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Post by anno1404 on Feb 12, 2011 6:57:50 GMT -5
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Post by anno1404 on Feb 12, 2011 6:50:30 GMT -5
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Post by anno1404 on Feb 12, 2011 6:48:31 GMT -5
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Post by anno1404 on Feb 12, 2011 6:46:16 GMT -5
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Post by anno1404 on Feb 11, 2011 17:46:42 GMT -5
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Post by anno1404 on Feb 11, 2011 17:25:17 GMT -5
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Post by anno1404 on Feb 10, 2011 9:22:02 GMT -5
I never got it to work (see pictures above), although it never crashed on me. Good advice Moloko.
Did you get it to work moloko?
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Post by anno1404 on Feb 9, 2011 9:50:36 GMT -5
not to change the subject, but does anyone have any ideas as to where he got those suspender, strap thingies on his shoulder in the 3rd picture of woodrow with the helmet? You are referring to Chuck in the background? Don't know.
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Post by anno1404 on Feb 9, 2011 1:57:23 GMT -5
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Post by anno1404 on Feb 9, 2011 1:36:55 GMT -5
roadtripz decided to delete the original post here. And probably deleted the picture to. The picture was of case 1-1 in the security office with Stacey. The newscast was on in the background. But instead of the newscaster, their was a completely foreign video playing on the game's TV set. Maybe moloko can explain what the video was of. Locked continue discussion here: CUTSCENES: What the community has learned thus far
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Post by anno1404 on Feb 7, 2011 23:47:24 GMT -5
(the messages that I am responding to was deleted -- so I put all of three of these messages into one) this mod changes Stacey's hair with a badly fitting wig. Anyone else get this to work?
I wish i knew how to help. So are there any other characters yet you can change into, or just their hair?
Sorry for the confusion, See the pictures above (click the spoiler button). When I tried this mod, all I got was tufts of hair changed on Stacey, not the full models. I actually reopened the compressed zip file twice, and did it again, with the same result. Maybe I used the wrong clothing dispensers, but I think these were actually the clothing dispensers with the models that were supposed to change Stacey. All that changed was the hair :/ I did not change the streamedassets.big for female voice, as I don't care about this, so I skipped these steps: 4.] Unpack your streamedassets.big file, found in your data folder. 5.] Put your choice of voice pack, fx_main.big, into the unpacked streamedassets folder. Make sure to let it overwrite the old fx_main.big file. 6.] Repack the streamedassets folder. But this should not effect the image of the women. Hope we can figure this out!
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Post by anno1404 on Feb 7, 2011 17:59:15 GMT -5
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Post by anno1404 on Feb 7, 2011 17:58:31 GMT -5
From locked Dead Rising 2's Codec + adding custom soundtrackPosted by planb0902 on Nov 7, 2010, 4:33pmOk, hours of research lead to discovering that this is Dead RIsing 2's Codec: Microsoft ADPCM, 48,000 hz, 2 channels, and 528 kb/s teh adw files are .WAVs, encoded with this codec, which is why a regular wav will not work. anyone who knows codec should definately try this out
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Post by anno1404 on Feb 7, 2011 17:47:53 GMT -5
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Post by anno1404 on Feb 7, 2011 15:35:07 GMT -5
Well I liked it, thank you. Rebecca as a Mascot. Classic. nice job.
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Post by anno1404 on Feb 7, 2011 15:25:28 GMT -5
[clothingbox] Play as almost all of the women in the game. Swap the survivor you appear as with clothing dispensers. ANNO1404'S AND TOM'S MODDOWNLOAD .EXE FILE created by SullivanAnother linkAll that is required is to download and start the installer. Backup your files first (see list below). You will begin as Stacey. IMPORTANTIf you are experiencing a lot of clipping go to your locker and put on the default outfit and boots, save your game, exit completely to Windows, fire up the game and load your saved game and it SHOULD work. Pictures of installer: - Named each clothing dispensary file. Sorted the clothing/survivors by type/mission.
- removed clothing emotes.
- Reorganized safehouse dispensers to be along hallway, making it easier to get to each piece of clothing.
- Added all dispensers in royal flush also next to Americana Casino.
- added ALL case zero and dead rising 2 women, added zombie women including zombie bride (4 zombie women now). Slightly distorted in this mod are:
- Doris Elchart (right eye is distorted)
- Brittany Beck (nose is distorted)
- Rosa Collins (right eye is distorted)
[/blockquote] [/li][li] removed beginning intro. [/li][/ul]
HOW TOM CREATED THIS MODUnpack data/model/npcs.big
Find any female survivor's two files, for example:
srv_brittany.big and srv_brittany.tex
Find any chest clothes, for example:
chest_Banana_Hammock.tex and chest_Banana_Hammock.big
Delete the chest files.
rename
srv_brittany.big to chest_Banana_Hammock.big and
srv_brittany.tex to chest_Banana_Hammock.tex
| Chuck's default outfit is chest_default.big and chest_default.tex in data/models/npcs.big
change this you change default chuck.
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Game files which are changed: Capcom\Dead Rising 2\data\datafile.big Capcom\Dead Rising 2\data\models\npcs.big Capcom\Dead Rising 2\data\frontend\fecmn.big Capcom\Dead Rising 2\data\frontend\str_en.bcs Capcom\Dead Rising 2\data\anim\default.big Capcom\Dead Rising 2\data\skeleton\playerface.big Capcom\Dead Rising 2\data\skeleton\playerfullbody.big Capcom\Dead Rising 2\data\skeleton\playerhand.big Capcom\Dead Rising 2\data\skeleton\playerroot.big Capcom\Dead Rising 2\data\skeleton\playerupperbdy.big All women found in this mod: Alice Paynter Arena Victim Allison Perkins One Hit Wonder Prisoner Amber Bailey Blond Twin Andrea Brenser Arena Victim Middle Aged Bessie Kent Shopping Spree Bibi Diva One Hit Wonder Brittany Beck Workers Compensation Camille Payne Family Feud Mom Chrystal Safe House Cinda Smith Tastes Like Chicken Cora White Robe Cowboy Hat Fetching Females Crystal Bailey Black Haired Twin Danni Bodine Bride Here Comes The Groom Darcie Case Zero2 Bobs daughter Denyce Calloway Zombrex Doris lost Erica Shopping Spree Esther Alwin Short Sighted Europa Slave To Fashion Naked Gemini Vargas Case Zero Gems Gretchen Tape It Or Die Helen Bonner Arena Victim Jeanna Slick Rocker Jenny Slaten Bright Blond Arena Victim Jessica Howe High Rollers Kalee Timmons Arena Victim Kristin Harris Lushious Lady La Shawndra Happily Ever After Sort Of Leah Intro Movie Lillian Payne Family Feud Daughter Linette Watkins Wilted Flower Louise Jameson Slappys Girlfriend Lulu Playboy Safehouse Luz Palmer Golfer Madison Lainey Magician Victim Nikki Valentino Case Zero Bowling Alley Nina Suhr Fetching Females Rebecca Chang Rosa Collins Shopping Spree Blue Dress Sarah Scrapped Character Sharon Case Zero Stacey Default Chuck Summer Chavez Fetching Females Tamara Stein Safehouse Survivor Tammy Blaine Mermaid Terri Glass An Industrial Fashion Tia Hernandaz Case Zero Blond Bowling Alley Trixie Burning Barn Vikki Taylor Protester Prisoner Willa An Industrial Fashion ZOMBIE Andrea Brenser Arena Victim Zombie Bride Zombie girlfriend ZOMBIE woman
Safe house clothing disepnser order changed: Download. Tom's precursor modTwo installation options, one is tommah's mod, and one is anno1404's mod, which built on tommah's and was made into a .exe file by Sullivan. TOMMAH'S MOD - CHUCK IS A CHICKDOWNLOAD backup your files!1. Download and unzip the .zip file 2. Replace your data/models/npcs.big with my npcs.big 3. Replace your data/datafile.big with my datafile.big 4. Put the default.big file in my "anim" folder inside your existing "data/anim" folder 5. Put the five files in my "skeleton" folder: playerface.big playerfullbody.big playerhand.big playerroot.big playerupperbdy.big inside your existing "data/skeleton" folder, overwriting your existing files. 6. Play! You will begin as Stacey. IMPORTANTIf you are experiencing a lot of clipping go to your locker and put on the default outfit and boots, save your game, exit completely to Windows, fire up the game and load your saved game and it SHOULD work. Placed all the outfit/chick models in Storage Room 1 gyazo.com/523daeccda9a5dc8b7cf563f0bbfc5f3.png Original outdated messageGoogle cache posting of The Huge Mod 2 - Chuck's a Chick from Roadtripz who deleted his work:Well after all the requests for this mod, since the debut of the first Huge Mod, I decided to make it a reality. So after no further ado, here's all thats in The Huge Mod 2 - Chuck's a Chick. 46 different female characters from the game *including some survivors not normally seen in the standard version of the game Clothed and nude versions of The Twins, as well as, 3 different eye colors for Rebecca Various different shoes from Chuck, that can go on all the characters, clipping aside. Various gear from bosses and other bad guys 2 different wearable backpacks My already uploaded MegaMan Helmet and Various Hairstyles of the female characters in the game that can be put on any of the "worn" characters, clipping aside This mod is exactly like the first Huge Mod, where you can "wear" all the females of the game as clothing. Enough said, lets get to the links, instructions and thanks. Here is the main download link for The Huge Mod 2 - Chuck's a Chick www.megaupload.com/?d=0B6PX4G9Here is the links to either Rebecca's/Stacey's voice fx or the Twins voice fx: deadrising2mods.proboards.com/index.cgi?board=dr2modelrelease&action=display&thread=27&page=3deadrising2mods.proboards.com/index.cgi?board=dr2modelrelease&action=display&thread=237Here is the link to the best mod to accompany this one deadrising2mods.proboards.com/index.cgi?board=dr2other&action=display&thread=376Here is the link to the needed tools to make it all happen deadrising2mods.proboards.com/index.cgi?board=dr2tools&action=display&thread=21**BEFORE INSTALLING THIS MOD BACKUP YOUR CHUCK FILES** *because once you replace these files, Chuck's animations will be distorted and he'll sound alot closer to Katey than himself. Ok here is what you do to have your way with these beauties: 1.] Download the main mod file. 2.] Download the voice pack that you want to use. 3.] Download the Gibbed packing/unpacking tools. 4.] Unpack your streamedassets.big file, found in your data folder. 5.] Put your choice of voice pack, fx_main.big, into the unpacked streamedassets folder. Make sure to let it overwrite the old fx_main.big file. 6.] Repack the streamedassets folder. 7.] Unrar the main mod file and copy all contents into your main DR2 folder. The data folder inside the rar file is all set for you. It will only replace the files need to play it and no others. Here is a list of those files: default.big [within the anim folder] npcs.big [within the models folder] playerfullbody.big [with the skeleton folder] Then place the streamedassets.big file that you repacked, in the data folder. Once you do all that, it's not all that much really, your ready to have all the hotties at your fingertips. Thanks to the following folks: Anno1404 - for the inspiration to make it. I hope you help me out by taking some sweet screenshots. Darkshowblood - for coming up with the mod concept and making it a reality in the first place. Tab - for the Stacey Cloth Switching mod, without it, this mod wouldn't exists. As well as, the animation files for females. Bananeensucre - for the sweetest, female skeleton out there Moloko - for Rebecca's voice pack, without it Rebecca/Stacey would still be mistaken for trannies. pyoh1350 - for making the Twins voice fx, making any of the females the biggest sh*t talkers around. Cyphercode - for the safehouse clothing mod, making things alot easier alltogether. and finally Gibbed - for the tools, without them this site would be alot thinner. Well if you have any questions or comments, just leave them below. Hope you have fun with it and as always, don't get none of it on ya.
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Post by anno1404 on Feb 6, 2011 15:23:17 GMT -5
Thanks to Moloko's excellent German, we found out that rufio, a german chap on the chat boards, wants to request something like this gas mask from Resident Evil residentevil.wikia.com/HUNKI explained to him that 95% of mod requests are ignored, and that he would probably need to learn how to manipulate texture files, etc. But I thought I would post this on the off chance this is his lucky day, and he is one of the 5%.
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Post by anno1404 on Feb 6, 2011 4:53:12 GMT -5
[clothingbox] (Roadtripz) found this model while working on a strip poker remodeling mod, that I'm still doing. It was in the srv_woodrow_4.big & tex file. Here's the link to the Chuck Ready Version. www.megaupload.com/?d=EEH5CGKLIts currently slotted as the Tennis Head Band, but you can change it to whatever you like. Just rename the two files to the clothing you want. Otherwise, toss both files in an unpacked npcs.big folder and repack it, then put the npcs.big file back in the models folder in your main DR2 folder. (Roadtripz) has not found any other parts of the suit
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Post by anno1404 on Feb 6, 2011 4:45:35 GMT -5
User: Roadtripz: wrote: "As a side note, I'll be posting a tutorial soon unless someone beats me to it on how to change animations and sound FX, by only using the items.txt file." YEAH. thanks Sweet mod. UPDATE:Roadtripz decided to destructively delete all of his posts, but I was able to retrieve them from google cache: *Photos Soon WEAPON: The Get The F* Off Me Gloves These are a set of MMAGloves I modded for myself. They have different animations, including my favorite, the jumping sword attack from the katana sword, turned into a jumping downward fist attack. Plus, it also has the sound fx from the sledge hammer, which is where all its damage comes from. It was intended to be a combo weapon, but since I couldn't change the model, I did the next best thing. I wasn't going to post them, since I didn't want to hear any pie holing about them. Anyhow, after talking with Thetommah, he said to just post them. So, here you go enjoy the carnage like it was intended This what you do with this code: Unpack your datafile.big file Open items.txt with any text editor (I prefer Notepad++, its free and opens and saves all kinds of different text files, just google it.) Use the "find" option of your text editor, search for mmagloves till you come to this: cPlayerWeaponItem MMAGloves Then copy the code from here and paste it over the code, in your items.txt file, till you get to the next "header" which should be: cPlayerWeaponItem MMAGloves_spiked *make sure you get every bit of it copied from here and over the top of the code in items.txt, including and very importantly, all the lil }. Also, keep a empty line between the last } and the next "header." Once thats done, save it, then repack the datafile.big file and put it back into the main data folder. Then go find some MMAGloves and watch how quickly you will need a mop and shovel. Code: cPlayerWeaponItem MMAGloves { AchievementCategory = "-1" AnimationChooserValueForHand = "2" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "14" AnimationChooserValueForWalkRun = "-1" AnimBankName = "NoveltyBoxingGloves" AssetFilename = "data/models/weapons/mma_gloves" AssociatedMagazineType0 = "12" AssociatedMagazineType1 = "13" AudioActionBits = "256" AudioFilename = "fx_sledgehammer" AudioItemName = "SledgeHammer" CollidableQuality = "0" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DisplayName = "50828" DR2 = "true" Durability = "900" Friction = "25" HandlingStyle = "0" InteractDistance = "1.3" InventoryInteractionType = "0" Is_Blocking = "true" Is_Blunt = "true" Is_Humour = "true" IsWeapon = "true" LoadDistance = "25" MaxProjectileDamage = "5" ProjectileFatalHitReaction = "51" ProjectileHitReaction = "52" Restitution = "0.01" RestrictedByRegion = "false" ThrowAngleDegrees = "7" ThrowForce = "10" ThrowSpin = "0,0,0" WeaponType = "2" Weight = "5" cSecondaryPropInfoItem mma_SecondaryProp { DR2 = "true" SecondaryPropAssetName = "lmmaglove" Support = "true" }
cOverridePrimaryPropInfoItem mma_PrimaryProp { PrimaryPropAssetName = "rmmaglove" }
}
cPlayerWeaponItem lmmaglove { ActionButton6 = "PLAYERBUTTON_STOMP" ActionDesiredAnimState6 = "ANIMSTATE_WEAPONSTOMP" ActionTargetCrawlerOnly6 = "true" AnimationAttackChooserValue6 = "0" AnimationAttackName0 = "male_attack_1hand_club_a" AnimationAttackName6 = "male_attack_curb_stomp" AnimationChooserValueForHand = "20" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForThrow = "0" AnimationChooserValueForWalkRun = "0" AssetFilename = "mma_glove_left" AttachPropToBoneType = "1" AttackDamage6 = "400" AudioActionBits = "256" AudioFilename = "fx_sledgehammer" AudioItemName = "SledgeHammer" CollidableQuality = "0" CollisionType = "3" DestroyOnThrownImpact = "false" DisplayName = "50828" DR2 = "true" Durability = "900" Friction = "25" HandlingStyle = "0" InteractDistance = "0" InventoryInteractionType = "2" Is_Blocking = "true" Is_Blunt = "true" Is_Humour = "true" IsWeapon = "true" MaxProjectileDamage = "35" ObjectPaddingRadius = "0.25" ProjectileFatalHitReaction = "51" ProjectileHitReaction = "51" Restitution = "0.05" Reticle_ActiveInRangeMode = "false" Reticle_ActiveInThirdPerson = "false" Support = "true" ThrowAngleDegrees = "6" ThrowEffectAudio = "0" ThrowEffectOnImpact = "0" ThrowEffectOnVictim = "20" ThrowEffectOnWeapon = "0" ThrowForce = "35" ThrowSpin = "0,0,0" WeaponType = "1" Weight = "5" }
cPlayerWeaponItem rmmaglove { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICKRELEASE" ActionButton1 = "PLAYERBUTTON_QUICKRELEASE" ActionButton2 = "PLAYERBUTTON_QUICKRELEASE" ActionButton3 = "PLAYERBUTTON_QUICKRELEASE" ActionButton4 = "PLAYERBUTTON_QUICKRELEASE" ActionButton5 = "PLAYERBUTTON_QUICKRELEASE" ActionButton6 = "PLAYERBUTTON_QUICKRELEASE" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState5 = "ANIMSTATE_FREEFALLATTACKTOIDLE" ActionDesiredAnimState6 = "ANIMSTATE_BIKEATTACK" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState5 = "ANIMSTATE_RUNJUMPB" ActionRequiredAnimState6 = "ANIMSTATE_BIKEATTACK" ActionTargetCrawlerOnly6 = "false" AnimationAttackChooserValue0 = "341" AnimationAttackChooserValue1 = "242" AnimationAttackChooserValue2 = "243" AnimationAttackChooserValue3 = "246" AnimationAttackChooserValue4 = "247" AnimationAttackChooserValue5 = "0" AnimationAttackName0 = "male_mmaspikedgloves_kick_c" AnimationAttackName1 = "male_attack_Rightcross_a" AnimationAttackName2 = "male_attack_Leftcross_b" AnimationAttackName3 = "male_attack_Rightuppercut_a" AnimationAttackName4 = "male_attack_Leftuppercut_b" AnimationAttackName5 = "male_attack_katana_lfoot_long" AnimationChooserValueForHand = "20" AnimationChooserValueForIdle = "-1" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "42" AnimationChooserValueForWalkRun = "-1" AnimBankName = "NoveltyBoxingGloves" AssetFilename = "mma_glove_right" AttachPropToBoneType = "0" AttackAudioAssetName0 = "SledgeHammerHitBodyBig" AttackAudioAssetName1 = "SledgeHammerHitBodyBig" AttackAudioAssetName2 = "SledgeHammerHitBodyBig" AttackAudioAssetName3 = "SledgeHammerHitBodyBig" AttackAudioAssetName4 = "SledgeHammerHitBodyBig" AttackAudioAssetName5 = "SledgeHammerHitBodyBig" AttackAudioAssetName6 = "SledgeHammerHitBodyBig" AttackDamage0 = "300" AttackDamage1 = "200" AttackDamage2 = "200" AttackDamage3 = "200" AttackDamage4 = "200" AttackDamage5 = "350" AttackDamage6 = "350" AudioActionBits = "256" AudioFilename = "fx_sledgehammer" AudioItemName = "SledgeHammer" CollidableQuality = "0" CollisionType = "3" ComboBlendDuration0 = "0.1" ComboBlendDuration1 = "0.1" ComboBlendDuration2 = "0.1" ComboBlendDuration3 = "0.1" ComboBlendDuration4 = "0.1" ComboBlendDuration5 = "0.1" ComboBlendDuration6 = "0.1" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse3 = "2" ComboBlendXZToUse4 = "2" ComboBlendXZToUse5 = "2" ComboBlendXZToUse6 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse3 = "2" ComboBlendYToUse4 = "2" ComboBlendYToUse5 = "2" ComboBlendYToUse6 = "2" DestroyOnThrownImpact = "false" DisplayName = "50828" DR2 = "true" Durability = "900" EffectAudio0 = "2" EffectAudio1 = "2" EffectAudio2 = "2" EffectAudio3 = "2" EffectAudio4 = "2" EffectAudio5 = "2" EffectAudio6 = "2" EffectOnImpact0 = "280" EffectOnImpact1 = "280" EffectOnImpact2 = "280" EffectOnImpact3 = "280" EffectOnImpact4 = "280" EffectOnImpact5 = "280" EffectOnImpact6 = "280" EffectOnVictim0 = "9" EffectOnVictim1 = "9" EffectOnVictim2 = "9" EffectOnVictim3 = "9" EffectOnVictim4 = "9" EffectOnVictim5 = "30" EffectOnVictim6 = "30" FatalHitReaction0 = "HITREACTION_WEAPON_HEAVY_SPIN" FatalHitReaction1 = "HITREACTION_WEAPON_HEAVY" FatalHitReaction2 = "HITREACTION_WEAPON_HEAVY" FatalHitReaction3 = "HITREACTION_UPPERCUT" FatalHitReaction4 = "HITREACTION_UPPERCUT" FatalHitReaction5 = "HITREACTION_WEAPON_CRUSH_FORWARD" FatalHitReaction6 = "HITREACTION_FATAL_GROUP2" Friction = "25" HandlingStyle = "0" HitReaction0 = "HITREACTION_WEAPON_HEAVY_SPIN" HitReaction1 = "HITREACTION_WEAPON_HEAVY_MEDIUM" HitReaction2 = "HITREACTION_WEAPON_HEAVY_MEDIUM" HitReaction3 = "HITREACTION_UPPERCUT" HitReaction4 = "HITREACTION_UPPERCUT" HitReaction5 = "HITREACTION_WEAPON_CRUSH_FORWARD" HitReaction6 = "HITREACTION_STAGGER_MEDIUM" IconFilename = "w_mma_gloves" IgnoreAnyComboRequests2 = "false" IgnoreAnyComboRequests4 = "false" Impulse0 = "4" Impulse1 = "4" Impulse2 = "4" Impulse3 = "4" Impulse4 = "4" Impulse5 = "4" Impulse6 = "4" InteractDistance = "0" InventoryInteractionType = "0" Is_Blocking = "true" Is_Blunt = "true" Is_Humour = "true" IsWeapon = "true" MaxProjectileDamage = "25" ObjectPaddingRadius = "0.15" ProjectileFatalHitReaction = "74" ProjectileHitImpulse = "0.9" ProjectileHitReaction = "52" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "2" RequiredComboSeqCounter3 = "3" RequiredComboSeqCounter4 = "4" RequiredComboSeqCounter5 = "0" RequiredComboSeqCounter6 = "9" ResetComboSeqCounter1 = "false" ResetComboSeqCounter2 = "false" ResetComboSeqCounter3 = "false" ResetComboSeqCounter4 = "true" ResetComboSeqCounter5 = "false" ResetComboSeqCounter6 = "true" Restitution = "0.05" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "false" Reticle_ActiveInThirdPerson = "false" Support = "true" ThrowEffectAudio = "1" ThrowEffectOnImpact = "279" ThrowEffectOnVictim = "279" ThrowEffectOnWeapon = "0" VibrationPattern0 = "4" VibrationPattern1 = "4" VibrationPattern2 = "4" VibrationPattern3 = "4" VibrationPattern4 = "4" VibrationPattern5 = "4" VibrationPattern6 = "4" WeaponType = "1" Weight = "5" cLimbDestroyInfoItem MMAGloves_limb { Limb0 = "0" Limb1 = "2" Limb2 = "1" Limb3 = "4" Limb4 = "3" Limb5 = "3" mFlags0 = "7" mFlags1 = "7" mFlags2 = "7" mFlags3 = "6" mFlags4 = "6" mFlags5 = "6" ProbabilityOfExploding0 = "1" ProbabilityOfExploding1 = "1" ProbabilityOfExploding2 = "1" ProbabilityOfExploding3 = "1" ProbabilityOfExploding4 = "1" ProbabilityOfExploding5 = "1" } cWeaponImpactPoseWarperInfoItem MMAGloves_impactwarp { Bone0 = "4" Bone1 = "7" Rotation0 = "0.000,0.000,-0.1,0.955" Rotation1 = "0.000,0.000,-0.296,0.955" SpeedToRecovery0 = "1" SpeedToRecovery1 = "1" Translation0 = "0,0,0" WarpTime0 = "0.2" WarpTime1 = "0.2" }
} BONUS WEAPON: The Slippery Impaler This was going to be "The Flaming Dickhead," but since all the trial and error took me down a different road, I came up with, "The Slippery Impaler." I was intending on using the "Massager" to make zombies into flaming unicorns, but because of model hit location limits, it didn't turn out that way. It's best used in or near a crowd of zombies. To use it just do the same thing as above, search for: "bobstoy" Code: cPlayerWeaponItem BobsToy { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionTargetCrawlerOnly6 = "false" AnimationAttackChooserValue0 = "192" AnimationAttackName0 = "male_attack_1hand_thrust_1" AnimationAttackName2 = "male_attack_1hand_club_c" AnimationAttackName8 = "bowieknife_b_rand" AnimationChooserValueForHand = "15" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "40" AnimationChooserValueForWalkRun = "0" AnimBankName = "1hand_bank1" AssetFilename = "data/models/weapons/bob" AttackAudioAssetName0 = "HunkOfMeatHitBody" AssociatedMagazineType0 = "13" AssociatedMagazineType1 = "10" AssociatedMagazineType2 = "11" AttackDamage0 = "0" AudioActionBits = "784" AudioFilename = "fx_hunkofmeat" AudioItemName = "HunkOfMeat" CollidableQuality = "0" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.1" ComboBlendXZToUse0 = "2" ComboBlendYToUse0 = "2" DisplayName = "50816" DR2 = "true" Durability = "15" EffectAudio0 = "3" EffectOnImpact0 = "279" EffectOnVictim0 = "20" FatalHitReaction0 = "HITREACTION_WEAPON_HEAVY_SPIN" Friction = "5" HandlingStyle = "0" HitReaction0 = "HITREACTION_PROP_PLACED_ON_HEAD" IconFilename = "w_bob" IgnoreAnyComboRequests0 = "false" Impulse0 = "1" InteractDistance = "1.2" InventoryInteractionType = "0" Is_Blunt = "true" Is_Humour = "true" IsWeapon = "true" LoadDistance = "25" LocatorOrientationOffset = "0,0,0,-2" MaxProjectileDamage = "1" MergedFileNotUsed = "true" ProjectileFatalHitReaction = "51" ProjectileHitImpulse = "1" ProjectileHitReaction = "52" PropAudioType = "0" PropEffectLocator0 = "16" PropEffectLocator1 = "16" PropEffectLocatorIndex0 = "0" PropEffectLocatorIndex1 = "0" PropEffectsOnCondition0 = "3" PyroEffect0 = "251" PyroEffect1 = "251" RequiredComboSeqCounter0 = "0" ResetComboSeqCounter0 = "true" ResetComboSeqCounter2 = "false" Restitution = "0.01" RestrictedByRegion = "true" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" Support = "true" SurvivorWeapon = "true" ThrowAngleDegrees = "35" ThrowEffectAudio = "3" ThrowEffectOnImpact = "279" ThrowEffectOnVictim = "15" ThrowForce = "10" ThrowOffset = "0,0,0" ThrowSpin = "10,0,0" VibrationPattern0 = "4" WeaponCanSliceLimbs = "false" WeaponType = "1" Weight = "1" cAlternateTextureInfoItem bosbtoy_alttex { AlternateIconName0 = "w_bob_green" AlternateIconName1 = "w_bob_purple" AlternateTextureName0 = "data/models/weapons/bob_green" AlternateTextureName1 = "data/models/weapons/bob_purple" } cAttachedToZombieInfoItem bobstoy_attached_info { AnimSet = "5" OnlyStickToBone = "15" StickableAsProjectile = "true" } cPropLifetimeInfoItem bobstoy_die { DR2 = "true" LifetimeModifier = "2" Support = "true" } } *As a side note, I'll be posting a tutorial soon unless someone beats me to it on how to change animations and sound FX, by only using the items.txt file.
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Post by anno1404 on Feb 5, 2011 20:11:11 GMT -5
Tabmod's datafile.big is ready to drag and drop into your data folder. I unpacked tabmod's datafile.big and opened safehouse.txt. The full Safehouse.txt is attached as a backup. Attachments:
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Post by anno1404 on Feb 5, 2011 20:09:09 GMT -5
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Post by anno1404 on Feb 4, 2011 23:19:01 GMT -5
thanks for the link to gibbed's, notld.
notld is right all you need for most mods is gibbed's
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Post by anno1404 on Feb 3, 2011 11:30:17 GMT -5
thanks. what an unusual mod.
update: roadtripz deleted most of his postings, including this one.
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Post by anno1404 on Feb 2, 2011 21:03:53 GMT -5
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Post by anno1404 on Feb 2, 2011 10:17:44 GMT -5
Great job, thank you very much! UPDATE:Roadtripz, who is now banned, destructively decided to delete all of his posts, but I was able to retrieve this from google cache, (I downloaded the mod too, if anyone wants it, I can upload it): Here is a new outfit I came up with by cutting & pasting the existing models in the game. Both of these images are now deleted: s1215.photobucket.com/albums/cc50....inPantsRope.jpg
s1215.photobucket.com/albums/cc50....tsbackfront.jpg The first one has the chest, pants, boots, gloves and gear of Boykin. The arms of the surf wetsuit. The helmet of the TIR Outfit. The backpack of the looters. The rope of the Hangman Boss. and the chem mask of TK's mercenaries The second one has the same as above except the pants of the standard SWAT outfit. Just unzip the file and pick either the SWAT pants or the rope and place all the files in a unpacked npcs.big file, repack it and your ready to go. Warning: this will copy over your TIR outfit and Hygiene mask, so back em up. To wear the whole outfit, just put on the TIR helmet, the hygiene mask and the TIR outfit. Here is the zipped file: www.megaupload.com/?d=VZ4L7KCMBasically, I made this cause it gets boring wearing the same ol things, plus it looks more like riot gear than the standard SWAT gear. Let me know if you have problems with it. Update: If you want just the backpack, it is the hands_tir_outfit.big & .tex, just rename it to an outfit you don't normally use.
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Post by anno1404 on Feb 1, 2011 12:05:50 GMT -5
I think you missunderstood me :S Anyway here is a picture of thing I want to remove : I misunderstood you, because you never mentioned you wanted the wrench icons in the toolbar removed. My telepathic ability is poor.
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Post by anno1404 on Jan 31, 2011 12:03:23 GMT -5
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Post by anno1404 on Jan 31, 2011 11:29:16 GMT -5
Since all people, interactive items, and survivors are considered items, and all of their damage is found there, I would guess the items.txt file.
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Post by anno1404 on Jan 31, 2011 10:09:48 GMT -5
uhmm... can someone reupload it? maybe to mediafire because I can't download it from 4shared. It just kept restarting after I press download. Thks Cheers We are having the same problem with Wizard's 4shared download it is very possible that there is an expiration on this uploads for 4 shared, which means we need to rush and find the other ones and back them up.
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Post by anno1404 on Jan 31, 2011 7:15:56 GMT -5
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