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Post by solidcal on Aug 29, 2017 13:19:40 GMT -5
This is cool. Any chance the Case West survivors could also be ported to PC? I also remember a long time ago I started porting the OTR stuffs to DR2, survivors included. I wish I still had those files. Yeah I can. The mouth movement might be buggy in dr2 cause OTR has a slightly different mouth movement so they'd work better there, but they can work in DR2 too as you can see.
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Post by solidcal on Aug 26, 2017 5:29:56 GMT -5
So hello guys. IN this topic I will be doing some simple modding tutorials for DR2 on PC. Most of these will be simple things like editing a weapons PP given from an attack, or making an item spawn. So with that said let's get in to it. First up we are gonna look at how to change the spiked bat's PP. So first you'll need gibbs tools which you can get here: www.mediafire.com/file/nfvixrepf530sm2/Gibbed.DeadRising2.Tools+%28rev11%29.rarand you obviously need your datafile.big from your game's data folder. Now withing the the gibbs folder, make a new folder called something like "dr2Datafile" then drop your datafile.big in it. This is done as sometimes gibbs won'y unpack proper with the Gibbed.DeadRising2.Unpack.exe. Now drag and drop this folder on top of the Gibbed.DeadRising2.UnpackMany.exe and it should unpack. Once the command window has gone, you should see a new folder made called "dr2Darafile_unpack" inside this will be a folder called datafile_big which is the unpack .big file. Now inside you will see many txt files and csv files. Fins and open the items.txt file as this is the file we need to edit to give the spiked bat a different PP attack number. ONce inside this should be the first thing you see. Navigate to your programs Find or Search function and look for cPlayerWeaponItem SpikedBat Now you should be seeing this. Now from here we need to scroll down till we see these two lines PrestigePointsAwarded0 = "100" PrestigePointsAwarded1 = "25" These two lines are the amount of PP given when attacking with the spiked bat when you have the scratch card and full combo card version. So here we can change the number given. I'd recommend 5 ot 6 numbers as any higher then that and the game doesn't see it as a change number and will result back to it's default number oddly. So either put 99999 or 999999. Once that is done, save and then comes the repacking. If you haven't already rename the unpacked datafile folder from datafile_big to well datafile. This is so it doesn't make the name datafile_big.big and less time for needing to change more names in the future. Now drag and drop this datafile folder on to Gibbed.DeadRising2.Pack.exe. Let it pack and once the command window is gone you should see a newly created datafile.big in your folder. Now copy and paste this over the original datafile and then go in game and see the new pp number when you hit a zombie. If you are a low level this will level you up in about 3 swings or more to level 50. (If you have a request for a simple tut, let me know and I'll add it to this topic.)
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Post by solidcal on Aug 25, 2017 12:30:47 GMT -5
New release folks.
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Post by solidcal on Aug 19, 2017 20:05:16 GMT -5
Yeah dropbox never auto fixes the links so I'll deal with those tomorrow. Also new release. Diner Waitress Outfit from CZ!
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Post by solidcal on Aug 18, 2017 17:59:35 GMT -5
I use onedrive cause dropbox has a free gb limit and they moved servers before so gotta fix the moved links because of them. So if something has a dead link, let me know.
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Post by solidcal on Aug 17, 2017 16:13:51 GMT -5
New release on the first post guys. Dr Wily Outfit from Case West!
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Post by solidcal on Aug 16, 2017 19:08:12 GMT -5
Update on Dr Wily.
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Post by solidcal on Aug 16, 2017 10:47:34 GMT -5
Yeah I got the NPCs too. Missing the hair texture for Isabela but got her, Got Hajit but he is huge. More so than TK believe it or not. Mostly gonna focus on the outfit bits since those can be knocked out easier. Hajit can be resized through modding items.txt by adding "Height = X" into the code. Allen and Jeanna are examples of character that have height added. Good luck on getting those into the game. I assume Case Zero Outfits are involved as well? Well already got two of those done a while ago. Those being the Overalls outfit and Chuck Default CZ outfit hair, and face.
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Post by solidcal on Aug 16, 2017 8:27:53 GMT -5
Nice. I guess you might do the case west characters as well? Well, they're not important anyways. Having them in both the original and off the record could be nice though. Yeah I got the NPCs too. Missing the hair texture for Isabela but got her, Got Hajit but he is huge. More so than TK believe it or not. Mostly gonna focus on the outfit bits since those can be knocked out easier.
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Post by solidcal on Aug 15, 2017 15:16:34 GMT -5
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Post by solidcal on Aug 6, 2017 5:02:02 GMT -5
for bigfile.xml, any mod that has to do with adding clothes have to be listed where clothes are. Datafile.big sometimes won't work if using a 64 bit system, although it's rare. I did add each part of clothing for each limb for each and individual section where they belonged on bigfile.xml, yet it keeps crashing on a repack and refuses to work, same happens to datafile.big. Did you put the bigfile.xml codes in the middle of the outfit pieces listed in the file or did you put it outside the brackets? Also in data file usually putting it at the top or bottom is the best place to put them. If you've done all that right, it should have no reason to crash when packing.
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Post by solidcal on Jul 29, 2017 15:36:02 GMT -5
Not sure if you are still working on this dude. But how did you do it?
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Post by solidcal on Jul 27, 2017 12:33:49 GMT -5
What's up with Chuck's forearms and hands, the texture seems all blurred and his hands don't connect to his arms properly. Referring to the CZ Shirt that is The cz shirt does indeed have a blur. Mostly cause the CZ shirt is a quick reskin of Dr Metal shirt since CZ was made after DR2 was done. So you can blame CV for the reskin. The arms and hands though the textures of the skin are the PC ones though. So no issues with those here.
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Post by solidcal on May 9, 2017 18:50:40 GMT -5
How do you get the Cheat table to do it's thing? Download and use cheat engine, learn how cheat engine works and once you set it to the dr1 exe and load in the chear table. You just change the value numbers to either zero or mess around with them.
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Post by solidcal on May 8, 2017 11:42:00 GMT -5
Not there...I'm using Tommah's Unpacker/Packer and i'm running Windows 7 64 Bit and i try to pack. dead rising 2 is fine,and for OTR the unpacking is fine,But i just can't seem to repack. Just use the standard gibbs tools instead of tommah's tool. The mod works fine for me and all the models and data are correct and it's in storage room 11. It's been working for everyone else. So it's an issue on your end man.
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Post by solidcal on May 7, 2017 15:56:00 GMT -5
No there is no way at the moment.
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Post by solidcal on May 4, 2017 17:31:11 GMT -5
Much like Dead Rising 1, Dead Rising 2 went through and had various builds during the games develeopement. Most of these are seen via early screen shots, while another may have only been shown in a gameplay traileer ot build avalaiable at an TGS (Tokyo Game Show) Event. Through this topic, we will be going through any interviews, concept art or videos we come across that show any thing that was either thought of, changed, scrapped or left within the files of the final game. Do note. Any titles marked in a red colour means there is no playable build we know of or we only have screen shots of it. Anything marked in blue is a build we have seen playable. First off it's important to note that unlike DR1, DR2 didn't have many builds publically shown. The most common and known one that has footage of it is of TGS on the date of September 2009. So let's dive back 6 years. Dead Rising 2 MT Framework Build known as the GDC 2009 build shown at the 2009 Game Developers Conference This build was never publically playable at any events. The only evidence we have of this build are screen shots of it, which were featured in many magazines when it was confirmed that a sequal to the first Dead Rising game was being worked on. This is Labeled as MT Framework as this build was using the same system DR1 was, while being slightly modified. Though this may have been more of a test to show what they had planned for the sequel rather than being the engine they would use.
Tokyo Game Show September 2009 - (Dead Rising 2 TGS Build) During TGS on September 2009 we saw our first glimpse of a playable DR2. During this build's intro, you see a custom made cinematic for it with no dialouge being uttered before it transitions in to game play. Instantly you will notice many differences from the final game. The demo seems to have been playable to the public for a maximum of 10 minutes according to the timer where they could unlock a prize for killing 100 zombies within that time limit. Player's were confirmed to the Americana area as the rest of the map that would lead to the Arena is completely blocked off, giving the player a small playground to work with as they played this demo as well as some clothing pick ups and weapon pick ups placed around the map. Also a few of the zombies are much different in how their clothing textures look, such as the jersey wearing zombie had more colour variants. This build also seems to have two different variations of it showing off the same area, but both looking graphically different
Captive 2010 - (Dead Rising 2 X10 build) Now we fast foward to 2010 where a near finished Dead Rising 2 is being shown and is also a playable demo. This showcases off combo weapons as well as showing off co-op mode as well. Some things are unfinsihed, some elements such as the UI is a little bit different from the final game and Royal Flusgh Plaza texture and lighting wise looked really different. This build also contained some sounds that would later be changed for the final game as well as the textures and lighting getting redesigned. This build also featured some custom cinematics when the combo weapons were introduced in this build. As well as showing a menu that came up with snapshots showing how combo weapons work. This feature is not present at all in the final game and seems more likely to have been put in this build to give reviewers and gamers a quick understanding of the combo weapons mechanic.
Dead Rising 2 - (Retail build) So there is not much to say about this build as we all own it as this is the final game product we all purchased in stores. As we all know this was the final build they stuck with which has changed drastically from the first DR2 screen shots and from TGS. Some changes seem bland in comparison to the previous builds, but it's a game we all enjoyed.
Pictures Below are a selection of pictures from each build (Minus the final retail build) and showcases some noticeable differences
(Since this topic is a work in progress. It will be updated when I can update it and any info I may have got wrong will be sorted if I find evidence suggesting I got some info wrong. Also credits to Stipo for letting me follow a similar format to his dr1 beta topic.)
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Post by solidcal on Apr 24, 2017 15:46:52 GMT -5
How much data did you remove with the glasses and also what about the files that are called default riding boots under and over? Is one for frank? Should be a bit obvious for Frank. They are feet_default_over_frank and same with under.
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Post by solidcal on Apr 23, 2017 18:17:03 GMT -5
Chuck's file are really easy to find and pretty obvious. for example chest_Fortune_Tshirt_1_Blue_Jeans is Chuck's version of thyis outfit, frank's is chest_Fortune_Tshirt_1_Blue_Jeans_f. all of frank's versions of his outfits more or less have a _f in them. Expect for the default outfit. It usually goes like chest_default for Chuck and chest_default_frank for well Frank's default outfit. So you'd be renaming all of Chuck's files to Frank's so it will replace Frank's models. This means I have to delete frank's actual models? No! You copy all of Chuck's, then rename them all to Frank's models and replace Frank's models with Chuck's. If you delete frank's models the game is obviously gonna crash.
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Post by solidcal on Apr 23, 2017 9:49:01 GMT -5
Chuck's file are really easy to find and pretty obvious. for example chest_Fortune_Tshirt_1_Blue_Jeans is Chuck's version of thyis outfit, frank's is chest_Fortune_Tshirt_1_Blue_Jeans_f. all of frank's versions of his outfits more or less have a _f in them. Expect for the default outfit. It usually goes like chest_default for Chuck and chest_default_frank for well Frank's default outfit. So you'd be renaming all of Chuck's files to Frank's so it will replace Frank's models.
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Post by solidcal on Apr 23, 2017 9:44:51 GMT -5
Quick Question: Can you reupload some of your model swaps? (Specifically the Dolless Psycho Chuck) Can't as I don't have the mod any more cause PC recoverises and such since then.
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Post by solidcal on Apr 22, 2017 7:30:34 GMT -5
The way I am gonna do it will do what the user requested. The camera will be part of the chest outfit instead of replacing the eyewear or something. Will take longer to do, but it will come out nicer. Also anyone can do the normal swap chuck over frank mod without the camera by renaming all those chuck versions of the files to Frank's which in its self takes time too. Yea, but I don't own DR2. You don't even need DR2 to do this model swap for OTR cause all the models from DR2 are there in OTR too anyway. XD
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Post by solidcal on Apr 21, 2017 19:07:11 GMT -5
For the camera is replaced something like some sunglasses for it to wearable on Chuck. But there is a new way to do it with the model importer and stuff. But it'll take time. I'll look at it when I get a chance or at the very least, do you the default outfit outfit with the camera. Which can be swapped over Frank or the co-op chuck model. Well, first there needs to be a mod that reuploads the old Chuck Mod, and then add the camera. The way I am gonna do it will do what the user requested. The camera will be part of the chest outfit instead of replacing the eyewear or something. Will take longer to do, but it will come out nicer. Also anyone can do the normal swap chuck voer frank mod without the camera by renaming all those chuck versions of the files to Frank's which in stself takes time too.
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Post by solidcal on Apr 19, 2017 11:13:26 GMT -5
For the camera is replaced something like some sunglasses for it to wearable on Chuck. But there is a new way to do it with the model importer and stuff. But it'll take time. I'll look at it when I get a chance or at the very least, do you the default outfit outfit with the camera. Which can be swapped over Frank or the co-op chuck model.
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Post by solidcal on Apr 19, 2017 3:07:33 GMT -5
I wouldn't bother with that as it can be done manually in the game's datafile.big. When I get a chance. I will try to dig up a mod that did this. Or I'll just manually do it myself to make all the missions last till the end of the game pretty much.
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Post by solidcal on Apr 16, 2017 12:23:33 GMT -5
So guys a question. What other CW or CZ outfit do you wanna see in OTR next?
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Post by solidcal on Apr 13, 2017 11:35:52 GMT -5
Do you ever think on making a hard mode of OTR? Nope since I am just doing model stuff on this thread. If you wanna do that yourself. Mess with the health of psychos and survivors in items.txt and other things to achieve what you want to.
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Post by solidcal on Apr 12, 2017 14:37:49 GMT -5
The Case West Journalist Suit mod link seems to be down, can it get reuploaded please? Sorted. Onedrive was being weird. Link should work now.
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Post by solidcal on Apr 9, 2017 13:56:14 GMT -5
Post updated. New mod released! the actual Case West Journalstic Suit out models and textures for Frank and Co-op Chuck! it's nice to see new mods for good old Off The Record I actually had those mod done since last year, just never uploaded it due to being busy with other things. Might do more later if I ever get the mood to do so again. Also update. The link to the latest mod has been updated as I made an error in packing the wrong files from the testing stages rather than the correct non chuck ones for Frank and the code was wrong in items.txt. These have been fixed now.
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Post by solidcal on Apr 9, 2017 9:35:23 GMT -5
Nice stuff man. Will be nice to explore the mall without the undead around now.
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