tommah
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Post by tommah on Aug 4, 2015 10:20:05 GMT -5
wow, good find. This will be very helpful.
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tommah
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Post by tommah on Aug 3, 2015 11:45:15 GMT -5
You may be able to create a mission in OTR and then copy/paste the 'guts' of the DR2 mission into it, or something of the sort.
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tommah
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Post by tommah on Aug 3, 2015 8:49:36 GMT -5
is there a reason for this post, percy?
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tommah
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Post by tommah on Jul 24, 2015 11:33:24 GMT -5
Sweet, good to hear.
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Post by tommah on Jul 23, 2015 12:41:16 GMT -5
Hey all, Worked on a simple GUI for Gibbed and Kane's tools in an effort to be more user friendly/easier for newcomers. Included is everything you need to Pack and Unpack Big files, Bin Files, and Txt files. Just extract and test it out. I was initially looking for a quicker way to pack a txt file into a bin file with just a click then open the game to test without needing a few windows open, but then it just grew. Its great for quick and easy unpacking, editing, and packing without evening needing the DR directories open. I only tested it with DR3 but it was able to pack and unpack big/bin files and pack folders into .big files. but I'm the only one who has tried it and it wasn't for DR2 or OTR cause I don't have those installed anymore. Let me know what you think. It also have a backup file feature that I may or may not develop more. DOWNLOAD*Update v1.2* -Changed "unpack" to "open" and added support for opening txt files for editing. -Fixed bug that didn't kill process when gui closed. -Added Taskbar support.
*I in no way take credit for the actual tools, they were made by much sexier men*
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tommah
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Post by tommah on Jul 23, 2015 12:41:01 GMT -5
Hey all, Worked on a simple GUI for Gibbed and Kane's tools in an effort to be more user friendly/easier for newcomers. Included is everything you need to Pack and Unpack Big files, Bin Files, and Txt files. Just extract and test it out. I was initially looking for a quicker way to pack a txt file into a bin file with just a click then open the game to test without needing a few windows open, but then it just grew. Its great for quick and easy unpacking, editing, and packing without evening needing the DR directories open. I only tested it with DR3 but it was able to pack and unpack big/bin files and pack folders into .big files. but I'm the only one who has tried it and it wasn't for DR2 or OTR cause I don't have those installed anymore. Let me know what you think. It also have a backup file feature that I may or may not develop more. DOWNLOAD*Update v1.2* -Changed "unpack" to "open" and added support for opening txt files for editing. -Fixed bug that didn't kill process when gui closed. -Added Taskbar support.
*I in no way take credit for the actual tools, they were made by much sexier men*
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tommah
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Post by tommah on Jul 15, 2015 10:05:25 GMT -5
awesome, keeping modding!
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tommah
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Post by tommah on Jul 13, 2015 18:33:01 GMT -5
Hey all, Worked on a simple GUI for Gibbed and Kane's tools in an effort to be more user friendly/easier for newcomers. Included is everything you need to Pack and Unpack Big files, Bin Files, and Txt files. Just extract and test it out. I was initially looking for a quicker way to pack a txt file into a bin file with just a click then open the game to test without needing a few windows open, but then it just grew. Its great for quick and easy unpacking, editing, and packing without evening needing the DR directories open. I only tested it with DR3 but it was able to pack and unpack big/bin files and pack folders into .big files. but I'm the only one who has tried it and it wasn't for DR2 or OTR cause I don't have those installed anymore. Let me know what you think. It also have a backup file feature that I may or may not develop more. DOWNLOAD*Update v1.2* -Changed "unpack" to "open" and added support for opening txt files for editing. -Fixed bug that didn't kill process when gui closed. -Added Taskbar support.
*I in no way take credit for the actual tools, they were made by much sexier men*
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tommah
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Post by tommah on Jul 12, 2015 17:56:14 GMT -5
yes, it is possible however a little time consuming to dual wield guns. Anything with multiple pieces usually takes a chunk of time, not necessarily hard to do or anything, just consuming.
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tommah
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Post by tommah on Jul 11, 2015 7:22:25 GMT -5
To the best of my knowledge you cannot ADD text only swap. If you want to swap text easily you find text with same number of characters and just replace it in the language file (str_en.bcs for example). Adding characters to text is much more tricky
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Post by tommah on Jul 10, 2015 16:13:40 GMT -5
Thanks for testing for me. I'll look into it.
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Post by tommah on Jul 9, 2015 14:26:54 GMT -5
INVINCIBILITY MODBY TOMMAHZombies - Tested Firearms - Tested Explosions - Tested Bosses - Tested/not working. Need testing using same method except at: cDamageableComponentDef 2696800747 { DOWNLOAD1. Backup your work 2. Download 3. Extract to \data\gameplay\ 4. Have cake DIY:1. Backup your work 2. Unpack \data\gameplay\coregameplay_bulk1.bin 3. Open new coregameplay_bulk1.txt 4. Search: cDamageableComponentDef 2142732682 5. On the VERY last line you will see: MaxDamageReceivedPerHit = "-1" change it to read: MaxDamageReceivedPerHit = "0" 6. Save, and pack into Bin file 7. Sing "Fat Bottom Girls" ~Queen
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Post by tommah on Jul 8, 2015 14:58:18 GMT -5
Thats off topic. Create a new one or talk in chatbox.
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tommah
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Post by tommah on Jul 8, 2015 14:30:43 GMT -5
try placing it a little higher, looks like its clipping into the table a little
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Post by tommah on Jul 8, 2015 12:38:07 GMT -5
awesome, you're welcome. Post results.
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tommah
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Post by tommah on Jul 7, 2015 18:31:04 GMT -5
Did you try restarting? Are you sure you have the right item? There could be many wrenches and you have to get the one you are looking for.
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Post by tommah on Jul 4, 2015 13:54:36 GMT -5
Added a butt-load of details and info.
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Post by tommah on Jul 3, 2015 9:21:03 GMT -5
neat, I'll have to make a mission or something for them.
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Post by tommah on Jul 2, 2015 14:35:27 GMT -5
topic... they are called "ReplacementSurv1-4" in the data and I don't know enough about the survivors to know if they are in the game.
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Post by tommah on Jul 1, 2015 18:31:45 GMT -5
Hope you guys like info
(some of these are in the data, not necessarily have models)
boss_06 Hemlock boss_04 Boss_Director
psy_03 Greed psy_03_fake FakeGreed psy_03_fake2 FakeGreed2 psy_03_fake3 FakeGreed3 psy_03_fake4 FakeGreed4
svr_07 Kent svr_09 Jason svr_16 Elka svr_17 Derek svr_18 Meryl svr_19 Kyla svr_21 BigD svr_24 Peter Rae svr_27 Phil svr_28 Matt svr_36 Joey svr_45 Amanda Rae svr_48 Hank svr_55 Taylor svr_56 Kevin svr_57 Keith svr_59 SJason? svr_60 Bob svr_61 Ian svr_62 Jeremy svr_63 Crystal svr_64 Margaret svr_65 Devon svr_66 Jasmine svr_67 Tanya svr_68 Jodie svr_69 Linda svr_71 Kris svr_73 Dana
svr_58 "ReplacementSurv3"? svr_70 "ReplacementSurv4"? svr_72 "ReplacementSurv1"? svr_74 "ReplacementSurv2"?
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tommah
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Post by tommah on Jul 1, 2015 5:15:17 GMT -5
*EDIT* with the least amount of data needed to spawn an NPC so far. Just like in other games I recommend copying and pasting an NPC so you don't interfere with the game's mission for that character.
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Post by tommah on Jun 29, 2015 10:28:03 GMT -5
meh, at the moments its nothing yet. Just notes to show that its the same idea to create missions/spawn npcs. Just need to work on what can be trimmed.
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Post by tommah on Jun 28, 2015 17:42:23 GMT -5
This is the full mission to spawn Hank, could most likely be stripped so that you use ONLY what is needed to spawn him. Will work on this in the future. *EDIT* This is the least amount of data needed to spawn an NPC so far. Just like in other games I recommend copying and pasting an NPC so you don't interfere with the game's mission for that character. First copy and paste a survivor you want to spawn and give it a unique name i.e. 'HankTest' (doesn't exist in the game yet). If you aren't making any changes to the survivor then you're done, save and compile. If you want to alter the Survivor at all (example is Hank aka svr_48), find the Component Type you want to alter (example: '"-110529180" //CSurvivorComponentState'), find the ComponentState ('3513664055' by default) copy, paste, and rename ('HankTestState' in my example) and you can see I changed his 'Emotion' from 'AGGRESSIVE' to 'CALM'. This creates a new Hank whose idle actions are calm. If you wanted to just change the original survivor's Emotion you would not need to copy and paste, this is ONLY for creating new survivors. EXAMPLEIn coregameplay_bulk files or a new .bin
cGameObjectState HankTest { Super = "@0" ConstData = "@4245099731" Pos = "-0.00109863,-0.000762939,-0.00109863" Rot = "0.00195693,0.00195693,0.00195693,0.999994" Key = "HankTest" ComponentTypes = [ //The types of Component States that correlates with ComponentStates below "1020651797" //cPerceptionComponentState "1607805989" //cNPCVisualSensorComponentState "712729568" //cNPCTargetSelectionComponentState "712729568" //cNPCTargetSelectionComponentState "712729568" //cNPCTargetSelectionComponentState "712729568" //cNPCTargetSelectionComponentState "-1169885905" //cCommonHitReactionComponentState "2023205185" //cStaticTaskResolverComponentState "1420726110" //cDR3BaseIntentionResolverComponentState "1614679116" //cUpperBodyIntentionResolverComponentState "-1721520222" //cActorClimbingControllerComponentState "-756033260" //cWarpInfoCacheComponentState "1270828853" //cLocomotionComponentState "-1698152753" //cPathfinderComponentState "1395005015" //cEdgeDetectorComponentState "-1825142307" //cStateGraphComponentState "1885514760" //cActorPhysicsComponentState "1386327933" //cDamagerComponentState "-90806063" //cDamageableComponentState "-1229971842" //cHealthComponentState "-2095680330" //cBeaconComponentState "-739678378" //cSimpleInventoryComponentState "1074324412" //cSickComponentState "-1453990163" //cObjectInteractionComponentState "1523992625" //cMiniGameComponentState "1831004791" //cTicketDispenserComponentState "-110529180" //CSurvivorComponentState "662677988" //cAnimParamComponentState "725021907" //cPartitionedCombatLogComponentState "1876710185" //cHUDComponentState "1357123616" //CActorComponentState "1206908930" //cDialogueComponentState "1837946451" //cRangedComponentState "-1017691240" //IKComponentState "2077883786" //cAutoAimComponentState "1641192294" //cCombatComponentState ] ComponentsState = [ //The actual references of the ComponentTypes listed above "@549615302" //cPerceptionComponentState "@2290702882" //cNPCVisualSensorComponentState "@470192376" //etc... "@889160309" "@2346164120" "@1064272871" "@1019749113" "@925272410" "@1240238714" "@705508219" "@1778706161" "@2872294803" "@2305079462" "@3386444172" "@3895750372" "@1221017630" "@3930066611" "@1926449418" "@3755483658" "@1779797661" "@529530469" "@3165349009" "@73788383" "@3238189067" "@895637386" "@2620271280" "@HankTestState" //@3513664055 "@4202558595" "@3799121864" "@2850232926" "@HankTestActor" //@3337939388 "@590234905" "@4071260424" "@2507490339" "@1550642013" "@12989365" ] } cSurvivorComponentState HankTestState { ConstData = "@1822016983" Emotion = "CALM" //AGGRESIVE PreciousItemArchetype = "0" OnDeathMessage = "'IDS_HUD_NPC_DIED'" //%1 is dead! FoodHealthGainedModifier = "2" GrappleRating = "3" RunSpeedRating = "1" ToughnessRating = "3" FireArmsRating = "3" StrengthRating = "3" DefaultLockerStatus = "INVALID" CachedStateKey = "'svr_48'" PreJoinTetherRadius = "5" ShouldDisplayInContactList = "false" StartInPrejoinState = "false" DefectionMinDamage = "40" DefectionMinHits = "3" DefectionMaxTimeBetweenHits = "5" DefectionMinTimeFromFirstHit = "2" } cActorComponentState HankTestActor { ConstData = "@HankTestActor_def" } cActorComponentDef /* 3792283450 */ HankTestActor_def { Key = "HankTestActor_def" Skeleton = "@182087331" ActorAssetType = "SKINNED" AssetFilename = "data/models/npcs/svr_48" AudioName = "0" Scale = "1,1,1" InVehicleScale = "1" Height = "1.8288" Radius = "0.3" ModelForwardOffset = "0" ModelHeightOffset = "0.055" LowerRingHeightOverride = "0.397" HandlingStyleOffsetList = [ ] StringName = "svr_48_def" IsNPC = "true" SupportsFaceAnims = "true" SupportsHandAnims = "true" CommonAssetFilename = "m0" IsFemale = "false" IsFat = "false" RigidBodyCollisionFilter = "WORLDCOLLISIONFILTER_ZOMBIE_ONLY" }
The new survivor is created but is not getting loaded into the world yet. Unpack and open \data\fs_scriptmission and paste the example at the top of your fs_scriptmissions file. This is the least amount of data needed to spawn an NPC that I know of at the moment. All pieces need to have a unique name as to not interfere with the game's existing missions. -cFSMission is the actual mission to spawn the NPC, includes duration, what to do when mission starts, what happens when mission ends, and everything inbetween. The only thing you really NEED is the 'OnEnter'. -cFSSetOfActions is the list of actions that take place 'OnEnter' of the mission. This is where the Action of actually spawning the NPC goes. -cFSSpawnNPC is the details on spawning the NPC. Of course the Titles must be unique, 'spawnnpc' but in my experiences the 'Name =' must also be unique. I tried spawning 4 survivors using the same 'Name' and the last one listed was the only one to spawn. I changed the 'Names' to be unique, then they all spawned. -'NPCName' is the name you gave your new survivor or existing survivor -'Position' is where to spawn the NPC, very tough at the moment since we don't have a player locator yet. Use item placementsin the different 'levels' to help you out. -'Rotation' is where they face -'ItemToAttach' is an item they are spawned with. -'Attachment' how they hold the item. If this is incorrect they will not spawn with the item. That's it, save and compile and you're done. Don't forget to change 'ActionNames' and 'ParentFSClass'. EXAMPLEIn fs_scriptmission.txt
cFSMission spawnnpcMission { Name = "spawnnewNpc" //must be unique? ParentFSClass = "@0" ActionName = "spawnnpcMission" IgnoreAction = "false" RemoveBeforeShip = "false" SkipInCoop = "false" StartTime = "0" ChildActions = [ //additional mission actions go here i.e. Autosave ] Duration = "864000" UseRealTime = "false" GameMode = "@1662361359" SupportedGameModes = "@1451085382" OnEnter = "@spawnnpcAction" //spawn hank OnExit = "@0" MissionType = "MISSION_TYPE_BACKGROUND" DontAutoCompleteOnDebugJump = "true" Chapter = "15" FailureConditionGroup = "@0" Success = "@0" Failure = "@0" Complete = "@0" Prereq = "@0" LevelToGoToIfDebugMission = "2059905507" DebugSpawnPointName = "" DevSpawnPointName = "" MissionAnimBankName = "" DebugMenuTitleString = "0" TitleString = "0" Description = "0" ES_Broadcast_String = "0" ScannerDelay = "90" AudioMissionName = "" IdealTime = "0" MinRandomizedDelay = "0" MaxRandomizedDelay = "0" MissionActivationLocation = "-99999,-99999,-99999" MissionActivationDistance = "50" DoNotTimeOutNearThisLocation = "-99999,-99999,-99999" DoNotTimeOutNearThisObject = "0" DoNotTimeOutDistance = "25" ShowInDebugMenu = "false" ExplicitStart = "false" WaitUntilTimeExpires = "false" ShowInHUD = "false" IsBoss = "false" IsStrongholdMode = "false" IsStrandedSurvivor = "false" IsSoulmate = "false" IsCountedGameSummary = "false" IsEntreActe = "false" IsEscortMission = "false" ActiveDialogues = [ ] PlayerLevelOnDebugJump = "0" PossibleReward_PP = "false" PossibleReward_Weapon = "false" PossibleReward_Blueprint = "false" PossibleReward_JoinedSurvivor = "false" PossibleReward_AttributePoint = "false" PossibleReward_SoulmateCode = "false" PossibleReward_MegaManItem = "false" } cFSSetOfActions spawnnpcAction { Name = "" ParentFSClass = "@1003840762" ActionName = "spawnnpcAction" //retype the title IgnoreAction = "false" RemoveBeforeShip = "false" SkipInCoop = "false" StartTime = "0" ChildActions = [ "@spawnnpc" //spawn hank //can also list item placements here ] } cFSSpawnNPC spawnnpc { //hank Name = "spawnHanknpc" //must be unique ParentFSClass = "@spawnnpcAction" ActionName = "spawnnpc" IgnoreAction = "false" RemoveBeforeShip = "false" SkipInCoop = "false" StartTime = "0" ChildActions = [ ] NPCName = "HankTest" //name of survivor from bin file Position = "-422.4,24.7,-95.9" // location on map Rotation = "-0.025529,0.942742,-0.0742474,-0.324151" //rotation of npc ItemToAttach = "0" // "'assault_rifle'" (along with 'Attachment' below will spawn with rifle) Attachment = "@0" //"@4090985211" (must be correct in order to spawn with item) } //////////////////////
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tommah
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Post by tommah on Jun 22, 2015 20:57:35 GMT -5
did you change anything? Generally the Txt to Bin won't work if there's something wrong with the file, i.e. missing or extra ", missing or extra }... those are always the common ones.
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tommah
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Post by tommah on May 21, 2015 7:36:00 GMT -5
I don't think so, there has to be something similar already in-game that I can alter
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Post by tommah on May 20, 2015 11:07:48 GMT -5
Can you make the old dead rising weapons..? I'm not as active but what did you have in mind?
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Post by tommah on May 20, 2015 11:05:43 GMT -5
thank you, I wasn't sure what it did cause my pc runs it pretty well so I had others test it. Its also a cheap "Easy" mode I'd imagine, so that's a shame.
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tommah
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Post by tommah on May 20, 2015 11:02:47 GMT -5
Yes and no, I had found where all the experience/skill points/levels are held but when I tried creating new ones (more levels) it crashed (or just froze the game, it was a while ago). I can probably dig up the information if someone wants to continue the work.
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tommah
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Post by tommah on Mar 19, 2015 21:28:14 GMT -5
yea, that's basically it, if I remember correctly you wouldn't need the EventString part and may be able to omit it entirely, but yea that's basically it. But you could spawn everything in that one mission. The "LevelName" tells where to spawn and MissionSpawnItem is the Item and Coordinates.
So you could have:
cMissionLevelReady Americana2 { LevelName = "LEVEL_AMERICANA_CASINO" cMissionSpawnItem AmericanaRouletteWheel-1 { ItemName = "RouletteWheel" Location = "-325.513,-4.619,-25.127" PropState = "-2" Rotation = "0.000,0.000,0.000,1.000" } LevelName = "LEVEL_SAFEHOUSE" cMissionSpawnItem AmericanaRouletteWheel-2 { ItemName = "RouletteWheel" Location = "-325.513,-4.619,-25.127" PropState = "-2" Rotation = "0.000,0.000,0.000,1.000" } }
All in the same mission.
the code for the safehouse probably wouldn't work, but you get the idea.
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Post by tommah on Mar 19, 2015 11:59:20 GMT -5
yea, placing every item in a single mission is the only way to achieve this. I can tell you what you need to know but I'll warn you.... it'll take a LONG time.....LONG long time.
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