tab
Survivor
Posts: 118
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Post by tab on Dec 8, 2012 13:32:56 GMT -5
download link: sdrv.ms/T8cZ0bit's just a modified missons.txt with the stock datafile. the only thing changed is the zombiecounts, so you can load games that don't have custom survivors or missions with it. i realized what turned me off OTR way too late, but the sheer number of zombies from DR2 was missing due to my original dr mod using someone else's modification on zombie numbers to obscene numbers. i don't know any real scripting (but it's supposed to be very basic to do this) so i ended up inputting arbitrarily high numbers in every single zombiefactory amount by hand. i started doing it with multipliers of four but then i kinda stopped caring. either way, the difference is pretty drastic to the point of where i have no idea if this will break the game or not. there's already glitches with the outdoor zombie count, where entire sections won't have zombies.... i don't know what the hell that's about, but it happened at a smaller scale in DR2 too so i'm assuming it has something to do with cranking the zombie count too high in those parts. here's the difference in numbers. this is literally right after the intro, so 3~ AM on the first day. ignore the janky model imports i threw together real fast out of boredom royal flush: regular modded fortune park : regular modded yucatan club tunnel: regular modded
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Post by solidcal on Dec 8, 2012 14:07:06 GMT -5
Amazing work.Also I know this is annoying but are you going to release those RE6 model imports in the future?
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Dec 13, 2012 18:27:40 GMT -5
Can we get the change-log so we can put it with other mods?
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tab
Survivor
Posts: 118
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Post by tab on Dec 13, 2012 21:06:34 GMT -5
um, that'd be pretty hard considering there's like a couple thousand modified lines. it'd probably be easier importing what you've got into the missions.txt because seriously it was a lot of lines.
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Dec 13, 2012 21:22:43 GMT -5
I agree, not many other mods have this many number of changes. More than likely the mods you have should be placed into tab's files.
Though if it helps the only file he editted was missions.txt
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Post by gridalien on Feb 11, 2014 17:42:22 GMT -5
The problem I'm having with this is how the number of zombies seems to force new items or debris from broken objects to disappear instantly. It's fantastic indoors, but in the outdoor areas, there are issues.
It's too bad the game wasn't optimised for so many more zombies, otherwise this'd fix the general lack of undead
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Post by sivarg on Feb 19, 2018 16:14:15 GMT -5
The link sadly doesn't work anymore
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Post by Chuck Greene TIR on Feb 26, 2018 16:41:46 GMT -5
This would kill an XBox 360. Good Thing I play on PC!
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Post by gamerforlive on Oct 3, 2018 13:53:07 GMT -5
please re upload
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Post by antonio15198 on Feb 8, 2020 9:18:12 GMT -5
please re upload mod!
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pjjr
Survivor
Posts: 1
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Post by pjjr on Jun 14, 2020 6:08:43 GMT -5
Any chance someone can reupload this mod? The only one im after!
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Post by defiler on Jun 15, 2021 6:22:27 GMT -5
pleeease someone reupload or lemme know what file I gotta try and edit to make this happen <3
edit: for anyone reading this who wants to increase zombies for themselves, I'll try explain simply but it's a little tedious
using Gibbed deadrising tools (simple download and extract), you want to go to Deadrising 2/data and find datafile.big
Drag datafile.big onto Gibbed.Deadrising2.Unpack.exe and it'll give you a folder called datafile_big. Inside this folder you want to open up missions.txt
In missions.txt search for "ZombieWarehouseName" and you'll find many different sections which will have the name of the area it's referring to. Above the ZombieWarehouseName you'll see
Amount0 = "xx"
Amount1 = "xx" and so on, simply change the number value in the quotes to affect zombie spawns. Some areas can handle larger values, some require lower. Values that are too high will cause no zombies to spawn, it's a lot of trial and error. Usually 300 - 400 is where it starts to break for areas in Royal Fush Plaza
FYI the same location can appear multiple times in missions.txt for separate days, for example search for cMissionLevelReady Palisades_Day1 or cMissionLevelReady Royal_Flush_Plaza_Day_2
after editing missions.txt drag the datafile_big folder onto Gibbed.Deadrising2.unpack.exe, which will give you a new datafile.big to replace the original. It'll be named incorrectly so just make it how the og was
gl
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