Sorry, I've been busy and inactive for a long while.
RE3R was updated around mid-June. Basing on the comments and other mod's comments, It made the mods not work on the current version of the game.
I saw some workaround where you'll use the old .exe of the game in order for the mod to work Please do check the sticky below (Thanks jintoki101 for the link)
I can't promise that I'm able to test and work on updating this soon.
Thank you for your understanding. Stay Safe and have a good day!
When I start a new game, the game closes right after the loading screen. I have Cheat Engine installed, I run the game before I run the mod and I activate it on the main menu. Help ?
• Randomized starting weapon for both Jill & Carlos - All weapons are included except for the Grenade Launcher for Jill. - Handguns have higher chances vs other weapons. - Knives have a chance to be a powerful one. ;) - Carlos is only limited to three (3) weapons.
• All ammunition, Gunpowders & Explosives are all converted to the ammo type of the gun you've got (Amount is randomized and varies depending on the gun you're given) - If ever you get the M3 Shotgun, all ammo is converted to shotgun shells
• All other weapons and throwables are all converted to Flashbang. - Playing on Assisted will convert the Assault Rifle to Flashbang as well
• All Herbs and First Aid Sprays are converted to a random healing item (Herb Mixes not included) or a supporting item to help you on your run. - The supporting item specified here is the shop coins (Assault Coin, Iron Defense Coin, and Recovery Coin) - The chances of getting the coins are low. And it doesn't give you more than two (2) copies of each.
• Key/Unique Items are selectively randomized. Some are untouched to avoid softlocks - Selectively randomized means that key items are randomized on a specific pool (Ex. RPD Key Item are only randomized on RPD Key Items) - The softlocks mentioned here is when you didn't get the specific key item to proceed to the next area/stage. - Other softlocks this game has is when you didn't trigger the right sequence of events. A lot of these happen during Carlos' stages (RPD & Hospital). I did a lot of testing to figure out which ones can be skipped. - There's a probability that you could a key item for a later stage early. - There's also a probability that you'll able to get two (2) Battery Packs on your run. - Hip Pouches are also randomized.
• Weapon Mods are obtainable depending on the weapon you've got - When you got the G19 Handgun for Jill, she has a chance to get weapon mods for G19 only. The same goes for Assault Rifle, Shotgun, and Magnum.
Additional Notes: - Shop Items are removed from your item box intentionally at the start of the game. Don't worry they're not removed from your account. - If you're planning to save the game with the mod, I recommended saving at the start/end of the area where you either haven't got any key/unique item for that area yet or you already got all the key/unique items for that area. - If you're going to use a trainer along with the mod, make sure to have the mod activated first before running the trainer.
I haven't tested the overall feel of the mod on each difficulty. Any feedback is appreciated. Especially in these areas: - Amount of Ammo - was it too plenty, enough, or scarce? - Healing Items - does it need balancing?
In case you encountered some issues and softlocks. Please do let me know and provide also the following info so I could check: - Which character you're using that time (Jill or Carlos?) - The area that you're in (Ex. RPD, Racoon Streets, Sewers, etc.) - The item that you're about to get
Thank you and Enjoy! Feed those zombies some hot lead! haha
can u make a mod that makes it so we only get magnum ammo? or swaps all handgun ammo or gun powder for magnum ammo? i rly wanna do a run where i only use magnum, or magnum plus shotgun/grenade launcher. i wish we had infinite ammo for magnum n shotgun, most fun weapons to use imo.
got lucky with a shotgun start, my 2nd run, got to power station with 176 shells after mowing everything down, maybe tone it way down lol, i pick up 10 or 7 at a time, maybe 1-4 at a time, since a single shell equates 1 enemy
I'm still monitoring the shotgun ammo values, especially on harder difficulties. The value right now is just a rough estimate that you will fight Nemmy every time you meet him.
Well if you think of it, It may look many at first (If you managed to get all the ammo pickups), but you're going pass in the same area like around 2-3 times before you get to the sewers. That will be your ammo until you get to the sewers. Is it enough to down Nemmy in all encounters? added to that will be the additional enemies you'll encounter on Nightmare or Inferno diff.
Playing Hardcore with the Stars pistol, got to the end fight in the hospital with Carlos. Definitely the hardest fight I've ever had in the game. Had to kill the last hunter and Nemesis zombie with a knife. Not sure it calls for a change in the mod, as it was a fun challenge, but I ran the fight three times and I ran out of ammo every time before the last hunter came out.
Yea, Carlos's Ammo is still in the rough range. The fact that you're in the Hardcore diff with the Samurai Edge already, what else if you're in Inferno with the G18 Handgun
There were moments that I use Flashbang then Knife down those blind zombies. Since most of them are clustered together, I'm able to hit many on one slash. And another nifty info, Carlo's straight punch does damage! I was able to kill a hunter with a straight in the face. I forgot if it does get increased by the Assault Coin. I read somewhere that it does get increased as well if you have the S.T.A.R.S. Combat Field Manual. Haven't tested it but this is one of the reasons why I left the Manual available in the box
Will definitely increase Carlos's Ammo in the next update
Had the same issue. I was able to fix this with the below steps:
Make sure you have Cheat Engine is installed on your PC. Run RE3R_OGMode.EXE When it asks you "How do you want to open this file?", Click "More Apps" followed by "Look for another app on this PC". Browse to your Cheat Engine install folder and select "Cheat Engine.exe" Try running RE3R_OGMode.EXE now and it should start this time.
Its added so much more replay ability to the game. Runs smoothly so far. Only one freeze from putting 4 of the colored jewels in the puzzle in the station
so far seems really fun, what's the instruction for loading a save file? do i have to activate the mod at main menu before loading the save? or don't activate to prevent duplicates?
It depends on whether you closed the game since you start with the mod or not. Most of the items are randomized the moment you picked them, so yes, you need to have the mod activated at the main menu when you open the game again. It's inevitable that all the flags will be cleared when you close/deactivate the mod.
I'll try my best to explain the different scenarios below so you can work/strategize your load & saves around it:
As I mentioned on the sticky, I recommended saving at the start/end of the area where you either haven't got any key/unique item for that area yet or you already got all the key/unique items for that area. The reason for this is that the mod takes note of the items you already got.
So for example in RPD Streets, I mentioned that there are three (3) key/unique items before the fire. You saved before getting those 3. You got the Red Jewel, Lockpick, and the Fire Hose for those three (3). For some reason, you load the game on the point where you haven't got the three (3) items. Since the mod remembers that you already have a Red Jewel, Lock Pick, and the Fire Hose, It won't be giving you those items again so this results in a softlock since you need the Fire Hose to progress through.
So In this scenario, You can either reactivate the mod in the main menu before loading or use a trainer/tool to give you the key item you needed. Reactivating will result in clearing the flags, therefore you're able to get those items again. At the same time, this clears what weapon mods you already got, how many hip pouches you already had, and the number of coins you already picked up. And this will result in you having duplicates on those items which can be forgivable since these are not key items.
On the same example but you saved after getting those three (3) items. Here, no need to reactivate the mod when you load as you still have the same key items. Reactivating the mod here could possibly result in a softlock now because after the fire you need to get the Bolt Cutters. If you reactivate the mod, the three (3) items you already got will be back on the rando pool which could end up you getting them again and not getting the Bolt Cutters which is needed to progress.
One area that I'm sure the mod will not behave accordingly when you reactivate and load the game in this area is at the RPD. So I suggest clear this area when you're here or do not reactivate the mod when you're in this stage. Reactivating the mod here will end up you getting Jill items as well as the wrong ammo type.
thx i got it. still in my 1st run got a lucky start with the carbine, up to the hospital so far i got: 2x each of the 3 upgrades.. 2 ast coin, 1 rec. coin, 4 def coin! 3 USB drive what the heck, 2 batter pack (got 1 early at the 3rd clock jewel allowed me to sequence skip the whole sewer) the random upgrades makes the nemesis fights way more fun- so far so good noticed you load game at save points to reroll but u can't really prevent that i guess
55 comments
Sorry, I've been busy and inactive for a long while.
RE3R was updated around mid-June. Basing on the comments and other mod's comments, It made the mods not work on the current version of the game.
I saw some workaround where you'll use the old .exe of the game in order for the mod to work
Please do check the sticky below (Thanks jintoki101 for the link)
I can't promise that I'm able to test and work on updating this soon.
Thank you for your understanding.
Stay Safe and have a good day!
https://www.nexusmods.com/residentevil32020/mods/158?tab=posts
Update, it seemed to work, picking up a handgun, I only get handgun rounds.
• Randomized starting weapon for both Jill & Carlos
- All weapons are included except for the Grenade Launcher for Jill.
- Handguns have higher chances vs other weapons.
- Knives have a chance to be a powerful one. ;)
- Carlos is only limited to three (3) weapons.
• All ammunition, Gunpowders & Explosives are all converted to the ammo type of the gun you've got (Amount is randomized and varies depending on the gun you're given)
- If ever you get the M3 Shotgun, all ammo is converted to shotgun shells
• All other weapons and throwables are all converted to Flashbang.
- Playing on Assisted will convert the Assault Rifle to Flashbang as well
• All Herbs and First Aid Sprays are converted to a random healing item (Herb Mixes not included) or a supporting item to help you on your run.
- The supporting item specified here is the shop coins (Assault Coin, Iron Defense Coin, and Recovery Coin)
- The chances of getting the coins are low. And it doesn't give you more than two (2) copies of each.
• Key/Unique Items are selectively randomized. Some are untouched to avoid softlocks
- Selectively randomized means that key items are randomized on a specific pool (Ex. RPD Key Item are only randomized on RPD Key Items)
- The softlocks mentioned here is when you didn't get the specific key item to proceed to the next area/stage.
- Other softlocks this game has is when you didn't trigger the right sequence of events. A lot of these happen during Carlos' stages (RPD & Hospital). I did a lot of testing to figure out which ones can be skipped.
- There's a probability that you could a key item for a later stage early.
- There's also a probability that you'll able to get two (2) Battery Packs on your run.
- Hip Pouches are also randomized.
• Weapon Mods are obtainable depending on the weapon you've got
- When you got the G19 Handgun for Jill, she has a chance to get weapon mods for G19 only. The same goes for Assault Rifle, Shotgun, and Magnum.
Additional Notes:
- Shop Items are removed from your item box intentionally at the start of the game. Don't worry they're not removed from your account.
- If you're planning to save the game with the mod, I recommended saving at the start/end of the area where you either haven't got any key/unique item for that area yet or you already got all the key/unique items for that area.
- If you're going to use a trainer along with the mod, make sure to have the mod activated first before running the trainer.
I haven't tested the overall feel of the mod on each difficulty. Any feedback is appreciated. Especially in these areas:
- Amount of Ammo - was it too plenty, enough, or scarce?
- Healing Items - does it need balancing?
In case you encountered some issues and softlocks. Please do let me know and provide also the following info so I could check:
- Which character you're using that time (Jill or Carlos?)
- The area that you're in (Ex. RPD, Racoon Streets, Sewers, etc.)
- The item that you're about to get
Thank you and Enjoy!
Feed those zombies some hot lead! haha
I'm still monitoring the shotgun ammo values, especially on harder difficulties. The value right now is just a rough estimate that you will fight Nemmy every time you meet him.
Well if you think of it, It may look many at first (If you managed to get all the ammo pickups), but you're going pass in the same area like around 2-3 times before you get to the sewers. That will be your ammo until you get to the sewers. Is it enough to down Nemmy in all encounters? added to that will be the additional enemies you'll encounter on Nightmare or Inferno diff.
Yea, Carlos's Ammo is still in the rough range. The fact that you're in the Hardcore diff with the Samurai Edge already, what else if you're in Inferno with the G18 Handgun
There were moments that I use Flashbang then Knife down those blind zombies. Since most of them are clustered together, I'm able to hit many on one slash. And another nifty info, Carlo's straight punch does damage! I was able to kill a hunter with a straight in the face.
I forgot if it does get increased by the Assault Coin. I read somewhere that it does get increased as well if you have the S.T.A.R.S. Combat Field Manual. Haven't tested it but this is one of the reasons why I left the Manual available in the box
Will definitely increase Carlos's Ammo in the next update
I was able to fix this with the below steps:
Make sure you have Cheat Engine is installed on your PC.
Run RE3R_OGMode.EXE
When it asks you "How do you want to open this file?", Click "More Apps" followed by "Look for another app on this PC".
Browse to your Cheat Engine install folder and select "Cheat Engine.exe"
Try running RE3R_OGMode.EXE now and it should start this time.
Let us know csp2002 if this resolves the issue
It depends on whether you closed the game since you start with the mod or not.
Most of the items are randomized the moment you picked them, so yes, you need to have the mod activated at the main menu when you open the game again.
It's inevitable that all the flags will be cleared when you close/deactivate the mod.
I'll try my best to explain the different scenarios below so you can work/strategize your load & saves around it:
As I mentioned on the sticky, I recommended saving at the start/end of the area where you either haven't got any key/unique item for that area yet or you already got all the key/unique items for that area. The reason for this is that the mod takes note of the items you already got.
So for example in RPD Streets, I mentioned that there are three (3) key/unique items before the fire. You saved before getting those 3.
You got the Red Jewel, Lockpick, and the Fire Hose for those three (3). For some reason, you load the game on the point where you haven't got the three (3) items. Since the mod remembers that you already have a Red Jewel, Lock Pick, and the Fire Hose, It won't be giving you those items again so this results in a softlock since you need the Fire Hose to progress through.
So In this scenario, You can either reactivate the mod in the main menu before loading or use a trainer/tool to give you the key item you needed. Reactivating will result in clearing the flags, therefore you're able to get those items again. At the same time, this clears what weapon mods you already got, how many hip pouches you already had, and the number of coins you already picked up. And this will result in you having duplicates on those items which can be forgivable since these are not key items.
On the same example but you saved after getting those three (3) items. Here, no need to reactivate the mod when you load as you still have the same key items. Reactivating the mod here could possibly result in a softlock now because after the fire you need to get the Bolt Cutters. If you reactivate the mod, the three (3) items you already got will be back on the rando pool which could end up you getting them again and not getting the Bolt Cutters which is needed to progress.
One area that I'm sure the mod will not behave accordingly when you reactivate and load the game in this area is at the RPD.
So I suggest clear this area when you're here or do not reactivate the mod when you're in this stage. Reactivating the mod here will end up you getting Jill items as well as the wrong ammo type.
the random upgrades makes the nemesis fights way more fun- so far so good
noticed you load game at save points to reroll but u can't really prevent that i guess