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Post by IrateGiant on Nov 10, 2014 13:15:06 GMT -5
Hi people, this is my first mod for DR3. I´m testing a form to play with the full body npcs as player model, and I figured out a simple form to do this but with a few issues like a "sad face" bug and the biggest problem, the replacement of the default skeleton, which does not display properly the different Nick costumes, because the skeleton is not compatible with the original Nick. For now it is all that and I could get. Here some images and the link for download. Sad Chuck Neanderthal Chuck Link: netload.in/dateizPFvWK2Glv/Chuck_default_m0.rar.htmGreetings!
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Post by solidcal on Nov 10, 2014 14:42:28 GMT -5
This was already being done as a WIP and we was waiting for a way to get a bug free version of this model.
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Post by IrateGiant on Nov 11, 2014 13:57:20 GMT -5
Sorry, I don´t know that a Chuck project is doing. I'll be waiting for the free bug mod.
Greetings.
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Post by hailey on Mar 30, 2020 17:32:58 GMT -5
Hello everyone! I know I'm super late lol. But ive been trying to mod this game for awhile now and managed to replace nick with chuck. No problem with the skeleton and the hands seems to be looking good. No bugs or whatsoever! (i just renamed the cast_04 file of chuck with the fullmalebody file to accomplish that and used his cast_04 to replace a certain type of clothing). My only concern is that weird face he makes when hes idle or doing some basic attacks. Ive always been curious to know what this dude said in changing an aspect of the gameplay1.big that contained the player's facial anims with a certain npc (in my case, chuck). Can anyone help me? This is the only problem I have left...
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Post by carolos on Jun 12, 2022 3:44:27 GMT -5
there is finally a way to play chuck by by changing the value "@01310902698" //cFacialAnimTaskDef in the cTaskResolverComponentDef /* 4101023968 */ 'player_logic' { line
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Post by carolos on Jun 12, 2022 4:07:55 GMT -5
first, change the value of cActorcomponetDef in the coregameplay_bulk1.bin (in the data/gameplay file) for rick asset to the value of chuck (don't change the key or string name and if it crashes that means you change too much, experience it yourself it should work) and (this may be not required but if the method doesn't work try this too so change the two the cast_04 Big and tex file to chest_default big and tex file) change the value "@01310902698" //cFacialAnimTaskDef in the cTaskResolverComponentDef /* 4101023968 */ 'player_logic' { line
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Post by belle2505 on Oct 11, 2022 19:16:38 GMT -5
first, change the value of cActorcomponetDef in the coregameplay_bulk1.bin (in the data/gameplay file) for rick asset to the value of chuck (don't change the key or string name and if it crashes that means you change too much, experience it yourself it should work) and (this may be not required but if the method doesn't work try this too so change the two the cast_04 Big and tex file to chest_default big and tex file) change the value "@01310902698" //cFacialAnimTaskDef in the cTaskResolverComponentDef /* 4101023968 */ 'player_logic' { line mind just sharing the mod with us? ahaha
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Post by belle2505 on Oct 13, 2022 8:14:27 GMT -5
nvm i did it. holy shit it worked guys! although the facial animations still get cranky when nick makes an attack or when he talks during gameplay
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Post by ThrowingOutRoX on Nov 3, 2022 17:58:50 GMT -5
nvm i did it. holy shit it worked guys! although the facial animations still get cranky when nick makes an attack or when he talks during gameplay don't worry, i'll be uploading a mod real soon to help fix facial bugs
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Post by gotokart on Feb 2, 2023 4:30:31 GMT -5
nvm i did it. holy shit it worked guys! although the facial animations still get cranky when nick makes an attack or when he talks during gameplay don't worry, i'll be uploading a mod real soon to help fix facial bugs Did you ever end up posting a mod for this
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Post by ThrowingOutRoX on Mar 5, 2023 3:08:33 GMT -5
don't worry, i'll be uploading a mod real soon to help fix facial bugs Did you ever end up posting a mod for this Right here
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