tommah
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Post by tommah on Feb 23, 2011 12:06:38 GMT -5
reorganized the main page. Much easier to find things now
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tommah
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Where's My Wiskey
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Post by tommah on Mar 4, 2011 3:26:24 GMT -5
**UPDATE**[shadow=green,left,300][glow=green,2,300] HULK SMASH!!![/glow][/shadow] Included is HEAVILY modified melee attacks and beefy attributes... more health, less damage, less chances of grapples, speed boost, and other things... Sick of looking at sgraph.txt at the moment, eyes feel like they are gonna explode... but if someone finds a mistake let me know. Also with this mod, you will be INVINCIBLE!!!All you gotta do is get naked. Download link is on first post of this thread
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Post by anno1404 on Mar 4, 2011 21:42:16 GMT -5
ha! you did it, nice job!
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tommah
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Post by tommah on Mar 5, 2011 10:43:34 GMT -5
Thanks, its very fun to play around with... but I don't wanna look at sgraph.txt for a very long time
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tommah
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Post by tommah on Mar 5, 2011 17:55:54 GMT -5
**UPDATE**Free DLC Outfits?!?!?!?!You got it, after searching desperately to figure out how to get the DLC into the game (I hate paying for extra content) finally figured it out and put a nice little bow on it to make it easy to use. This mostly uses Resources that are already in your game to compile them. Although I have gotten this to work, there are rules and the unknown. Firstly, this is untested on "less than legit" copies of Dead Rising 2. I have a legit (hard copy) game so I do not know how it will work with others. If people would try it and report back that'll help out myself and the community. The second and most important... you cannot be connected to Live when in use. Bummer I know but if you try the game will stop the outfit and just put on Chuck's Default outfit. **UPDATE** 5/9/11 - This only works for retail and Steam copies while offline, for SKIDROW copies or if you want JUST the outfits and attributes, not the new weapons animations (works online and offline) click HERE.This includes all 4 outfits, their abilities, AND the new weapon animations. Now onto the steps: As always, you need Gibbed.Tools from here to pack and unpack datafile.big. Step 1: Download the Free DLC (to be able to play with people that have bought the DLC) from Windows Live.Step 2: unpack datafile.big, search for items.txt and anywhere inside (top is easiest) paste this: cClothingDispenserItem ninjaDispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ChangeEntireOutfit = "false" ClothingEmote = "3" ClothingIconName = "TIR_Outfit.bct" CollidableQuality = "0" CollisionType = "3" Description = "9023" DisplayName = "50375" DR2 = "true" DR2PRO = "false" InteractDistance = "2" IsChest = "true" IsFacewear = "true" IsFeet = "true" IsHands = "true" IsHead = "true" IsHeadwear = "true" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "144" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" }
cClothingDispenserItem sportsfanDispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ChangeEntireOutfit = "false" ClothingEmote = "3" ClothingIconName = "TIR_Outfit.bct" CollidableQuality = "0" CollisionType = "3" Description = "9023" DisplayName = "50081" DR2 = "true" DR2PRO = "false" InteractDistance = "2" IsChest = "true" IsFacewear = "true" IsFeet = "true" IsHands = "true" IsHead = "true" IsHeadwear = "true" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "145" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" }
cClothingDispenserItem psychoDispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ChangeEntireOutfit = "false" ClothingEmote = "3" ClothingIconName = "TIR_Outfit.bct" CollidableQuality = "0" CollisionType = "3" Description = "9023" DisplayName = "50344" DR2 = "true" DR2PRO = "false" InteractDistance = "2" IsChest = "true" IsFacewear = "true" IsFeet = "true" IsHands = "true" IsHead = "true" IsHeadwear = "true" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "146" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" }
cClothingDispenserItem soldierDispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ChangeEntireOutfit = "false" ClothingEmote = "3" ClothingIconName = "TIR_Outfit.bct" CollidableQuality = "0" CollisionType = "3" Description = "9023" DisplayName = "50009" DR2 = "true" DR2PRO = "false" InteractDistance = "2" IsChest = "true" IsFacewear = "true" IsFeet = "true" IsHands = "true" IsHead = "true" IsHeadwear = "true" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "147" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" }
Step 3: Still in datafile.big look for safehouse.txt and open it. Inside anywhere (top is easiest) paste this: cItemPlacement ninjaDispenser { ItemName = "ninjaDispenser" Location = "0.000,-1,16.800" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" }
cItemPlacement sportsfanDispenser { ItemName = "sportsfanDispenser" Location = "0.000,-1,17.800" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" }
cItemPlacement psychoDispenser { ItemName = "psychoDispenser" Location = "0.000,-1,18.800" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" }
cItemPlacement soldierDispenser { ItemName = "soldierDispenser" Location = "0.000,-1,19.800" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" }
Step 4: Pack datafile.big Step 5: Play game OFFLINE. Outfits are placed in hallway of safehouse. Step 6: Enjoy everything!!! If the Game glitches and facewear items no longer appear!!!-Delete game's .exe file -Using steam/game disc, repair the game -new .exe file will fix it
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tommah
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Post by tommah on Mar 7, 2011 15:19:00 GMT -5
just figured out how to give you "Pirates" the Free DLC... time consuming... but will release it when done.
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Post by anno1404 on Mar 7, 2011 15:53:04 GMT -5
nice, I will look forward to seeing it!
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tommah
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Post by tommah on Mar 7, 2011 18:15:09 GMT -5
hit a speed bump with putting the new animations into the game. will take longer
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tommah
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Post by tommah on Mar 9, 2011 16:12:08 GMT -5
**UPDATE**The Mechanic from Dead Rising: Case Zero Before I get everyone asking "did you import this from Dead Rising: Case Zero?!".... no I did not, this was already in the game I just put it on the player. Download link is on first post of this thread
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Deleted
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Post by Deleted on Mar 13, 2011 11:25:50 GMT -5
Thanks for DLC, very nice that you did this. But it seems my game crashes after it says Capcom. I do have a legit copy.... heres an error report that the game made if it'll help.. "Exception Handler (Nov 15 2010, 14:02:05)
Callstack: SymFromAddr returned error : 487 SymFromAddr returned error : 487 0x77a64760: ZwClearEvent 0x75c16820: ResetEvent SymFromAddr returned error : 487
Exception: Access Violation (005FBA18) SymFromAddr returned error : 487
Memory: Heap(0): C 74627 / 74627 W 4194303 / 4194303 Heap(1): C 1026 / 1026 W 4194303 / 4194303 Heap(2): C 63 / 63 W 4194303 / 4194303 "
I'll check if I did something wrong- though I doubt it. ______ It seems I have not but I can't say 100% sure about that but all the files are there...
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Post by anno1404 on Mar 13, 2011 12:33:59 GMT -5
In my experience, the error report is worthless. If there was any packing and unpacking with this extension: FIRST: did you delete the folders after you packed the folders, SECOND: did you rename the newly created packed .big files? For example, when I unpack datafile.big.
It creates the datafile_big folder.
When I repack datafile_big folder, it creates datafile_big.big
I delete: * datafile.big * datafile_big folder
Then I rename the new repacked datafile_big.big to datafile.big.
Only then do i start the game. |
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Deleted
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Post by Deleted on Mar 13, 2011 17:00:56 GMT -5
I did rename the new big file and I just tried moving the datafile_big folder outa there. Still crashing *cries softly* I doubt this would affect it at ALL but I have a buff safehouse mod and I placed an infinite magazine spawner in the safe house. I'll do a quick restart of a normal fresh datafile.big see if that works ___ Also thanks for the quick response
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tommah
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Post by tommah on Mar 14, 2011 10:26:01 GMT -5
couple of questions berekhalf: are you online/connected when trying this? If I recall in a different post of your's, you have the Steam version which is current untested (I only have retail version). If you aren't connected and it still isn't working and it crashes during the intro, then I would imagine that it has to do with your items.txt.... recheck that it is entered correctly in there...
If all that doesn't work then for some reason it probably just doesn't work with the Steam version... I'm currently working on getting it into everyone's game, but having problems putting the new animations into the game. If you want just the outfits, that's no problem
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Deleted
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Post by Deleted on Mar 14, 2011 18:30:40 GMT -5
Wow... just wow at my part... it turns out I was deleting the first part of the first item because I had that "See more at ..." thing and I deleted that whole line.... well sorry for the stupidity of me... It's working. :X
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tommah
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Post by tommah on Mar 14, 2011 19:01:25 GMT -5
No worries, I'm glad it's working so I can confirm it works on Steam... This truly helps my understanding on how each version runs, so thank you for commenting and I hope you enjoy the Free DLC
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tommah
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Post by tommah on Mar 16, 2011 21:46:28 GMT -5
**UPDATE**I forgot who mentioned it, I think Tamaman... but anyway... I decided to actually work on it, I know its not perfect but its a fun little mod. LINKIn items.txt:
cPlayerWeaponItem link { AchievementCategory = "-1" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "43" AnimationChooserValueForWalkRun = "0" AnimBankName = "SwordShield" AssetFilename = "link" AssociatedMagazineType0 = "12" AssociatedMagazineType1 = "13" AudioActionBits = "256" AudioCollisionProfile = "1" AudioFilename = "fx_trainingswordshield" AudioItemName = "TrainingSwordShield" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DisplayName = "50742" DR2 = "true" Durability = "20" Friction = "25" HandlingStyle = "0" InteractDistance = "1.4" InventoryInteractionType = "0" Is_Blocking = "true" Is_Blunt = "true" Is_Cliche = "true" Is_Humour = "true" IsWeapon = "true" LoadDistance = "35" MaxProjectileDamage = "50" Restitution = "0.01" RestrictedByRegion = "false" UnlimitedDurability = "true" WeaponType = "2" Weight = "30" cOverridePrimaryPropInfoItem wsword { PrimaryPropAssetName = "mastersword" }
cSecondaryPropInfoItem wshield { DR2 = "true" SecondaryPropAssetName = "hylianshield" Support = "true" } }
cPlayerWeaponItem hylianshield { AnimationAttackName0 = "male_attack_samurai_sword_a" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "43" AnimationChooserValueForWalkRun = "0" AssetFilename = "hylianshield" AttachPropToBoneType = "1" AudioActionBits = "256" AudioFilename = "fx_trainingswordshield" AudioItemName = "TrainingSwordShield" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DisplayName = "50742" DR2 = "true" Durability = "20" Friction = "25" HandlingStyle = "0" InteractDistance = "0" InventoryInteractionType = "0" Is_Blocking = "true" Is_Blunt = "true" Is_Cliche = "true" Is_Humour = "true" IsWeapon = "true" MaxProjectileDamage = "0" PlayerInteractVisionAngle = "0" ProjectileFatalHitReaction = "34" ProjectileHitImpulse = "1" ProjectileHitReaction = "3" Restitution = "0.01" Support = "true" SurvivorWeapon = "false" WeaponType = "2" Weight = "15" }
cPlayerWeaponItem mastersword { AchievementCategory = "0" ActionButton2 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionButton1 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton6 = "PLAYERBUTTON_QUICKRELEASE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState6 = "ANIMSTATE_BIKEATTACK" ActionRequiredAnimState6 = "ANIMSTATE_BIKEATTACK" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionTargetCrawlerOnly6 = "false" AnimationAttackChooserValue2 = "147" AnimationAttackChooserValue1 = "182" AnimationAttackChooserValue0 = "183" AnimationAttackName2 = "male_sword_a_2_to_8_360" AnimationAttackName1 = "1hand_a_rand_1" AnimationAttackName0 = "1hand_b_rand_1" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "43" AnimationChooserValueForWalkRun = "0" AnimBankName = "1hand_bank2" Arbitraty_Slice = "true" AssetFilename = "mastersword" AssociatedMagazineType0 = "8" AssociatedMagazineType1 = "12" AttackAudioAssetName0 = "BroadswordHitBody" AttackAudioAssetName1 = "BroadswordHitBody" AttackAudioAssetName2 = "BroadswordHitBodyBig" AttackAudioAssetName6 = "BroadswordHitBodyBig" AttackDamage0 = "125" AttackDamage1 = "125" AttackDamage2 = "125" AttackDamage6 = "125" AudioActionBits = "256" AudioCollisionProfile = "2" AudioFilename = "fx_battleaxe" AudioItemName = "BattleAxe" AudioUnloadDeferralTime = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionType = "3" ComboBlendDuration0 = "0.2" ComboBlendDuration1 = "0.2" ComboBlendDuration2 = "0.1" ComboBlendDuration6 = "0.05" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse6 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse6 = "2" DisplayName = "50842" DR2 = "true" DR2EPI = "false" DR2PRO = "true" Durability = "40" EffectAudio0 = "3" EffectAudio1 = "4" EffectAudio2 = "4" EffectAudio6 = "4" EffectOnImpact0 = "280" EffectOnImpact1 = "280" EffectOnImpact2 = "37" EffectOnImpact6 = "280" EffectOnVictim0 = "280" EffectOnVictim1 = "280" EffectOnVictim2 = "280" EffectOnVictim6 = "280" FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction6 = "HITREACTION_WEAPON_SLICE_VERTICAL" Friction = "25" HandlingStyle = "0" HandsForPickup = "1" HitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction6 = "HITREACTION_WEAPON_SLICE_VERTICAL" IconFilename = "w_broadsword" Impulse0 = "1" Impulse1 = "1" Impulse2 = "1" Impulse6 = "1" InteractDistance = "1.3" InventoryInteractionType = "0" Is_Blunt = "false" IsWeapon = "true" LoadDistance = "30" MaxProjectileDamage = "125" ProjectileFatalHitReaction = "50" ProjectileHitImpulse = "1" ProjectileHitReaction = "13" PyroEffect0 = "0" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "-1" RequiredComboSeqCounter6 = "9" ResetComboSeqCounter0 = "false" ResetComboSeqCounter1 = "false" ResetComboSeqCounter2 = "true" ResetComboSeqCounter6 = "false" Restitution = "0.05" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" SurvivorWeapon = "true" ThrowAngleDegrees = "5" ThrowEffectAudio = "5" ThrowEffectOnImpact = "280" ThrowEffectOnVictim = "13" ThrowForce = "10" ThrowSpin = "20,0,0" UnlimitedDurability = "true" VibrationPattern0 = "5" VibrationPattern1 = "5" VibrationPattern2 = "5" VibrationPattern6 = "14" WeaponCanSliceLimbs = "true" WeaponType = "2" Weight = "15" cAttachedToZombieInfoItem bswd_attached_info { DamagePerSecondWhenAttachedToZombie = "60" PositionToStickTo = "2" StickableArea = "0" StickableAsProjectile = "true" StickArbitrarily = "true" }
cPrestigePointInfoItem bswd_prestige_info { AttackAnimChooserRequired0 = "2" AttackAnimChooserRequired1 = "1" PrestigePointsAwarded0 = "10" PrestigePointsAwarded1 = "10" RewardCondition0 = "2" RewardCondition1 = "2" } }
In safehouse
cItemPlacement link { ItemName = "link" Location = "-19.2,-4.3,-2.5" PropState = "-2" Rotation = "-0.000,30,0.000,1.000" } This sword is actually quite fun, took the animations from the machete and added the 360 attack from the broadsword... but you can still use the aim/attack of the training sword. **NOTE** you WILL need the anm_1hand_bank2.big file included in the download file Download link (no pun intended) on first post of this thread
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tommah
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Post by tommah on Mar 19, 2011 7:31:07 GMT -5
No matter what outfit you put on, it is still broken down by chest, legs, hands, feet, and sometimes hands. But the game either separates them (letting you put on pieces of clothing) or one entire outfit. Like the Tir Outfit. But Even though the Tir Outfit is a full outfit and you can't break it down (cept the helmet) you can still change what parts of the outfit it will load.
For instance, if I wanted to replace the chest of the Tir Outfit with say, the Wet Suit. Then you would delete the files chest_tir_outfit.big and chest_tir_outfit.tex. Make a copy of the files chest_Surf_Wetsuit.big and chest_Surf_Wetsuit.tex (I think that's what they're called) and rename them to chest_tir_outfit.big and chest_tir_outfit.tex, this replaces the chest Tir Outfit files with the wetsuit.
Pack everything up, and when you put on the tir outfit it will load everything except the chest will now be the Wet Suit. Hands, Legs, and feet will still be the Tir Outfit.
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tommah
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Post by tommah on Mar 19, 2011 12:28:12 GMT -5
actually no... the default outfit loads the jacket and jeans. But you could replace the whatever outfit you want with the chest_default files if you want an outfit with the jacket
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tommah
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Post by tommah on Mar 24, 2011 17:44:50 GMT -5
**UPDATE**Force Lightningto "Do it Yourself"in items.txt
cSprayItem force { ActionButton0 = "PLAYERBUTTON_SPRAY" ActionDesiredAnimState0 = "ANIMSTATE_SPRAY" ActionTargetCrawlerOnly6 = "false" AnimationAttackName3 = "male_attack_flamethrower_light" AnimationChooserValueForHand = "11" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "47" AnimationChooserValueForWalkRun = "0" AnimBankName = "SprayPaint" AssetFilename = "force" AttachPropToBoneType = "0" AttackDamage0 = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.04" CollisionType = "3" ComboBlendDuration0 = ".05" ComboBlendXZToUse0 = "2" ComboBlendYToUse0 = "2" DisplayName = "50341" DR2 = "true" DR2PRO = "true" Durability = "9999" FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_VERTICAL" Friction = "10" HandlingStyle = "0" HitReaction0 = "HITREACTION_LIGHT_STAGGER" IconFilename = "w_spraypaint" Impulse0 = "5" InteractDistance = "1.4" InventoryInteractionType = "0" Is_Humour = "true" IsWeapon = "true" LoadDistance = "25" MaxDamageDealtPerAttack = "20" MaxProjectileDamage = "5" ProjectileFatalHitReaction = "2" ProjectileHitReaction = "52" PropAudioType = "1024" PropEffectLocator0 = "16" PropEffectLocatorIndex0 = "0" PropEffectsOnCondition0 = "5" PyroEffect0 = "213" RequiredComboSeqCounter0 = "0" ResetComboSeqCounter0 = "false" ResetComboSeqCounter1 = "false" ResetComboSeqCounter2 = "false" Restitution = "0.05" Reticle_ActiveInRangeMode = "true" Reticle_ActiveInThirdPerson = "false" Reticle_Type = "3" SpraySupply = "9999" SurvivorWeapon = "true" ThrowAngleDegrees = "7.5" ThrowEffectAudio = "0" ThrowEffectOnVictim = "17" ThrowForce = "12" ThrowSpin = "5,0,0" UnlimitedDurability = "true" VibrationPattern0 = "3" WeaponCanSliceLimbs = "false" WeaponType = "1" Weight = "25" cWeaponAimWarperInfoItem sp_aiminfo { HasPivots = "true" MaxRotationLeft = "1.5" MaxRotationRight = "1.5" RotationSpeed = "4" TargetHeight = "1.5" } }
in safehouse.txt
cItemPlacement force { Itemname = "force" Location = "-18.7,-4,-2.5" PropState = "-2" Rotation = "0,0,1,0" }
Mega Man (updated: 9/9/11) Model and BusterPic*NOTE* This model will remove the right hand of chuck so that it works with the Buster better! in items.txt
cFirearmItem realbuster { AchievementCategory = "3" ActionTargetCrawlerOnly6 = "false" AimIKLeftAngleLimit = "50" AimIKRightAngleLimit = "30" AnimationChooserValueForEnhancedAnims = "1" AnimationChooserValueForFirearms = "2" AnimationChooserValueForHand = "11" AnimationChooserValueForIdle = "0" AnimationChooserValueForJump = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForWalkRun = "0" AssetFilename = "realbuster" AttachPropToBoneType = "0" AudioActionBits = "256" AudioFilename = "fx_sbfg" AudioItemName = "SBFG" AudioUnloadDeferralTime = "3" BaseBulletDamage = "500" CanBePlacedOnZombie = "false" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionType = "3" DisplayName = "50830" DR2 = "true" Durability = "15" EffectOnImpact = "0" EffectOnVictim = "123" EjectRagdollUpInTheAir = "true" FatalHitReaction = "83" FiringRate = "3" Friction = "25" HandlingStyle = "3" HitReaction = "83" IconFilename = "w_bfg_super" Impulse = "5" InteractDistance = "1.3" InventoryInteractionType = "0" IsAutomatic = "true" IsBurstGun = "false" IsWeapon = "true" LoadDistance = "50" LocatorOrientationOffset = "0.000,0.000,0.000,1.000" LocatorPositionOffset = "0.000,0.000,0.000" MaxBulletDistance = "0" MaxBulletsPerClip = "0" MaxPelletSpread = "0" NumPelletsPerShot = "0" PropEffectLocator0 = "16" PropEffectLocatorIndex0 = "0" PropEffectsOnCondition0 = "25" PyroEffect0 = "224" PropEffectLocator1 = "16" PropEffectLocatorIndex1 = "0" PropEffectsOnCondition1 = "0" PyroEffect1 = "80" PropEffectLocator2 = "16" PropEffectsOnCondition2 = "0" PyroEffect2 = "215" RequiresReload = "false" Restitution = "0.08" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_ActiveInThirdPerson = "false" Reticle_Type = "3" SkillRequired = "0" SurvivorHandlingTwoHands = "false" UnlimitedDurability = "true" VertOffsetFromHandToMuzzle = "0.1" VibrationPattern = "10" WeaponType = "15" Weight = "20" cGunProjectileInfoItem realbuster { DR2 = "true" PropToShoot = "nothing" Support = "true" } }
in safehouse.txt
cItemPlacement realbuster { Itemname = "realbuster" Location = "-18.7,-4.5,-2.5" PropState = "-2" Rotation = "0,0,1,0" }
Been looking for a way to get Mega Man into the game for a while... Decent results, let me know if you can think of any improvements and I might use them. Download Link is on the first post of this thread
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tommah
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Post by tommah on Apr 7, 2011 22:18:37 GMT -5
**UPDATE**Archie's Outfitsimple but badass... Archie from Case Zero... Anno1404 showed me Archie one day, noticed it was in the files and decided to use just his outfit. just put on the Tir Outfit without the Helmet Download link on first post of this thread
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ethos
Survivor
Posts: 102
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Post by ethos on Apr 8, 2011 6:46:33 GMT -5
Really nice outfit (and Mod too) there... maybe i'll give it a try on reskin All Case zero outfits are in game data ?
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tommah
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Post by tommah on Apr 8, 2011 8:44:11 GMT -5
not ALL, but some
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ethos
Survivor
Posts: 102
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Post by ethos on Apr 8, 2011 9:58:15 GMT -5
Ok, just a bit lost in editing DR2... and i see huge improvement since my last mods (few swap and lot of skin/tex using texmod)
But i just tried your archie zip and it seem to be corrupted or something...
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Apr 8, 2011 10:27:52 GMT -5
strange, I unzipped it just fine... I re-uploaded anyway, so try it again
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ethos
Survivor
Posts: 102
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Post by ethos on Apr 8, 2011 10:44:09 GMT -5
Yep really strange that's the only zip i cannot unzip...with Winrar/7Zip etc... Anywway if i'm the only in this case, not a problem i'll find it
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Apr 22, 2011 9:01:24 GMT -5
**UPDATE**He-man with Cringer/BattlecatI know it doesn't look like the original He-man but hey, if film makers can make modern superheroes so can I. I modified Cringer (snowflake) so that he has more health, more melee damage, a large attack area, and unable to defect. Super Snowflake, if you will. For instructions on how I did this, see the post below this one He-man SwordIn items.txt cPlayerWeaponItem hemansword { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICKRELEASE" ActionButton1 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton2 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionTargetCrawlerOnly6 = "false" AnimationAttackChooserValue0 = "198" AnimationAttackChooserValue1 = "161" AnimationAttackChooserValue2 = "373" AnimationAttackName0 = "male_2hand_heavy_7_to_4_a" AnimationAttackName1 = "male_2hand_2_to_7_b" AnimationAttackName11 = "male_throw_1hand_object" AnimationAttackName2 = "male_2hand_1_to_5_ground" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "10" AnimationChooserValueForWalkRun = "0" AnimBankName = "2hand_bank1" Arbitraty_Slice = "true" AssetFilename = "hemansword" AssociatedMagazineType0 = "8" AttackAudioAssetName0 = "FireAxeHitBody" AttackAudioAssetName1 = "FireAxeHitBody" AttackAudioAssetName2 = "FireAxeHitBodyBig" AttackDamage0 = "75" AttackDamage1 = "75" AttackDamage2 = "500" AudioActionBits = "256" AudioCollisionProfile = "2" AudioFilename = "fx_broadsword" AudioItemName = "Broadsword" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.1" ComboBlendDuration1 = "0.15" ComboBlendDuration2 = "0.1" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" DisplayName = "50078" DR2 = "true" Durability = "35" EffectAudio0 = "5" EffectAudio1 = "5" EffectAudio2 = "5" EffectOnImpact0 = "213" EffectOnImpact1 = "213" EffectOnImpact2 = "358" EffectOnVictim0 = "280" EffectOnVictim1 = "280" EffectOnVictim2 = "280" FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction2 = "HITREACTION_WEAPON_SLICE_VERTICAL" Friction = "25" HandlingStyle = "0" HandsForPickup = "1" HitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction2 = "HITREACTION_WEAPON_SLICE_VERTICAL" IconFilename = "w_broadsword" ImpactIsSynchronized2 = "false" Impulse0 = "0" Impulse1 = "0" Impulse2 = "0" InteractDistance = "1.3" InventoryInteractionType = "0" Is_Cliche = "true" Is_Sharp = "true" IsWeapon = "true" LoadDistance = "25" LocatorOrientationOffset = "0.000,0.000,0.000,1.000" LocatorPositionOffset = "0.0,0.0,0.0" MaxProjectileDamage = "75" ProjectileFatalHitReaction = "51" ProjectileHitImpulse = "1" ProjectileHitReaction = "13" PropEffectLocator0 = "30" PropEffectsOnCondition0 = "1" PyroEffect0 = "38" PropEffectDuration1 = "4" PropEffectLocator1 = "16" PropEffectLocatorIndex1 = "1" PropEffectsOnCondition1 = "4" PropEffectStartDelay1 = "0.5" PyroEffect1 = "213" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "0" ResetComboSeqCounter1 = "true" ResetComboSeqCounter2 = "true" ResetComboSeqCounter3 = "false" Restitution = "0.01" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" SurvivorWeapon = "true" ThrowAngleDegrees = "5" ThrowEffectAudio = "2" ThrowEffectOnImpact = "280" ThrowEffectOnVictim = "9" ThrowForce = "20" ThrowRange = "30" ThrowSpin = "17.5,0,0" UnlimitedDurability = "true" VibrationPattern0 = "5" VibrationPattern1 = "5" VibrationPattern2 = "10" WeaponCanSliceLimbs = "true" WeaponType = "3" Weight = "15" cAttachedToZombieInfoItem faxe_attached_info { DamagePerSecondWhenAttachedToZombie = "60" PositionToStickTo = "2" StickableArea = "0" StickableAsProjectile = "true" StickArbitrarily = "true" } } in safehouse.txtcItemPlacement hemansword { ItemName = "hemansword" Location = "-18.2,-4.3,-2.5" PropState = "-2" Rotation = "1.000,0.000,0.000,1.000" } He-man Battle AxeIn items.txtcPlayerWeaponItem heman { AchievementCategory = "3" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "43" AnimationChooserValueForWalkRun = "0" AnimBankName = "SwordShield" AssetFilename = "heman" AttachPropToBoneType = "1" AudioActionBits = "256" AudioCollisionProfile = "1" AudioFilename = "fx_spikedswordshield" AudioItemName = "SpikedSwordShield" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DisplayName = "50744" DR2 = "true" Durability = "300" FiringRate = "0.000" Friction = "25" HandlingStyle = "0" InteractDistance = "1.4" InventoryInteractionType = "0" Is_Blocking = "true" Is_Blunt = "true" Is_Cliche = "true" Is_Humour = "true" IsWeapon = "true" MaxProjectileDamage = "50" Restitution = "0.01" ThrowRange = "22.5" WeaponType = "2" Weight = "5" cOverridePrimaryPropInfoItem ssword { PrimaryPropAssetName = "hemanaxe" }
cSecondaryPropInfoItem sshield { DR2 = "true" SecondaryPropAssetName = "hemanshield" Support = "true" } }
cPlayerWeaponItem hemanaxe { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionButton1 = "PLAYERBUTTON_CHARGEUP" ActionButton2 = "PLAYERBUTTON_QUICKRELEASE" ActionButton3 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton4 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton6 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton7 = "PLAYERBUTTON_QUICK_ATTACK" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKFINITECHARGE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState6 = "ANIMSTATE_FREEFALLATTACKTOIDLE" ActionDesiredAnimState7 = "ANIMSTATE_FREEFALLATTACKTOIDLE" ActionRequiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState6 = "ANIMSTATE_RUNJUMPB" ActionRequiredAnimState7 = "ANIMSTATE_JUMPB" ActionTargetCrawlerOnly5 = "false" AnimationAttackChooserValue0 = "358" AnimationAttackChooserValue1 = "358" AnimationAttackChooserValue2 = "366" AnimationAttackChooserValue3 = "367" AnimationAttackChooserValue4 = "368" AnimationAttackChooserValue6 = "3" AnimationAttackChooserValue7 = "4" AnimationAttackName0 = "male_attack_defiler_miss" AnimationAttackName1 = "male_attack_defiler_charge" AnimationAttackName2 = "male_battleaxe_7_to_3_a_nv" AnimationAttackName3 = "male_battleaxe_3_to_7_b_nv" AnimationAttackName4 = "male_attack_battleaxe_heavy" AnimationAttackName6 = "male_defiler_jump_1_to_5_lfoot_long" AnimationAttackName7 = "male_defiler_jump_1_to_5_lfoot_short" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "10" AnimationChooserValueForWalkRun = "0" AnimBankName = "Defiler" Arbitraty_Slice = "true" AssetFilename = "hemanaxe" AssociatedMagazineType0 = "8" AssociatedMagazineType1 = "12" AttackAudioAssetName0 = "BattleAxeHitBody" AttackAudioAssetName1 = "BattleAxeHitBody" AttackAudioAssetName2 = "BattleAxeHitBody" AttackAudioAssetName3 = "BattleAxeHitBody" AttackAudioAssetName4 = "BattleAxeHitBody" AttackAudioAssetName6 = "BattleAxeHitBodyBig" AttackAudioAssetName7 = "BattleAxeHitBodyBig" AttackDamage0 = "75" AttackDamage1 = "125" AttackDamage2 = "125" AttackDamage3 = "125" AttackDamage4 = "500" AttackDamage6 = "150" AttackDamage7 = "150" AudioActionBits = "256" AudioCollisionProfile = "1" AudioFilename = "fx_battleaxe" AudioItemName = "BattleAxe" AudioUnloadDeferralTime = "1" CollidableQuality = "0" CollisionType = "3" ComboBlendDuration0 = "0.2" ComboBlendDuration1 = "0.175" ComboBlendDuration2 = "0.2" ComboBlendDuration3 = "0.25" ComboBlendDuration4 = "0.2" ComboBlendDuration6 = "0.1" ComboBlendDuration7 = "0.1" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse3 = "2" ComboBlendXZToUse4 = "2" ComboBlendXZToUse6 = "2" ComboBlendXZToUse7 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse3 = "2" ComboBlendYToUse4 = "2" ComboBlendYToUse6 = "2" ComboBlendYToUse7 = "2" DisplayName = "50841" DR2 = "true" Durability = "40" EffectAudio0 = "5" EffectAudio1 = "5" EffectAudio2 = "5" EffectAudio3 = "5" EffectAudio4 = "5" EffectAudio6 = "5" EffectAudio7 = "5" EffectOnImpact0 = "352" EffectOnImpact1 = "57" EffectOnImpact2 = "352" EffectOnImpact3 = "352" EffectOnImpact4 = "352" EffectOnImpact6 = "352" EffectOnImpact7 = "352" EffectOnVictim0 = "280" EffectOnVictim1 = "280" EffectOnVictim2 = "280" EffectOnVictim3 = "280" EffectOnVictim4 = "280" EffectOnVictim6 = "280" EffectOnVictim7 = "280" EffectOnWeapon0 = "155" EffectOnWeapon1 = "155" EffectOnWeapon2 = "155" EffectOnWeapon3 = "155" EffectOnWeapon4 = "155" FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction3 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction4 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction6 = "HITREACTION_WEAPON_SLICE_VERTICAL" FatalHitReaction7 = "HITREACTION_WEAPON_SLICE_VERTICAL" Friction = "25" HandlingStyle = "0" HandsForPickup = "1" HitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction3 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction4 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction6 = "HITREACTION_WEAPON_SLICE_VERTICAL" HitReaction7 = "HITREACTION_WEAPON_SLICE_VERTICAL" IconFilename = "w_battleaxe" IgnoreAnyComboRequests3 = "false" Impulse0 = "10" Impulse1 = "10" Impulse2 = "10" Impulse3 = "10" Impulse4 = "10" Impulse6 = "10" Impulse7 = "10" InteractDistance = "1.3" InventoryInteractionType = "0" IsWeapon = "true" LoadDistance = "40" MaxProjectileDamage = "100" ProjectileFatalHitReaction = "74" ProjectileHitImpulse = "1" ProjectileHitReaction = "79" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "0" RequiredComboSeqCounter3 = "1" RequiredComboSeqCounter4 = "2" RequiredComboSeqCounter6 = "0" RequiredComboSeqCounter7 = "0" ResetComboSeqCounter0 = "false" ResetComboSeqCounter1 = "false" ResetComboSeqCounter2 = "false" ResetComboSeqCounter3 = "false" ResetComboSeqCounter4 = "false" ResetComboSeqCounter6 = "false" Restitution = "0.05" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_ActiveInThirdPerson = "false" Reticle_Type = "1" SurvivorWeapon = "true" ThrowAngleDegrees = "5" ThrowEffectAudio = "5" ThrowEffectOnImpact = "280" ThrowEffectOnVictim = "20" ThrowForce = "10" ThrowSpin = "0,0,40" UnlimitedDurability = "true" VibrationPattern0 = "5" VibrationPattern1 = "5" VibrationPattern2 = "5" VibrationPattern3 = "5" VibrationPattern4 = "5" VibrationPattern6 = "10" VibrationPattern7 = "10" WeaponCanSliceLimbs = "true" WeaponType = "4" Weight = "30" cAttachedToZombieInfoItem BattleAxe_attach { DamagePerSecondWhenAttachedToZombie = "60" PositionToStickTo = "0" StickableArea = "0" StickableAsProjectile = "true" StickArbitrarily = "true" }
cLimbDestroyInfoItem BattleAxe_Slice { Limb0 = "0" mFlags0 = "1024" mFlags1 = "1024" mFlags2 = "1024" mFlags3 = "1024" mFlags4 = "1024" ProbabilityOfExploding0 = "1" }
}
cPlayerWeaponItem hemanshield { AnimationAttackName0 = "male_attack_samurai_sword_a" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "43" AnimationChooserValueForWalkRun = "0" AssetFilename = "hemanshield" AttachPropToBoneType = "1" AudioActionBits = "256" AudioFilename = "fx_spikedswordshield" AudioItemName = "SpikedSwordShield" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" DisplayName = "50744" DR2 = "true" Durability = "300" Friction = "25" HandlingStyle = "0" InteractDistance = "0" InventoryInteractionType = "0" Is_Blocking = "true" Is_Blunt = "true" Is_Cliche = "true" Is_Humour = "true" IsWeapon = "true" PlayerInteractVisionAngle = "0" ProjectileFatalHitReaction = "34" ProjectileHitImpulse = "1" ProjectileHitReaction = "3" Restitution = "0.01" Support = "true" UnlimitedDurability = "true" WeaponType = "2" Weight = "5" } in safehouse.txtcItemPlacement heman { ItemName = "heman" Location = "-17.9,-4.3,-2.5" PropState = "-2" Rotation = "0.000,-1.000,0.000,0.000" }
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Apr 22, 2011 9:08:24 GMT -5
Cringer/Battlecat is spawned in the safehouse at the beginning of the game and is re-recruitable whenever you go back to the safe house. This took me quite a while to figure out and go figure it turned out to be quite easy. First you need to make a seperate Snowflake so it doesn't interfere with the original. So in items.txt enter this... cSurvivorItem srv_snowflake1 { Age = "3" AssetFilename = "data/models/npcs/snowflake" AttackZombiesAndBosses = "true" AudioShoeType = "5" AwarenessArc = "180" AwarenessRange = "15" CanDefect = "false" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonTiger" ClearPrejoinWhenHitByPlayer = "false" DamagePerMeleeAttack = "200" DefectsCowardly = "false" Description = "65507" DisplayName = "65626" DR2 = "true" FullName = "81599" HealthAmount = "3000" HealthState = "0" HearingRange = "5" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" LocatedPrestigePoints = "15000" MeleeAttackDistance = "12" ModelOffsetForwards = "0.8" ModelOffsetToGround = "0.243" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_snowflake.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" RescueQuote = "65508" SafeHouseRoom = "8" SavedPrestigePoints = "30000" ShowUpInNoteBook = "true" SkeletonSlotName = "SkeletonTiger" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "50" cMeleeAttackBehaviour attacking { DelayBetweenAttacks = "0.05" }
} now in missions.txt put this code: cMissionSpawnNPC TigerPack1 { DefaultBehaviour = "Idle" NPCName = "srv_snowflake1" Rotation = "-1.1" SpawnPoint = "-6.8,-3,34" cMissionDialogue TigerPack1D0 { AutoStart = "true" Dialogue0 = "65508" JoinChuckAfter = "true" LoopThisNode = "true" } } here: This places it in the "Gifts for Katey" mission that lasts the entire game. Normally when you spawn snowflake and come back to the safehouse you rescue him and lose him. The way around this is the "LoopThisNode = "true"" line. You will still save him but whenever you approach him in the safehouse he will join you. odds are you can do these steps for any survivor if you find one you really like.
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Post by anno1404 on Apr 22, 2011 9:24:32 GMT -5
incredible as always!! Glad at least some modders are making headway.
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Apr 22, 2011 9:55:34 GMT -5
thanks!
it's a little annoying that I spent like a week working on this damn tiger thing only to find out there's not THAT much too it....
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Post by anno1404 on Apr 22, 2011 10:04:02 GMT -5
thanks! it's a little annoying that I spent like a week working on this damn tiger thing only to find out there's not THAT much too it.... Wow, I just skimmed this, didn't realize you fixed this problem, nice job, I will add this finding to the missions page too.
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