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Post by Freako on Nov 5, 2011 21:53:20 GMT -5
I know that.
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Post by Freako on Nov 5, 2011 20:30:04 GMT -5
Not yet, but eventually, maybe.
Anyway if anyone wants the flash grenades go into your palisades.txt and find this line
cItemPlacement HandGun1
Replace its code with this:
cItemPlacement FlashGrenade { IsDispenser = "true" ItemName = "FlashGrenade" Location = "155.623,7.70,-32.324" PropState = "-2" Rotation = "0.408,-0.403,-0.545,0.614" }
That will put an unlimited supply of Flash Grenades in the High Noon Shooting Range store in the Palisades Mall.
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Post by Freako on Nov 5, 2011 20:04:47 GMT -5
mariokart64n is already working to convert frank's actual model from DR1 so I wouldn't sweat it.
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Post by Freako on Nov 5, 2011 18:22:14 GMT -5
I'm not sure but I think I may be the first person to actually use this weapon. I read on deadrisingwiki that it was in the regular DR2 files, but it was invisible in game. Well, here it is: Stick this in fortune_exetrior.txt to spawn it near on platinum strip (in the location of the first screenshot) cItemPlacement WheelBarrow { ItemName = "WheelBarrow" Location = "-261.5, -4.2,2.6" Rotation = "0.002,-0.955,0.002,0.298" SpawnPropFromCategory = "77" }
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Post by Freako on Nov 5, 2011 17:48:46 GMT -5
I checked and these appear to be the only two.
I guess I can release the one handed weapons today.
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Post by Freako on Nov 5, 2011 8:27:17 GMT -5
I found this unused weapon from case west still in the files, the model, textures and animations are intact although the hud icon is is a 2x4 for some reason and it has no display name or soundeffects. Here's a code that will spawn it in the safe house cafeteria: cItemPlacement CannedDrinks { ItemName = "CannedDrinks" Location = "-7.36,-0.212,20.1" Rotation = "0,0,0,0" } I also found these left over from Case West, Flash Grenades, everything about them is intact fully working, but for some reason the display name is changed to Concussion Grenade: They even still blind you. Haven't tested it on enemies though.
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Post by Freako on Nov 5, 2011 2:55:33 GMT -5
I actually had that already in my code, I just didn't paste that part in here.
Okay, I removed the capitalization and still, it is black and I cannot attack with it. Turns out I had added another weapon that still had capitals in it, and somehow that was messing up my broom...
But as a weird side effect, bowie knives are now no longer a comboable item... I'll restore my entire items.txt and just re add my mods until i find the culprit.
Edit: Yep, it was an unrelated problem. Thanks for the help! Now all we need to figure out is how to ADD combo weapons.
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Post by Freako on Nov 5, 2011 0:47:18 GMT -5
I tried to test it by adding a new pushbroom that had the same properties as a spear (For when weapon model editing comes along I would replace the bristles with nails) So I added it with this code cPlayerWeaponItem NailBroom { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICKRELEASE" ActionButton1 = "PLAYERBUTTON_QUICKRELEASE" ActionButton2 = "PLAYERBUTTON_QUICKRELEASE" ActionButton3 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionTargetCrawlerOnly4 = "false" AnimationAttackChooserValue0 = "116" AnimationAttackChooserValue1 = "116" AnimationAttackChooserValue2 = "116" AnimationAttackChooserValue3 = "364" AnimationAttackName0 = "male_attack_spear_a_rand" AnimationAttackName1 = "male_attack_spear_a_rand" AnimationAttackName2 = "male_attack_spear_a_rand" AnimationAttackName3 = "male_spear_full_throw" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "14" AnimationChooserValueForPickup = "7" AnimationChooserValueForPutdown = "1" AnimationChooserValueForThrow = "13" AnimationChooserValueForWalkRun = "14" AnimBankName = "ThrustSpear" AssociatedMagazineType = "9" AttackAudioAssetName0 = "ThrustSpearHitBody" AttackAudioAssetName1 = "ThrustSpearHitBody" AttackAudioAssetName2 = "ThrustSpearHitBody" AttackAudioAssetName3 = "ThrustSpearHitBodyBig" AttackDamage0 = "75" AttackDamage1 = "75" AttackDamage2 = "75" AttackDamage3 = "20" AudioActionBits = "256" AudioFilename = "fx_thrustspear" AudioItemName = "ThrustSpear" BenchRestRotation = "0,0,0.707106770,0.7071067" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.1" ComboBlendDuration1 = "0.1" ComboBlendDuration2 = "0.1" ComboBlendDuration3 = "0.05" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse3 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse3 = "2" DisplayName = "50183" DR2 = "true" Durability = "35" EffectAudio0 = "4" EffectAudio1 = "4" EffectAudio2 = "4" EffectAudio3 = "4" EffectOnImpact0 = "280" EffectOnImpact1 = "280" EffectOnImpact2 = "280" EffectOnImpact3 = "279" EffectOnVictim0 = "15" EffectOnVictim1 = "15" EffectOnVictim2 = "15" EffectOnVictim3 = "17" FatalHitReaction0 = "HITREACTION_WEAPON_HEAVY" FatalHitReaction1 = "HITREACTION_WEAPON_HEAVY" FatalHitReaction2 = "HITREACTION_FATAL_GROUP1" FatalHitReaction3 = "HITREACTION_WEAPON_HEAVY" Friction = "25" HandlingStyle = "1" HitReaction0 = "HITREACTION_STAGGER_MEDIUM" HitReaction1 = "HITREACTION_STAGGER_MEDIUM" HitReaction2 = "HITREACTION_STAGGER_MEDIUM" HitReaction3 = "HITREACTION_WEAPON_HEAVY" IconFilename = "w_pushbroom" IgnoreAnyComboRequests3 = "false" Impulse0 = "1" Impulse1 = "1" Impulse2 = "1" Impulse3 = "1" InteractDistance = "1.4" InventoryInteractionType = "0" Is_Cliche = "true" Is_Sharp = "true" Is_Thrown = "true" IsWeapon = "true" LoadDistance = "25" LocatorOrientationOffset = "0.000,0.000,0.000,1.000" LocatorPositionOffset = "0.000,0.000,0.000" MaxDamageDealtPerAttack = "25" MaxProjectileDamage = "150" ProjectileFatalHitReaction = "3" ProjectileHitImpulse = "1" ProjectileHitReaction = "3" PropEffectLocator0 = "16" PropEffectLocatorIndex0 = "1" PropEffectsOnCondition0 = "3" PyroEffect0 = "20" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "2" RequiredComboSeqCounter3 = "0" ResetComboSeqCounter1 = "false" ResetComboSeqCounter2 = "true" ResetComboSeqCounter3 = "true" Restitution = "0.005" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" ShowInCheatMenu = "true" SurvivorWeapon = "true" ThrowAngleDegrees = "5" ThrowEffectAudio = "4" ThrowEffectOnImpact = "280" ThrowEffectOnVictim = "24" ThrowForce = "14" ThrowSpin = "0.2,0.1.,-.6" VibrationPattern0 = "3" VibrationPattern1 = "3" VibrationPattern2 = "3" VibrationPattern3 = "3" WeaponCanSliceLimbs = "false" WeaponType = "0" Weight = "18" I added the PushBroom.big to the newly created dynamicprops folder and renamed it NailBroom.big I spawned it in the safehouse and it spawned okay, but it was black, then when i'm out of the safehouse I can't attack with it, I can only throw it. I got someone else's mod work, but what is it I'M doing wrong?
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Post by Freako on Nov 4, 2011 21:47:25 GMT -5
I don't quite understand what I have to do to be able to ADD these weapons. Can you elaborate?
Adding a weapon for me only results in it being invisible and basically unusable.
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Post by Freako on Nov 4, 2011 7:11:52 GMT -5
New discoveries? Hardly, just some necessities.
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Post by Freako on Nov 4, 2011 5:12:15 GMT -5
Fixed two big oversights, the lack of selectable underwear in the closet and the ability to remove just your glasses (If you're stuck switching between two pairs) So no more having to run all the way down to South Plaza to remove all your clothing just to remove your glasses. Add this to the top of your items.txt cClothingDispenserItem NakedHeadDispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ClothingEmote = "1" ClothingIconName = "Chuck_DefaultNaked.bct" CollidableQuality = "0" CollisionType = "3" Description = "9029" DisplayName = "50820" DR2 = "true" InteractDistance = "1" IsChest = "false" IsFacewear = "true" IsFeet = "false" IsHeadwear = "false" IsLegs = "false" LoadDistance = "25" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "OUTFIT_NAKED" OutfitIdFrank = "OUTFIT_NAKED" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" } And add this to the top of your safehouse.txt cItemPlacement NakedHeadDispenser { ItemName = "NakedHeadDispenser" Location = "4.0,-0.1,21.0" PropState = "3" Rotation = "-0.000,0.002,0.000,1.000" }
cItemPlacement NakedOutfitDispenser { ItemName = "NakedOutfitDispenser" Location = "11.006,-0.203,19.66" PropState = "3" Rotation = "-0.000,0.002,0.000,1.000" }
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Post by Freako on Nov 4, 2011 2:00:03 GMT -5
Download here: hobobucket.com/rhys/freako/psychopathchuckoutfitforfrank.rarReadme contents: Made with mariokart64n's Vertex Injector script. This mod replaces Chuck's pants and boots with psychopah Chuck's pants and boots for Frank to wear. Be sure to back up your files in case something goes wrong. You will need Gibbed's Dead Rising 2 Tools for this mod. How to install: 1.Unpack npcs.big with gibbed's tools in data/models 2.Place all the files from from this .rar (excluding this readme and the preview picture) into the extracted npcs_big folder 3.Repack the npcs_big folder (This may take 1 to 3 minutes) 4.Delete the old npcs.big and rename the newly created npcs_big.big to npcs.big 5.You're done. Launch the game and select the "Alternate" outfit from the closet to wear.
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Post by Freako on Nov 4, 2011 0:55:46 GMT -5
For some reason whenever I try to do this for ONLY the speed boost and the psychopath extra attacks it never works. I can't do it without having to assign it to an outfit piece.
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Post by Freako on Nov 3, 2011 20:12:18 GMT -5
I have to say, using Chuck's models for Frank looks just horrible.
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Post by Freako on Nov 3, 2011 3:28:24 GMT -5
exported the edited jacket model with the new script and shadows are still missing.
This is cause I shoulda clicked "Import Normals" before importing isn't it?
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Post by Freako on Nov 3, 2011 0:43:09 GMT -5
I've seen people add things :/ New bug: Exported items don't have a shadow.
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Post by Freako on Nov 2, 2011 23:35:32 GMT -5
Jesse? Get your priorities right, It's Frank we want. I want to stick him in every modable game I own.
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Post by Freako on Nov 2, 2011 20:02:44 GMT -5
Huzzah!
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Post by Freako on Nov 2, 2011 18:32:14 GMT -5
So... what do we do about the wacky arms?
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Post by Freako on Nov 2, 2011 18:28:39 GMT -5
Was this to fix the arm problem or the creation of new outfits?
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Post by Freako on Nov 2, 2011 18:10:32 GMT -5
Not... quite sure what I'm supposed to do with that file.
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Post by Freako on Nov 2, 2011 18:02:09 GMT -5
Yes.
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Post by Freako on Nov 2, 2011 10:39:55 GMT -5
I'm just kidding around. Here's a video:
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Post by Freako on Nov 2, 2011 10:16:50 GMT -5
"This item appears to be missing"
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Post by Freako on Nov 2, 2011 9:56:52 GMT -5
I made a combo weapon that was Spray Paint + Folding Chair = TIR Folding Chair It worked fine when I just copied most of the values from the Spiked Bat combo code but then that caused the Bat to stop being a combineable item so I fiddled with the values but still I cannot get it to work again
cComboCardItem TIRChair { AchievementCategory = "12" Attack1 = "2700" Attack2 = "2701" CanBeBuiltInProlog = "true" Card_Label = "9999" CardIndexNumber = "99" DR2 = "true" IconAsset = "w_foldingchairTIR" PP_Multiplier = "2" Ticker_Description = "9999" Weapon_1 = "Chair_9" Weapon_2 = "Spraypaint" Weapon_Description = "9999" }
What do I need to do to "add" a new combo "card"
As for the camera, I used the vertex injector to import frank's default chest and then selected everything except the camera, scaled it as tiny as a pea and then moved it as far away from the body as I could, It's the duct tape approach to modding but it works.
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Post by Freako on Nov 2, 2011 8:11:12 GMT -5
Someone already showed me a way to do it, thanks anyway.
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Post by Freako on Nov 2, 2011 3:34:36 GMT -5
I'm having a really hard time just trying to rig and export a simple hat.
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Post by Freako on Nov 1, 2011 23:25:07 GMT -5
Journalist Suit from Case West would be killer also.
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Post by Freako on Nov 1, 2011 22:57:34 GMT -5
I still can't get it to work, what file sent: chest_default_frank.big
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Post by Freako on Nov 1, 2011 22:43:27 GMT -5
But i'm altering the geometry, so I can't use that tool.
Edit: Oh that was in reply to someone else, I'll try what you said.
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