Post by ThrowingOutRoX on Nov 3, 2022 21:43:42 GMT -5
For a while, model swapping has been tricky for Dead Rising 3. A lot of files need to be replaced, specifically all the player's models. This works fine for most male survivors, and is the only way to get them to look fine in cutscenes. However, this method makes all female survivors and quite a few male survivors look horrific, specifically their faces.
Not anymore, though! I'm going to show you how to properly model swap in Dead Rising 3 so that the model doesn't look asinine. Unfortunately, this method will not work in cutscenes, so as far as I know, there is no way to get the majority of the models to look good over Nick in cutscenes.
I have a pre-made version of it that you can download HERE. If you want to do it yourself, or have mods installed that overwrite coregameplay_bulk1, then follow the instructions below. If you have any questions, leave it in the comments
STEP 1: Replacing the model
You'll need the Dead Rising 3 Bin Tool to unpack .bin files. Go to "C:\Program Files (x86)\Steam\steamapps\common\deadrising3\data\gameplay", and unpack coregameplay_bulk1.bin by dragging and dropping the file onto the .exe. It will then create a file in gameplay called coregameplay_bulk1.txt. Open it with any kind of text editor and type in the search bar 'rick_assets'. For clarity, Rick is one of the early names for Nick. You'll likely first encounter a "cActorComponentState". This just leads to rick_assets, which is a "cActorComponentDef".
Once you find the actual rick_assets (or dick_assets, depending on who you're model swapping), do two things first. Find the skeleton ID, which is "@1234840314", and replace the ID. There's different types of skeletons, I'll list the ones below. Replace the ID with the skeleton of whatever model you're trying to swap with.
1234840314 = Default/Male characters
182087331 = Male characters
1990882415 = Female survivors (and Simon for some reason?)
3989411705 = Hilde/Jherii
Then look at the ActorAssetType right under it. This is a crucial part. Replace "CLOTHED" with "SKINNED".
Under that will be AssetFilename. Don't confuse it with CommonAssetFilename, this one is set to m0 for all modles, don't bother changing it. AssetFilename only has m0 set for Nick.
(NOTE: If you just want to replace Nick with one of the other playable characters (I.E. Dick, Kane, Angel, Hunter, or Brad), disregard all of the above steps and just replace the AssetFilename with their respective AssetFilename. m1 is for Dick, m2 is for Kane, m3 is for Angel, m4 is for Hunter, m5 is for Brad. You likely came here to replace Nick with an NPC, but just in case, I will put notes for playable character swapping.)
Replacing the AssetFilename is a bit more complicated than just putting the model name. You'll have to put in the actual model directory. For normal NPCs put in "data/models/npcs/(model name)". For NPCs that are in the DLC folder, put in "data/models/npcs/dlc/(model name)". Obviously, replace "(model name) with the actual model name of the character you want to swap Nick with. Let's use svr_28 as an example, AKA Matt. Unlike Dead Rising 2, Dead Rising 3's character models are numbered, so I'll put in a full list of who's who below.
Now you'll have to remove the clothing component from Nick/Dick. Nick's GameObject ID is 899963812, while Dick's is 2856644914. In ComponentTypes, find 'cClothingComponent'. Completely remove the line so that there's nothing in between the cHUDComponent and cSoulmateComponent lines. Then go into ComponentsState and find "@1656756004", which will be listed as a ClothingComponentState to the left. Like before, completely remove this line. If you're model swapping Dick, find "@2379698866" and remove it.
(NOTE: If you're replacing with Nick with one of the other playable characters, then instead of deleting 1656756004, replace it with one of the other characters ClothingComponentState. Dick's is 2379698866, Kane's is 2390981748, Angel's is 468877948, Hunter's is 2132934341, and Brad's is 731396664.)
Nick's model in game will now be replaced with Matt, but hold off on the congratulations. Whenever Matt makes a facial animation, it's heavily contorted. Let's fix this.
STEP 2: Fixing the face
Search for a cStateComponentGraphDef named "1438395685". You'll see a section called "SGraph" (it stands for State Graph), which has a whole bunch of IDs. Specifically, you'll see an ID labeled "@282765755". Replace this with "@3340074093". What this does is it replaces Nick's hurt and attacking facial animations with survivors. Unlike Nick's facial animations, the ones for survivors work for every model.
Now search for a cFacialAnimTask called "3787533712". At the bottom is "DefaultState", set at "@2159050357". Replace this with "@2460073905".
The bad news is that this last step disables facial animations for idle animations since they just won't work on other models. Blinking still works fine. The good news? You're done!
Boot up Dead Rising 3 and your character will look fine.
...but uh oh!!! If you did someone like Rhonda, their toes will be spinning like fan blades??? Luckily, this has a quick fix.
STEP 3: Removing weird glitchy toes from female characters
You know how you removed the clothing components? Yeah, do the same thing with "cFootIKComponent". Then do the same with the cFootIKComponentState. It's named 1353084495 for Nick, and 1388967901 for Dick.
STEP 4: Additional model values
Remember cActorComponentDef? AKA rick_assets/dick_assets? There's some values you can mess around with if you don't particularly like how the model stands. For example, model swapping Nick with Chuck will cause him to have bent knees. I haven't personally experimented with these values too much, but I'll list the ones I do have an understanding of.
Scale allows to change Nick's size on the X, Y, and Z axis. You can do this with any other character, too.
InVehicleScale is a watered down version of scale which, like the name implies, only effects Nick while in vehicles.
Height doesn't seem to do anything? In fact Chuck's height is slightly smaller than Nick's despite being taller in game.
Radius increases the size of the player's collision. It's set to 0 for Nick, but larger characters such as Chuck have it set to slightly higher values like 0.3.
ModelForwardOffset will change the position of Nick's model forwards or backwards while keeping his actual position the same. This rarely has any use.
ModelHeightOffset will change the the position of Nick's model up or down while keeping his actual position the same. This is useful for if the model seems to be clipping into the ground under collision, or if they're above ground.
LowerRingHeightOverride doesn't seem to do anything either. I may be wrong, though.
STEP 5: Replacing audio
This one is also optional. When model swapping in this method, you may notice that Nick has no foot step sounds. There are 2 solutions to this. The first is replacing Nick's audio with another characters. Find Nick's cGameObjectAudioComponentDef named "1673440993". Replace both "cast_01" with the audio file of another character. Most of them will be the same as their model, but I'll list the ones that are different below.
Changing the footsteps only is a bit more complicated, I'll go into detail about that if I ever make an audio tutorial.
STEP 6: Packing the file
Oh right, one more thing. You have to actually pack the file. Simply drag coregameplay_bulk1.txt onto the aforementioned .exe file and it will convert it into a .bin.
Not anymore, though! I'm going to show you how to properly model swap in Dead Rising 3 so that the model doesn't look asinine. Unfortunately, this method will not work in cutscenes, so as far as I know, there is no way to get the majority of the models to look good over Nick in cutscenes.
I have a pre-made version of it that you can download HERE. If you want to do it yourself, or have mods installed that overwrite coregameplay_bulk1, then follow the instructions below. If you have any questions, leave it in the comments
STEP 1: Replacing the model
You'll need the Dead Rising 3 Bin Tool to unpack .bin files. Go to "C:\Program Files (x86)\Steam\steamapps\common\deadrising3\data\gameplay", and unpack coregameplay_bulk1.bin by dragging and dropping the file onto the .exe. It will then create a file in gameplay called coregameplay_bulk1.txt. Open it with any kind of text editor and type in the search bar 'rick_assets'. For clarity, Rick is one of the early names for Nick. You'll likely first encounter a "cActorComponentState". This just leads to rick_assets, which is a "cActorComponentDef".
Once you find the actual rick_assets (or dick_assets, depending on who you're model swapping), do two things first. Find the skeleton ID, which is "@1234840314", and replace the ID. There's different types of skeletons, I'll list the ones below. Replace the ID with the skeleton of whatever model you're trying to swap with.
1234840314 = Default/Male characters
182087331 = Male characters
1990882415 = Female survivors (and Simon for some reason?)
3989411705 = Hilde/Jherii
Then look at the ActorAssetType right under it. This is a crucial part. Replace "CLOTHED" with "SKINNED".
Under that will be AssetFilename. Don't confuse it with CommonAssetFilename, this one is set to m0 for all modles, don't bother changing it. AssetFilename only has m0 set for Nick.
(NOTE: If you just want to replace Nick with one of the other playable characters (I.E. Dick, Kane, Angel, Hunter, or Brad), disregard all of the above steps and just replace the AssetFilename with their respective AssetFilename. m1 is for Dick, m2 is for Kane, m3 is for Angel, m4 is for Hunter, m5 is for Brad. You likely came here to replace Nick with an NPC, but just in case, I will put notes for playable character swapping.)
Replacing the AssetFilename is a bit more complicated than just putting the model name. You'll have to put in the actual model directory. For normal NPCs put in "data/models/npcs/(model name)". For NPCs that are in the DLC folder, put in "data/models/npcs/dlc/(model name)". Obviously, replace "(model name) with the actual model name of the character you want to swap Nick with. Let's use svr_28 as an example, AKA Matt. Unlike Dead Rising 2, Dead Rising 3's character models are numbered, so I'll put in a full list of who's who below.
boss_01 = Hunter (Mohawk is messed up for some reason)
boss_02 = Sgt. Hilde
boss_02_cine = literally just a duplicate of Hilde's model with 0 differences
boss_03 = Diego
boss_03_a = Diego (Unused caveman model)
boss_03_b = Diego (Spaceman model)
boss_03_c = Test model that has retextured Gordon Dawkins clothes
cast_04 = Chuck
cast_04 = Marian/Director (Will not work)
cast_06 = Hemlock
cast_06_a = Hemlock (Final boss model)
cast_07 = Director
cast_08 = Isabela
cast_09 = Red
cast_cine_svr_female/cast_cine_svr_male = Early version of Lena
cine_biker_clyde = Clyde
cine_biker_mel = Mel
cine_corpse_annie = Nicole White
cine_sonya_paddock = President Sonya Paddock
cine_sonya_paddock_sick = President Sonya Paddock (Zombified)
cine_svr_female = Dead survivor in Hilde's intro
cine_svr_male = Survivor killed by Hilde
cine_zombee = King Zombie
cine_zombee_b = King Zombie
cine_zombiemedic = ZDC zombie
cine_zombieprisoner = Zombie prisoner
cindy = Annie
debby = Rhonda
debby_blowtorch = Rhonda (Blowtorch arm)
debby_blowtorch2 = Rhonda (Blowtorch arm) (??)
debby_injured = Rhonda (Cut off arm)
debby_tourniquet Rhonda (Bandaged arm)
don = Gary
e3_zom_1 = E3 zombie model
e3_zombie_1b = E3 zombie model
e3_zombie_1c = E3 zombie model
e3_zombie_2 = E3 zombie model
e3_zombie_3 = E3 zombie model
e3_zombie_4 = E3 zombie model
kirk = Dick
lab_techa = Surgeon in Diego death cutscene
lab_techb = Surgeon in Diego death cutscene
lab_techc = Surgeon in Diego death cutscene
pilot_01_sick = Infected airplane pilot
pilot_02 = Hispanic airplane pilot
psy_01 = Kenny (Psycho model)
psy_02 = Darlene (Will not work)
psy_03 = Albert
psy_03_dupe_01-05 = literally just duplicates of Albert's model with 0 differences
psy_04 = Dylan
psy_05 = Jherri
psy_06 = Teddy (Will not work)
psy_07 = Zhi
psy_07_deadbody = Zhi (Beheaded)
svr_01 = Lena (Posse member outfit)
svr_01_b = Lena (Meat dress)
svr_02 = Regina
svr_03 = Carrie
svr_04 = Alejandra
svr_05 = Lucas
svr_06 = Julia
svr_07 = Kent
svr_09 = Jason
svr_10 = Kandy
svr_11 = Simon
svr_12 = Anna
svr_13 = Christine
svr_16 = Elka
svr_17 = Derek
svr_18 = Meryl
svr_19 = Kyla
svr_20 = Eric
svr_21 = Big D
svr_22 = Jose
svr_23 = Kelsey
svr_24 = Peter
svr_26 = Warren
svr_27 = Phil
svr_28 = Matt
svr_30 = Winnie
svr_32 = Jesse
svr_33 = Ravi
svr_36 = Joey
svr_38 = Marcus
svr_39 = Troy
svr_40 = Doug
svr_41 = Lauren
svr_45 = Amanda (Peter's Mother)
svr_48 = Hank
svr_51 = Dwayne
svr_52 = Jorge
svr_53 = Kenny (Time For A Hero model)
svr_54 = Adam
svr_55 = Taylor/Mike/Jack
svr_56 = Kevin/Sheldon
svr_57 = Keith
svr_58 = Zach/Brian
svr_59 = Jason/Brandon
svr_60 = Bob/Kaliyan/Ryan
svr_61 = Ian/Alec
svr_62 = Jeremy
svr_63 = Crystal
svr_64 = Margaret
svr_65 = Devon
svr_66 = Jasmine
svr_67 = Tanya
svr_68 = Jodie
svr_69 = Linda/Allison
svr_70 = Jordan/Steven
svr_71 = Kris/Vernon
svr_72 = Stevie
svr_73 = Dana
svr_74 = Lara
svr_dlc1-15 = Bodyguard (Unused character) (yes they are all duplicates of eachother with 0 differences)
svr_paddock = President Sonya Paddock
zdc_agent = Brad
grapes = Grapes?
randomizer = Randomizer?
DLC MODELS
dlc_cine_gang_1-5 = Gang members
dlc_npc_nick = Nick
dlc_sonya_paddock = President Sonya Paddock... again
dlc_spec_ops_beaten = Kane (Injured model)
dlc_zcop = Zombie cop
dlc_zspecops = Zombie Spec Ops
ep1_cine_specops_1-3 = Spec Ops soldiers
ep1_svr_1 = Sunshine
ep1_svr_2 = The Dutch
ep1_svr_3 = President Sonya Paddock. AGAIN.
ep2_svr_1 = Winnie
ep2_svr_2 = Nikki
ep3_svr_1 = Razorface
ep3_svr_2 = Cannons
ep3_svr_3 = Torque
ep3_svr_3_beaten = Torque (Injured)
ep3_svr_4 = Snake
ep3_svr_5 = Spider
ep4_svr_1 = Cora
ep4_svr_2 = Nelson
boss_02 = Sgt. Hilde
boss_02_cine = literally just a duplicate of Hilde's model with 0 differences
boss_03 = Diego
boss_03_a = Diego (Unused caveman model)
boss_03_b = Diego (Spaceman model)
boss_03_c = Test model that has retextured Gordon Dawkins clothes
cast_04 = Chuck
cast_04 = Marian/Director (Will not work)
cast_06 = Hemlock
cast_06_a = Hemlock (Final boss model)
cast_07 = Director
cast_08 = Isabela
cast_09 = Red
cast_cine_svr_female/cast_cine_svr_male = Early version of Lena
cine_biker_clyde = Clyde
cine_biker_mel = Mel
cine_corpse_annie = Nicole White
cine_sonya_paddock = President Sonya Paddock
cine_sonya_paddock_sick = President Sonya Paddock (Zombified)
cine_svr_female = Dead survivor in Hilde's intro
cine_svr_male = Survivor killed by Hilde
cine_zombee = King Zombie
cine_zombee_b = King Zombie
cine_zombiemedic = ZDC zombie
cine_zombieprisoner = Zombie prisoner
cindy = Annie
debby = Rhonda
debby_blowtorch = Rhonda (Blowtorch arm)
debby_blowtorch2 = Rhonda (Blowtorch arm) (??)
debby_injured = Rhonda (Cut off arm)
debby_tourniquet Rhonda (Bandaged arm)
don = Gary
e3_zom_1 = E3 zombie model
e3_zombie_1b = E3 zombie model
e3_zombie_1c = E3 zombie model
e3_zombie_2 = E3 zombie model
e3_zombie_3 = E3 zombie model
e3_zombie_4 = E3 zombie model
kirk = Dick
lab_techa = Surgeon in Diego death cutscene
lab_techb = Surgeon in Diego death cutscene
lab_techc = Surgeon in Diego death cutscene
pilot_01_sick = Infected airplane pilot
pilot_02 = Hispanic airplane pilot
psy_01 = Kenny (Psycho model)
psy_02 = Darlene (Will not work)
psy_03 = Albert
psy_03_dupe_01-05 = literally just duplicates of Albert's model with 0 differences
psy_04 = Dylan
psy_05 = Jherri
psy_06 = Teddy (Will not work)
psy_07 = Zhi
psy_07_deadbody = Zhi (Beheaded)
svr_01 = Lena (Posse member outfit)
svr_01_b = Lena (Meat dress)
svr_02 = Regina
svr_03 = Carrie
svr_04 = Alejandra
svr_05 = Lucas
svr_06 = Julia
svr_07 = Kent
svr_09 = Jason
svr_10 = Kandy
svr_11 = Simon
svr_12 = Anna
svr_13 = Christine
svr_16 = Elka
svr_17 = Derek
svr_18 = Meryl
svr_19 = Kyla
svr_20 = Eric
svr_21 = Big D
svr_22 = Jose
svr_23 = Kelsey
svr_24 = Peter
svr_26 = Warren
svr_27 = Phil
svr_28 = Matt
svr_30 = Winnie
svr_32 = Jesse
svr_33 = Ravi
svr_36 = Joey
svr_38 = Marcus
svr_39 = Troy
svr_40 = Doug
svr_41 = Lauren
svr_45 = Amanda (Peter's Mother)
svr_48 = Hank
svr_51 = Dwayne
svr_52 = Jorge
svr_53 = Kenny (Time For A Hero model)
svr_54 = Adam
svr_55 = Taylor/Mike/Jack
svr_56 = Kevin/Sheldon
svr_57 = Keith
svr_58 = Zach/Brian
svr_59 = Jason/Brandon
svr_60 = Bob/Kaliyan/Ryan
svr_61 = Ian/Alec
svr_62 = Jeremy
svr_63 = Crystal
svr_64 = Margaret
svr_65 = Devon
svr_66 = Jasmine
svr_67 = Tanya
svr_68 = Jodie
svr_69 = Linda/Allison
svr_70 = Jordan/Steven
svr_71 = Kris/Vernon
svr_72 = Stevie
svr_73 = Dana
svr_74 = Lara
svr_dlc1-15 = Bodyguard (Unused character) (yes they are all duplicates of eachother with 0 differences)
svr_paddock = President Sonya Paddock
zdc_agent = Brad
grapes = Grapes?
randomizer = Randomizer?
DLC MODELS
dlc_cine_gang_1-5 = Gang members
dlc_npc_nick = Nick
dlc_sonya_paddock = President Sonya Paddock... again
dlc_spec_ops_beaten = Kane (Injured model)
dlc_zcop = Zombie cop
dlc_zspecops = Zombie Spec Ops
ep1_cine_specops_1-3 = Spec Ops soldiers
ep1_svr_1 = Sunshine
ep1_svr_2 = The Dutch
ep1_svr_3 = President Sonya Paddock. AGAIN.
ep2_svr_1 = Winnie
ep2_svr_2 = Nikki
ep3_svr_1 = Razorface
ep3_svr_2 = Cannons
ep3_svr_3 = Torque
ep3_svr_3_beaten = Torque (Injured)
ep3_svr_4 = Snake
ep3_svr_5 = Spider
ep4_svr_1 = Cora
ep4_svr_2 = Nelson
Now you'll have to remove the clothing component from Nick/Dick. Nick's GameObject ID is 899963812, while Dick's is 2856644914. In ComponentTypes, find 'cClothingComponent'. Completely remove the line so that there's nothing in between the cHUDComponent and cSoulmateComponent lines. Then go into ComponentsState and find "@1656756004", which will be listed as a ClothingComponentState to the left. Like before, completely remove this line. If you're model swapping Dick, find "@2379698866" and remove it.
(NOTE: If you're replacing with Nick with one of the other playable characters, then instead of deleting 1656756004, replace it with one of the other characters ClothingComponentState. Dick's is 2379698866, Kane's is 2390981748, Angel's is 468877948, Hunter's is 2132934341, and Brad's is 731396664.)
Nick's model in game will now be replaced with Matt, but hold off on the congratulations. Whenever Matt makes a facial animation, it's heavily contorted. Let's fix this.
STEP 2: Fixing the face
Search for a cStateComponentGraphDef named "1438395685". You'll see a section called "SGraph" (it stands for State Graph), which has a whole bunch of IDs. Specifically, you'll see an ID labeled "@282765755". Replace this with "@3340074093". What this does is it replaces Nick's hurt and attacking facial animations with survivors. Unlike Nick's facial animations, the ones for survivors work for every model.
Now search for a cFacialAnimTask called "3787533712". At the bottom is "DefaultState", set at "@2159050357". Replace this with "@2460073905".
The bad news is that this last step disables facial animations for idle animations since they just won't work on other models. Blinking still works fine. The good news? You're done!
Boot up Dead Rising 3 and your character will look fine.
...but uh oh!!! If you did someone like Rhonda, their toes will be spinning like fan blades??? Luckily, this has a quick fix.
STEP 3: Removing weird glitchy toes from female characters
You know how you removed the clothing components? Yeah, do the same thing with "cFootIKComponent". Then do the same with the cFootIKComponentState. It's named 1353084495 for Nick, and 1388967901 for Dick.
STEP 4: Additional model values
Remember cActorComponentDef? AKA rick_assets/dick_assets? There's some values you can mess around with if you don't particularly like how the model stands. For example, model swapping Nick with Chuck will cause him to have bent knees. I haven't personally experimented with these values too much, but I'll list the ones I do have an understanding of.
Scale allows to change Nick's size on the X, Y, and Z axis. You can do this with any other character, too.
InVehicleScale is a watered down version of scale which, like the name implies, only effects Nick while in vehicles.
Height doesn't seem to do anything? In fact Chuck's height is slightly smaller than Nick's despite being taller in game.
Radius increases the size of the player's collision. It's set to 0 for Nick, but larger characters such as Chuck have it set to slightly higher values like 0.3.
ModelForwardOffset will change the position of Nick's model forwards or backwards while keeping his actual position the same. This rarely has any use.
ModelHeightOffset will change the the position of Nick's model up or down while keeping his actual position the same. This is useful for if the model seems to be clipping into the ground under collision, or if they're above ground.
LowerRingHeightOverride doesn't seem to do anything either. I may be wrong, though.
STEP 5: Replacing audio
This one is also optional. When model swapping in this method, you may notice that Nick has no foot step sounds. There are 2 solutions to this. The first is replacing Nick's audio with another characters. Find Nick's cGameObjectAudioComponentDef named "1673440993". Replace both "cast_01" with the audio file of another character. Most of them will be the same as their model, but I'll list the ones that are different below.
boss_04 = Marian/Director
boss_05 = Red
boss_06 = Hemlock (Final boss)
cast_01 = Nick
cast_02 = Annie
cast_03 = Gary
cast_05 = Dick
cast_10 = Rhonda
cast_11 = Diego
svr_34 = Nikki
dlc_cast_12 = Adam Kane
dlc_cast_13 = Sunshine
dlc_cast_14 = The Dutch
dlc_cast_16 = Angel
dlc_cast_17 = Winnie
dlc_cast_18 = Doug
dlc_cast_19 = Hunter
dlc_cast_20 = Torque
dlc_cast_21 = Razorface
dlc_cast_23 = Cannons
dlc_cast_22 = Snake
dlc_boss_07 = Spider
dlc_cast_24 = Brad
dlc_cast_25 = Cora
dlc_cast_26 = Nelson
boss_05 = Red
boss_06 = Hemlock (Final boss)
cast_01 = Nick
cast_02 = Annie
cast_03 = Gary
cast_05 = Dick
cast_10 = Rhonda
cast_11 = Diego
svr_34 = Nikki
dlc_cast_12 = Adam Kane
dlc_cast_13 = Sunshine
dlc_cast_14 = The Dutch
dlc_cast_16 = Angel
dlc_cast_17 = Winnie
dlc_cast_18 = Doug
dlc_cast_19 = Hunter
dlc_cast_20 = Torque
dlc_cast_21 = Razorface
dlc_cast_23 = Cannons
dlc_cast_22 = Snake
dlc_boss_07 = Spider
dlc_cast_24 = Brad
dlc_cast_25 = Cora
dlc_cast_26 = Nelson
Changing the footsteps only is a bit more complicated, I'll go into detail about that if I ever make an audio tutorial.
STEP 6: Packing the file
Oh right, one more thing. You have to actually pack the file. Simply drag coregameplay_bulk1.txt onto the aforementioned .exe file and it will convert it into a .bin.