Resident Evil 2 (2019)

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Dudemeister56

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Dudemeister56

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About this mod

Replaces the ammo boxes in the game with piles of shells, bullets and some (half) empty magazines.

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Changelogs
As of June 16th, this mod only works with the DX11, Non-RT Version of the game.
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-Update 01/22/22-

Well, whadda' you know?!
I managed to create some icons for the ammo pools after all. It's been only like what, almost 2 years?
The icons are an optional file, because they will overwrite any other UI mod, you may already have installed.
So, use it at your own risk.
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For the Resident Evil 3 adaption:

>>Look here<<

Greetings,

ever since the release of the original Resident Evil 2, back in '98, i always felt discomfort by the fact that all ammo pools were depicted with cardboard boxes.
Yes, a bright red box is much easier to create and to be spot within the enviroment ... but it still felt lazy, especialy since the first Resident Evil had at least magazines & speed loaders.

It didn't help it either, that from that point onwards, every next game in the franchise kept this method (with the exception of REmake in 2002) and worse, other games copied this way of ammo depiction as well. (Quick, tell me 5 games, where ammo was given to you in magazines)

Soooo ... after i did some weapon replacements for RE2, i thought it was high time, i fix one of the gripes, that i had with this franchise for decades.
Introducing: the loose ammo Mod.

I started with the 9mm ammo, using RE3's Samurai Edge model for both magazine and bullets.
Say what you want about RE3 2020 but it's got some great detailed models in the weapons department, compared to RE2.
First, i only did one, fully loaded mag but realized the model was hard to spot ingame, especially since i wanted to keep on a realistic size and not bloat it up on a ridiculous magnitude.

That gave me the idea: Why not make it a small pile?!
Some people in the RPD and around it must have stopped for a moment, tried to reload the magazines on the spot and forgot it for who knows why.
Once i had a satisfying model, i repeated my method for the other ammunitions. Most of the other models were ported from RE3 aswell.

It comes with the following features:
- custom models for both ingame and inventory
- 9mm is now depicted as 2 Beretta mags with a few loose bullets
- .45cal is now 3 (half) empty mags and some bullets, scattered around
- .357 became a speed loader and some additional bullets
- Shotgun shells are now a small pile
- SMG ammo comes in 2 magazines*
- 3 loose grenade shells
- .50 cal comes in one Desert Eagle magazine


known issues:
- Why is the SMG ammo in MP5 magazines?
That was a hard decision.
I used the weapon models to create the ammo piles, depicting both mags & bullets. I wanted to use the Mac11 model but it had no bullet within and i couldn't combine 2 seperate models.
So, i had to resort to the MP5.

- Why are the acid rounds in a yellow tint?
That one is on Capcom.
Instead of having 2 seperate textures, they used 1 for both variants and merely change the tint through the material config.
I was able to get rid of it for the fire rounds with some file hexxing but the acid cannot be changed; otherwise both grenade types would look the same.

Additional notes:
This mod only changes the appearance of the ammo boxes, not were ammo is located or how much you get out of them.
It should be compatible with any ammo mod, you may have found here, otherwhere or created yourself.

You can download the mod in a full pack, or have it seperated for each category and decide yourself, which ammo shall be now in a magazine or remain in a box.
You can also have the fire rounds for the Grenade launcher with either red tipps or grey. The optional file can overwrite it, no problem.

Update 01/23/22
Added icons for ammo piles

Update 09/05/20
I've noticed, that i used the low resolution textures on almost all models except the 9mm magazine.
Rather then updating the existing mod, i'll give you the option to either have regular textures or HD.
You'll notice some quality improvement, most of all on the .45, .50cal and SMG.