Post by aliensheppard on Mar 2, 2012 21:22:05 GMT -5
I appreciate your considerations, but its not necessary guys, at least for me:
Finally I've been able to download Sullivan's exec from dropbox on a lower traffic hour (from that, I always can extract the correct files and ignore the one witch is causing the crash for me). However, Im not going to do this and play infinity, because, as I said, Im not a core gamer and cannot maintain the game executing forever on my computer
(imagine if infinity have a save point and a 'slower timer' like the working training elsewhere: a "29 days survivor"...)
Also, I understand the reasons for infinity mode lack save points, and I understand too why it will crash always on a save function - this is normal due to a heavy modified files, dont worry about that.
Well lets see what Capcom is planning for a Dead Rising 3 maybe... (Sandbox Challenges in OTR sucks after playing one time...)
I know this is an old topic and an old mod, but having tried the mod I thought I'd give my two cents while it's still kind of fresh in my memory.
I actually liked the mod. It was a solid effort to give Chuck Greene his own taste of Infinity Mode. It was pretty simple to install, and the object of the game mod was made clear - survive, kill people and eat baked potatoes for as long as you can. It was nice to just freely run around Fortune City and slaughter zombies without having to return to the Safe House for cutscenes or anything.
I thought it was cool to see NPC Stacey fight rather than sitting around monitors all day. I can respect that you tried to integrate Katey as a combatant, but her animations were so screwed up that it just looked awkward. She'd be chasing you one minute, and sitting in mid air the next. I know that's an engine/animation limitation, but it probably would have been better to just leave her out and perhaps boost Stacey and Sullivan's health a little to compensate for Katey's absence in that sequence.
The only real negative I have about this mod is the absolute need to be level 50. Although I have played through this mod as a level 50 Chuck, I thought it would be fun to use a less experienced Chuck so I could see how many times I could level up Chuck before he dies. Unfortunately, Chuck would usually drop dead before he could get to another survivor to kill them for their baked potato. I think one time, I actually did encounter another survivor, but Chuck dropped dead while he was fighting them.
If you ever need to mod a custom Infinity Mode for Dead Rising 3, you should consider a variant for lower level characters instead of inflating the challenge level (fast degenerating health, making food items other than the baked potato completely useless) for level 50s only. If someone wanted to try this mod after one DR2 playthrough (most likely ending up leveled in the 20s), they wouldn't be able to survive very long.
That would be great, Madda. If you fixed it up, I'd definitely give the mod another run through.
Yeah, the health loss is definitely the #1 problem with the mod. I understand what ubiquitous was trying to go for with the jumping health loss, but I don't think such realism is necessary. I can live with the air sitting combat Katey.
Is it possible to hide the food items or prevent them from spawning? It's not a major issue, but since they don't heal Chuck like the baked potatoes do, I don't see the point of even having them spawn/render. Although they're low poly, removing them might help the guys with framerate issues a little.