Post by wesyes on Jun 11, 2013 20:30:05 GMT -5
This is my first mod so I will stick with the facts
If you have Dead Rising 2 and Dead Rising 2 Off The Record; you can use DR2's files for costumes and add them into Off The Record via dispensers in the Safehouse Security Room.
First step:
Unpack the NPCS.BIG file found in the Dead Rising 2\Data\Models folder with GIBBEDDR2TOOLS
Copy these specific Arthur files to a temp folder on your desktop:
chest_arthur.big
chest_arthur.tex
feet_arthur_under.big
feet_arthur_under.tex
feet_Knight_Boots_over.big
feet_Knight_Boots_over.tex
hands_arthur.big
hands_arthur.tex
headwear_arthur.big
headwear_arthur.tex
leg_arthur.big
leg_arthur.tex
Then rename them to:
chest_Knight_outfit.big
chest_Knight_outfit.tex
feet_Knight_Boots_under.big
feet_Knight_Boots_under.tex
feet_Knight_Boots_over.big
feet_Knight_Boots_over.tex
hands_Knight_outfit.big
hands_Knight_outfit.tex
headwear_Knight_Helmet.big
headwear_Knight_Helmet.tex
leg_Knight_outfit.big
leg_Knight_outfit.tex
Copy those files and make an additional set with _f at the end for Frank. 24 Files total. Then copy them to your Off the Record unpacked NPC_BIG folder
open up the BIGFILE.XML and add this:
<entry name="feet_Knight_Boots_over.big" scheme="zlib" alignment="2048">feet_Knight_Boots_over.big</entry>
<entry name="feet_Knight_Boots_over.tex" scheme="zlib" alignment="2048">feet_Knight_Boots_over.tex</entry>
<entry name="feet_Knight_Boots_over_f.big" scheme="zlib" alignment="2048">feet_Knight_Boots_over_f.big</entry>
<entry name="feet_Knight_Boots_over_f.tex" scheme="zlib" alignment="2048">feet_Knight_Boots_over_f.tex</entry>
<entry name="feet_Knight_Boots_under.big" scheme="zlib" alignment="2048">feet_Knight_Boots_under.big</entry>
<entry name="feet_Knight_Boots_under.tex" scheme="zlib" alignment="2048">feet_Knight_Boots_under.tex</entry>
<entry name="feet_Knight_Boots_under_f.big" scheme="zlib" alignment="2048">feet_Knight_Boots_under_f.big</entry>
<entry name="feet_Knight_Boots_under_f.tex" scheme="zlib" alignment="2048">feet_Knight_Boots_under_f.tex</entry>
<entry name="leg_Knight_Outfit.big" scheme="zlib" alignment="2048">leg_Knight_Outfit.big</entry>
<entry name="leg_Knight_Outfit.tex" scheme="zlib" alignment="2048">leg_Knight_Outfit.tex</entry>
<entry name="leg_Knight_Outfit_f.big" scheme="zlib" alignment="2048">leg_Knight_Outfit_f.big</entry>
<entry name="leg_Knight_Outfit_f.tex" scheme="zlib" alignment="2048">leg_Knight_Outfit_f.tex</entry>
<entry name="headwear_Knight_Helmet.big" scheme="zlib" alignment="2048">headwear_Knight_Helmet.big</entry>
<entry name="headwear_Knight_Helmet.tex" scheme="zlib" alignment="2048">headwear_Knight_Helmet.tex</entry>
<entry name="headwear_Knight_Helmet_f.big" scheme="zlib" alignment="2048">headwear_Knight_Helmet_f.big</entry>
<entry name="headwear_Knight_Helmet_f.tex" scheme="zlib" alignment="2048">headwear_Knight_Helmet_f.tex</entry>
<entry name="hands_Knight_outfit.big" scheme="zlib" alignment="2048">hands_Knight_outfit.big</entry>
<entry name="hands_Knight_outfit.tex" scheme="zlib" alignment="2048">hands_Knight_outfit.tex</entry>
<entry name="hands_Knight_Outfit_f.big" scheme="zlib" alignment="2048">hands_Knight_Outfit_f.big</entry>
<entry name="hands_Knight_Outfit_f.tex" scheme="zlib" alignment="2048">hands_Knight_Outfit_f.tex</entry>
<entry name="chest_Knight_Outfit.big" scheme="zlib" alignment="2048">chest_Knight_Outfit.big</entry>
<entry name="chest_Knight_Outfit.tex" scheme="zlib" alignment="2048">chest_Knight_Outfit.tex</entry>
<entry name="chest_Knight_Outfit_f.big" scheme="zlib" alignment="2048">chest_Knight_Outfit_f.big</entry>
<entry name="chest_Knight_Outfit_f.tex" scheme="zlib" alignment="2048">chest_Knight_Outfit_f.tex</entry>
<save and close>
Repack the OTR's NPC_BIG folder
Open up your Items.txt and in your Datafile_big folder of OTR and add this:
cClothingDispenserItem KnightHelmetDispenser
{
AchievementCategory = "8"
AssetFilename = "data/models/interactables/clothesbox"
ClothingEmote = "2"
CollidableQuality = "0"
CollisionType = "3"
DisplayName = "50627"
DR2 = "true"
InteractDistance = "2"
IsHeadwear = "true"
LoadDistance = "25"
MergedFilename = "data/dynamicprops/clothesbox"
OutfitId = "OUTFIT_KNIGHT_HELMET"
OutfitIdFrank = "OUTFIT_KNIGHT_HELMET"
Restitution = "0.05"
Unmoveable = "true"
Weight = "100"
}
cClothingDispenserItem KnightOutfitDispenser
{
AchievementCategory = "8"
AssetFilename = "data/models/interactables/clothesbox"
ClothingEmote = "1"
CollidableQuality = "0"
CollisionType = "3"
DisplayName = "50672"
DR2 = "true"
InteractDistance = "2"
IsChest = "true"
IsLegs = "true"
IsFeet = "true"
LoadDistance = "25"
MergedFilename = "data/dynamicprops/clothesbox"
OutfitId = "OUTFIT_KNIGHT_OUTFIT"
OutfitIdFrank = "OUTFIT_KNIGHT_OUTFIT"
Restitution = "0.05"
RestrictedByRegion = "false"
Unmoveable = "true"
Weight = "100"
}
cBodyItem body_Knight_Outfit
{
ChestAssetFilename = "chest_Knight_Outfit"
ChestAudioName = "ArmyGearChest"
CoversShin = "false"
HandsAssetFilename = "hands_Knight_outfit"
LegsAssetFilename = "leg_Knight_Outfit"
LegsAudioName = "ArmyGearLegs"
}
cHeadwearItem headwear_Knight_Helmet
{
HeadwearAssetFilename = "headwear_Knight_Helmet"
}
cFeetItem feet_Knight_Boots_over
{
AssetFilename = "feet_Knight_Boots_over"
AudioName = "Boot"
FootstepType = "40"
}
cFeetItem feet_Knight_Boots_under
{
AssetFilename = "feet_Knight_Boots_under"
AudioName = "Boot"
FootstepType = "40"
}
cOutfitItem OUTFIT_KNIGHT_HELMET
{
BodyItem = "NONE"
FacewearItem = "NONE"
FeetOverItem = "feet_Knight_Boots_over"
FeetUnderItem = "feet_Knight_Boots_under"
HeadwearItem = "headwear_Knight_Helmet"
}
cOutfitItem OUTFIT_KNIGHT_OUTFIT
{
BodyItem = "body_Knight_Outfit"
FacewearItem = "NONE"
FeetOverItem = "feet_Knight_Boots_over"
FeetUnderItem = "feet_Knight_Boots_under"
HeadwearItem = "NONE"
}
then go ahead and save and close...
now open up your safehouse.txt and add this
cItemPlacement KnightHelmetDispenser
{
ItemName = "KnightHelmetDispenser"
Location = "-10.215,-0.304,12.341"
PropState = "-2"
Rotation = "-0.615,0.622,-0.343,0.343"
}
cItemPlacement KnightOutfitDispenser
{
ItemName = "KnightOutfitDispenser"
Location = "-10.215,-0.304,12.541"
PropState = "-2"
Rotation = "-0.615,0.622,-0.343,0.343"
}
save and close....
Repack your Datafile_big, cut the _big off the end of Datafile and NPCS and you should be good to go!
I am working on getting a file together but I did not want to withhold this information from the community any longer!
This is pretty much all the information you need to get Arthurs armor in Off The Record.
The face and hair on Frank are different because I have the default replacement which is a seperate mod by Freako.
If you have Dead Rising 2 and Dead Rising 2 Off The Record; you can use DR2's files for costumes and add them into Off The Record via dispensers in the Safehouse Security Room.
First step:
Unpack the NPCS.BIG file found in the Dead Rising 2\Data\Models folder with GIBBEDDR2TOOLS
Copy these specific Arthur files to a temp folder on your desktop:
chest_arthur.big
chest_arthur.tex
feet_arthur_under.big
feet_arthur_under.tex
feet_Knight_Boots_over.big
feet_Knight_Boots_over.tex
hands_arthur.big
hands_arthur.tex
headwear_arthur.big
headwear_arthur.tex
leg_arthur.big
leg_arthur.tex
Then rename them to:
chest_Knight_outfit.big
chest_Knight_outfit.tex
feet_Knight_Boots_under.big
feet_Knight_Boots_under.tex
feet_Knight_Boots_over.big
feet_Knight_Boots_over.tex
hands_Knight_outfit.big
hands_Knight_outfit.tex
headwear_Knight_Helmet.big
headwear_Knight_Helmet.tex
leg_Knight_outfit.big
leg_Knight_outfit.tex
Copy those files and make an additional set with _f at the end for Frank. 24 Files total. Then copy them to your Off the Record unpacked NPC_BIG folder
open up the BIGFILE.XML and add this:
<entry name="feet_Knight_Boots_over.big" scheme="zlib" alignment="2048">feet_Knight_Boots_over.big</entry>
<entry name="feet_Knight_Boots_over.tex" scheme="zlib" alignment="2048">feet_Knight_Boots_over.tex</entry>
<entry name="feet_Knight_Boots_over_f.big" scheme="zlib" alignment="2048">feet_Knight_Boots_over_f.big</entry>
<entry name="feet_Knight_Boots_over_f.tex" scheme="zlib" alignment="2048">feet_Knight_Boots_over_f.tex</entry>
<entry name="feet_Knight_Boots_under.big" scheme="zlib" alignment="2048">feet_Knight_Boots_under.big</entry>
<entry name="feet_Knight_Boots_under.tex" scheme="zlib" alignment="2048">feet_Knight_Boots_under.tex</entry>
<entry name="feet_Knight_Boots_under_f.big" scheme="zlib" alignment="2048">feet_Knight_Boots_under_f.big</entry>
<entry name="feet_Knight_Boots_under_f.tex" scheme="zlib" alignment="2048">feet_Knight_Boots_under_f.tex</entry>
<entry name="leg_Knight_Outfit.big" scheme="zlib" alignment="2048">leg_Knight_Outfit.big</entry>
<entry name="leg_Knight_Outfit.tex" scheme="zlib" alignment="2048">leg_Knight_Outfit.tex</entry>
<entry name="leg_Knight_Outfit_f.big" scheme="zlib" alignment="2048">leg_Knight_Outfit_f.big</entry>
<entry name="leg_Knight_Outfit_f.tex" scheme="zlib" alignment="2048">leg_Knight_Outfit_f.tex</entry>
<entry name="headwear_Knight_Helmet.big" scheme="zlib" alignment="2048">headwear_Knight_Helmet.big</entry>
<entry name="headwear_Knight_Helmet.tex" scheme="zlib" alignment="2048">headwear_Knight_Helmet.tex</entry>
<entry name="headwear_Knight_Helmet_f.big" scheme="zlib" alignment="2048">headwear_Knight_Helmet_f.big</entry>
<entry name="headwear_Knight_Helmet_f.tex" scheme="zlib" alignment="2048">headwear_Knight_Helmet_f.tex</entry>
<entry name="hands_Knight_outfit.big" scheme="zlib" alignment="2048">hands_Knight_outfit.big</entry>
<entry name="hands_Knight_outfit.tex" scheme="zlib" alignment="2048">hands_Knight_outfit.tex</entry>
<entry name="hands_Knight_Outfit_f.big" scheme="zlib" alignment="2048">hands_Knight_Outfit_f.big</entry>
<entry name="hands_Knight_Outfit_f.tex" scheme="zlib" alignment="2048">hands_Knight_Outfit_f.tex</entry>
<entry name="chest_Knight_Outfit.big" scheme="zlib" alignment="2048">chest_Knight_Outfit.big</entry>
<entry name="chest_Knight_Outfit.tex" scheme="zlib" alignment="2048">chest_Knight_Outfit.tex</entry>
<entry name="chest_Knight_Outfit_f.big" scheme="zlib" alignment="2048">chest_Knight_Outfit_f.big</entry>
<entry name="chest_Knight_Outfit_f.tex" scheme="zlib" alignment="2048">chest_Knight_Outfit_f.tex</entry>
<save and close>
Repack the OTR's NPC_BIG folder
Open up your Items.txt and in your Datafile_big folder of OTR and add this:
cClothingDispenserItem KnightHelmetDispenser
{
AchievementCategory = "8"
AssetFilename = "data/models/interactables/clothesbox"
ClothingEmote = "2"
CollidableQuality = "0"
CollisionType = "3"
DisplayName = "50627"
DR2 = "true"
InteractDistance = "2"
IsHeadwear = "true"
LoadDistance = "25"
MergedFilename = "data/dynamicprops/clothesbox"
OutfitId = "OUTFIT_KNIGHT_HELMET"
OutfitIdFrank = "OUTFIT_KNIGHT_HELMET"
Restitution = "0.05"
Unmoveable = "true"
Weight = "100"
}
cClothingDispenserItem KnightOutfitDispenser
{
AchievementCategory = "8"
AssetFilename = "data/models/interactables/clothesbox"
ClothingEmote = "1"
CollidableQuality = "0"
CollisionType = "3"
DisplayName = "50672"
DR2 = "true"
InteractDistance = "2"
IsChest = "true"
IsLegs = "true"
IsFeet = "true"
LoadDistance = "25"
MergedFilename = "data/dynamicprops/clothesbox"
OutfitId = "OUTFIT_KNIGHT_OUTFIT"
OutfitIdFrank = "OUTFIT_KNIGHT_OUTFIT"
Restitution = "0.05"
RestrictedByRegion = "false"
Unmoveable = "true"
Weight = "100"
}
cBodyItem body_Knight_Outfit
{
ChestAssetFilename = "chest_Knight_Outfit"
ChestAudioName = "ArmyGearChest"
CoversShin = "false"
HandsAssetFilename = "hands_Knight_outfit"
LegsAssetFilename = "leg_Knight_Outfit"
LegsAudioName = "ArmyGearLegs"
}
cHeadwearItem headwear_Knight_Helmet
{
HeadwearAssetFilename = "headwear_Knight_Helmet"
}
cFeetItem feet_Knight_Boots_over
{
AssetFilename = "feet_Knight_Boots_over"
AudioName = "Boot"
FootstepType = "40"
}
cFeetItem feet_Knight_Boots_under
{
AssetFilename = "feet_Knight_Boots_under"
AudioName = "Boot"
FootstepType = "40"
}
cOutfitItem OUTFIT_KNIGHT_HELMET
{
BodyItem = "NONE"
FacewearItem = "NONE"
FeetOverItem = "feet_Knight_Boots_over"
FeetUnderItem = "feet_Knight_Boots_under"
HeadwearItem = "headwear_Knight_Helmet"
}
cOutfitItem OUTFIT_KNIGHT_OUTFIT
{
BodyItem = "body_Knight_Outfit"
FacewearItem = "NONE"
FeetOverItem = "feet_Knight_Boots_over"
FeetUnderItem = "feet_Knight_Boots_under"
HeadwearItem = "NONE"
}
then go ahead and save and close...
now open up your safehouse.txt and add this
cItemPlacement KnightHelmetDispenser
{
ItemName = "KnightHelmetDispenser"
Location = "-10.215,-0.304,12.341"
PropState = "-2"
Rotation = "-0.615,0.622,-0.343,0.343"
}
cItemPlacement KnightOutfitDispenser
{
ItemName = "KnightOutfitDispenser"
Location = "-10.215,-0.304,12.541"
PropState = "-2"
Rotation = "-0.615,0.622,-0.343,0.343"
}
save and close....
Repack your Datafile_big, cut the _big off the end of Datafile and NPCS and you should be good to go!
I am working on getting a file together but I did not want to withhold this information from the community any longer!
This is pretty much all the information you need to get Arthurs armor in Off The Record.
The face and hair on Frank are different because I have the default replacement which is a seperate mod by Freako.