|
Post by sablicious on Aug 6, 2019 7:18:19 GMT -5
As many may already know, the game uses the default "malefullbody.bin" skeleton file to load for all playable characters -- which results in buggy visuals for the player not using the same or skeletally compatible model swap -- example: where player-1 is using the Hilde Smittendorf model + skeleton and player-2 is not. Here is how I fixed this: 1. Inside the "data\gameplay" folder, open/unpack the "coregameplay_bulk1.bin" file. 2. Edit the "Skeleton = ... " line for Dick as follow: cActorComponentDef /* 407748693 */ 'dick_assets' { <----------- Dick / player-2 (as distinct from "cast_dick", which seems to be the NPC version of the char.) Key = "'dick_assets'" Skeleton = "@ 1234840314" <----------------------------------------- Dick's default skeleton ActorAssetType = "CLOTHED" [...]~ cActorComponentDef /* 407748693 */ 'dick_assets' { Key = "'dick_assets'" Skeleton = "@ 1990882415" <----------------------------------------- Changed to Annie's skeleton (*also works with many standard sized char. models, such as Dylan and Jherii) ActorAssetType = "CLOTHED" [...]3. Repack. So, now the game loads Annie's skeleton for Dick (P2), and whatever's in the "skeleton" folder for Nick (P1). This allows for different models to be used without player-1's skeleton affecting player-2's model. This likely works with any skeleton -- Annie was simply the one I first tested. Here are some other different skeleton values I found and that may be useful: Jherii (psy_05): " 3989411705" Hilde (psy_02): " 0" Chuck (cast_04): " 182087331" Annie (cast_02): "1990882415" NB: Edit must be made for both players, if both want see the changes on their respective sides.
|
|
|
Post by Mel on Aug 6, 2019 14:23:55 GMT -5
Good job!
|
|
|
Post by realmegabastard on Aug 9, 2019 18:24:34 GMT -5
I hope, at least sometime in the future, we'll be able to tap into it's potential. But, expectations be tempered.
|
|
|
Post by sablicious on Aug 10, 2019 9:55:09 GMT -5
I've swapped all of Nick's "cast_01.big" audio files, and a few of his "cast_01_dialogue.big" ones for Hilde's audio (*there are 2018 file in his "dialogue.big" -- most being cut-scene / story related -- far too many to trawl through for me). This makes almost all of player-1's in-game audio that of Hilde's (*I matched her funnier voice lines with logical Nick responses -- for comedic effect -- as well as corresponding grunts, groans, hit sounds etc.).
I was going to do Dick's too... But, he has too many files, and there aren't very many in the Jehrii's or Dylan's to bother doing it (the chars. I was thinking of swapping Dick's for).
I haven't found any fix for the buggy head issue in cut-scenes, however. I think it would require some texture editing or some such... dunno.
|
|
|
Post by lucifermorningstar on Dec 18, 2019 5:27:31 GMT -5
As many may already know, the game uses the default "malefullbody.bin" skeleton file to load for all playable characters -- which results in buggy visuals for the player not using the same or skeletally compatible model swap -- example: where player-1 is using the Hilde Smittendorf model + skeleton and player-2 is not. Here is how I fixed this: 1. Inside the "data\gameplay" folder, open/unpack the "coregameplay_bulk1.bin" file. 2. Edit the "Skeleton = ... " line for Dick as follow: cActorComponentDef /* 407748693 */ 'dick_assets' { <----------- Dick / player-2 (as distinct from "cast_dick", which seems to be the NPC version of the char.) Key = "'dick_assets'" Skeleton = "@ 1234840314" <----------------------------------------- Dick's default skeleton ActorAssetType = "CLOTHED" [...]~ cActorComponentDef /* 407748693 */ 'dick_assets' { Key = "'dick_assets'" Skeleton = "@ 1990882415" <----------------------------------------- Changed to Annie's skeleton (*also works with many standard sized char. models, such as Dylan and Jherii) ActorAssetType = "CLOTHED" [...]3. Repack. So, now the game loads Annie's skeleton for Dick (P2), and whatever's in the "skeleton" folder for Nick (P1). This allows for different models to be used without player-1's skeleton affecting player-2's model. This likely works with any skeleton -- Annie was simply the one I first tested. Here are some other different skeleton values I found and that may be useful: Jherii (psy_05): " 3989411705" Hilde (psy_02): " 0" Chuck (cast_04): " 182087331" Annie (cast_02): "1990882415" NB: Edit must be made for both players, if both want see the changes on their respective sides. @sublic can you please help by providing step to step procedures to be followed if one has to replace nick`s body with someone else, say Jherii?
|
|
|
Post by sablicious on Dec 27, 2019 8:03:00 GMT -5
@sublic can you please help by providing step to step procedures to be followed if one has to replace nick`s body with someone else, say Jherii? I kind of thought I did (LOL 😅)... But, I can do one that replaces skins from scratch -- starting with a clean, vanilla game... Just not right now. I only happened to pop back here because I threw the game in for a bit just now, and wanted to check something modding related. So, I'll need to refresh myself on how I went about modding the game a few months back, and then return with a step-by-step tutorial (in a few days).👍
|
|
|
Post by lucifermorningstar on Dec 30, 2019 6:01:20 GMT -5
@sublic can you please help by providing step to step procedures to be followed if one has to replace nick`s body with someone else, say Jherii? I kind of thought I did (LOL 😅)... But, I can do one that replaces skins from scratch -- starting with a clean, vanilla game... Just not right now. I only happened to pop back here because I threw the game in for a bit just now, and wanted to check something modding related. So, I'll need to refresh myself on how I went about modding the game a few months back, and then return with a step-by-step tutorial (in a few days).👍 Thanks, looking forward to it .
|
|