, and from what I can tell, there's no way to change that. I can make the zombies survive the attack, but for that I have to delete the "slice like butter" effect, and that would take away all the fun from the chainsaw and similar weapons, which is making a total butchery out of the zombies. So I won't be doing that.



Here's the file, replace the datafile.big, the items.txt is just in case.

datafile.big: http://www.megaupload.com/?d=BT9G5XKD
items.txt: http://www.megaupload.com/?d=TXFGW5B3



Some details that some may (or not) consider negative of the mod:

1 - Leveling up will be hard as hell; you'll have no problem if you play with a Level 50 character, but if you want to start from scratch, you'll have to take your time killing zombies, and only by destroying their brains.

2 - Because of that, it may be necessary to level up properly, to use aggies11's "Slow Down Timer". I consider that mod great, completely changed the game for me, but maybe some people don't like to use it. Still, you don't have to use it. You just won't level up as much.

3 - Because of the nature of the mod, many weapons will loose their killing properties; they won't necessarily turn useless, because you well know there are living enemies, and they'll still help you work your way through the zombies, but many won't kill zombies anymore.

4 - The stuff in the "Most serious problems" section.

NOTES:

1 - I'm slowly working on increased durabilities, should go well with this thing, 'cause if the zombies are almost immortal, well, we should have more lasting stuff to hit them with. When it's finished all make a mix between this one and that one.

2 - I will also be mixing it with my Realistic Inventory Storage, all of it's versions -right now they aren't there, but there will be more drastic and more light Realistic Inventory Storages. I'm right now using an unreleased remade version of the most drastic Realistic Inventory Storage version, that only includes what you would fit in your pockets.






This mod is made to give you fully dead Romero based zombies.

But hey, here's a question you can discuss if you want: what are the original zombies in the Dead Rising universe, infected living humans, or dead?


What I found in favour of the infected living humans theory, first comes the thing in favour, and then in brackets the response from the dead theory:

_If you rip an arm or a leg off, they'll die, pressumably bleeding out.
(Although we don't know nothing about the reanimed dead, so we don't know what to expect. Even more, we could be dealing with a completly different kind of dead than Romero's)

_You don't see any really damaged zombies, like with their guts hanging out, or with limbs missing.
(Although little time has passed, and maybe not much damage has been done to their bodies yet)

_You can kill them stabbing them in the torso, as well as beating the shit out of them.
(Although we don't know nothing about the reanimed dead, so we don't know what to expect. Even more, we could be dealing with a completly different kind of dead than Romero's)

_When the gas comes, it kinda looks like a mutation of an infection, like cancer or something growing everywhere on them. A dead thing wouldn't mutate I think, 'cause it just doesn't produce cells or something like that.
(Although we don't know what has caused the reanimation the dead in Romero's movies, and we know pretty much nothing about it, so we just can expect about anything from them, being an unexplained thing which we don't know at all. And more, we may be looking at a simply different kind of dead we just haven't seen before)



What I found in favour of the dead theory, first comes the thing in favour, and then in brackets the response from the living infected theory:

_They look really pale, a dead is pale, a living human isn't, and even less with such a fresh infection. All the zombies in the game have turned in the last hours, so there hasn't really been time for a lack of sun exposure. If blood still pumps throught their veins, they still should have colour.
(Although there's many sicknesses that make you pale)

_They move slow like in Romero movies.
(Although the infection doesn't have to be exactly like in 28 Days Later or Left 4 Dead, it could just be an infection with completely different symptoms)

_They're all bloody.
(Although the blood is probably someone else's, since it's around their mouth and face)
(Responding to the fist although, and deffending the dead theory, if the blood is not theirs, that means they eat human flesh. Since when infected humans crave for human flesh?)

_The game's title implies they're dead.
(Although look at Left 4 Dead, they're clearly based on 28 Days Later zombies, which are infected living).




In my oppinion, I think they're infected humans, sorta like in 28 Days Later, but instead of being a virus or whatever that gives rabies-like symptoms, it leaves people in the idiotic state Romero's zombies are. And the thing of them eating human flesh, well it's just the crators trying to make the zombies more classic. If you wanna look for a reason, you don't know what the infection does to people, it's just another symptom. But I have the first Dead Rising missing from the story, so there may be stuff I don't know.
« Last Edit: Apr 14, 2011, 2:47pm by anno1404 »Link to Post - Back to Top  IP: Logged
tommah
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 Re: Romero's Zombies
« Reply #1 on Jan 25, 2011, 10:28pm »

If you want the charged attack for the knives to not do damage. I'm pretty sure if you go into items.txt and go to bowie knife/chef knife. you can change AttackDamage1 (I think that's the name) to " = "0""

or whatever the last AttackDamage is.... odds are its AttackDamage5, usually the charged attacks are "...5"

you could try that
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 Re: Romero's Zombies
« Reply #2 on Jan 26, 2011, 2:09am »

[spoiler][image] [/spoiler]

« Last Edit: Mar 27, 2011, 8:23pm by anno1404 »Link to Post - Back to Top  IP: Logged
notld
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 Re: Romero's Zombies
« Reply #3 on Jan 26, 2011, 10:46am »

Yeah, hope I find a way to do the same with melee.

tommah: I tried that, but it seems that it isn't a damage issue. The attack is directly connected to the zombie dying, even if the attack is set to 0. What happens in that case is that if you hit a psycho or other living enemy, you won't harm him. But when it comes to zombies, they die automatically, like with headshots and what I haven't fixed yet, loosing their legs.
« Last Edit: Jan 26, 2011, 4:21pm by notld »Link to Post - Back to Top  IP: Logged
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 Re: Romero's Zombies
« Reply #4 on Jan 26, 2011, 3:08pm »

You might play around with those values then, as I'm pretty sure they refer to the death animation and insta-kill:

Code:
    EffectOnImpact1 = "0"
    EffectOnImpact2 = "0"
    EffectOnVictim0 = "20"
    EffectOnVictim1 = "20"
    EffectOnVictim2 = "20"
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 Re: Romero's Zombies
« Reply #5 on Jan 27, 2011, 12:21am »

And I thought I was the crazy one when I increased zombies health to almost 5k just to enjoy watching them crawling hopelessly without their limbs, bro. the npc with such crazy health or above are katey, rebecca for certain mission, even boss like tk,twins and sullivan health ain't that much but the difference is that there are one of each boss but countless zombies whom limbs are slicable/explodable with weapons.

And with such high health, fire and other weaker weapons are almost consider useless unless any of those weapon can slice or explode their head which sorta instant kill and spoilt the fun.
What I did with mine is reduce the chances of head exploding which sorta instant kill and achieve pretty effortless simply by casual shooting without even aiming at the head but increase chances of delimbing upper and lower limbs which by right should be the weakest joint. Headshot is only possible with powerful weapon with direct shot, weapons like sniper rifle or short range shotgun.
And there might be a minor issue of slightly aggressive npc if there is any around who will continue attacking a limbless zombies with firearm even if it laying on the ground as long they still breathing. they will cease fire until the zombie is certfied dead.
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 Re: Romero's Zombies
« Reply #6 on Jan 27, 2011, 8:18pm »

Yeah, you're right about zombies being easy to kill with firearms, and more importantly, because you know you have to aim at their heads, you loose the fun of taking their legs off.
But I sort off wanted to stay true to Romero's zombies, and a headshot means a dead -again- zombie. Maybe a with a handgun you wouldn't get such an exagerated head explosion, but yeah, you would kill it.
Hope I find the way to do what I said about exploding legs with melee weapons, and I'll get to see crawling zombies more often.
« Last Edit: Jan 27, 2011, 8:21pm by notld »Link to Post - Back to Top  IP: Logged
brucelee00088
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 Re: Romero's Zombies
« Reply #7 on Jan 30, 2011, 1:09am »

It's perfectly okay that you stick to whatever your original plan of what you intend to have. Pls don't get me wrong, I'm just sharing what I find about this.
Some aspect of the game have to be considered too when upping the zombies health by that much, it does raise the difficulty level no doubt but certain mission required chuck to eliminate a existing threat before npc can be talked to to recruit them, take chad of Lost and tape it or die gang for example, the zombies surrounding the npc must be cleared and I mean dead and not even crawling infront of them then the npc will start to listen to chuck and follow him.
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 Re: Romero's Zombies
« Reply #8 on Jan 30, 2011, 2:09am »

Yeah, I've been trying the game, and I've found quite a few new problems I hadn't forseen, but that's not one of them. Once you get used to going after zombie's heads, you kinda look for the weapons which will be useful. Also, I'll be adding head exploding capacity to some weapons in the next update, for now I've listed wrench, pipe, dumbbell, crowbar, bass and electric guitars, and velvet pole. Thought about the 2x4, but I conlcuded it was just too much for a wooden plank.

I'll update the post just after sending this comment, but here's the unforseen problems I've found so far:

_The bucket drill stopped killing, because it works based on damage, and zombie's health is crazy high.
_Both four wheels vehicles and bikes break way faster, it seems the most health zombies have, the most damage the vehicle takes.
_Fire doesn't kill zombies anymore, as brucelee00088 had already pointed two comments above.
_And this ones I didin't check yet, but I already know it will happen: both the Power Guitar and the Air Horn will be useless against zombies now.

I've found the solution for the fast breaking vehicles, just have do some body counting (yeah, that's right) and calculate the right durability value.
For the rest I haven't looked for a fix too much, but I'll do it.
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 Re: Romero's Zombies
« Reply #9 on Jan 30, 2011, 9:06am »

As for the PowerGuitar and maybe the AirHorn, they don't need to be useless. When crawling through the items.txt I noticed that the PowerGuitar doesn't have any damage value (except for being thrown, I guess). It only has the properties of HitReaction being the stun and the headexplosion which is due to the "QueenBee" behaviour, resulting in an instant kill via head explosion.

If that's the case, any amount of health is unimportant, as the weapon(s) either kill instantly or not at all, making the PowerGuitar with its (normally) very little SpraySupply significantly more powerful.
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 Re: Romero's Zombies
« Reply #10 on Jan 30, 2011, 1:09pm »

Exactly as you said for both weapons. Thanks.




Small Update: Disabled the secondary attacks of a few more weapons that broke the "heads only" rule. Those weapons are: Spiked MMA Gloves, Lance, Pitchfork, and Heated Pan.

It's already updated in the main post
« Last Edit: May 9, 2011, 4:10pm by anno1404 »Link to Post - Back to Top  IP: Logged
jaky2008
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 Re: Romero's Zombies
« Reply #11 on May 9, 2011, 3:18pm »

Amazing mod, it's probably the best yet, well done to anyone involved!
Also it must have took hours to write out that massive first post!
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 Re: Romero's Zombies
« Reply #12 on Jul 11, 2011, 3:55am »

Links down.
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 Re: Romero's Zombies
« Reply #13 on Oct 13, 2012, 9:09am »

guys i realy want this please give me a link
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 Re: Romero's Zombies
« Reply #14 on Oct 13, 2012, 8:12pm »


Oct 13, 2012, 9:09am, danie101 wrote:
guys i realy want this please give me a link


I really loved the sound of this mod, unfortunately I don't have a backup. I may recreate it when I have time so come back later or stick around
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