Heya. I noticed that the mod's been updated so naturally checked the changelog but 2.0 is a little vague. What does the update do? It's significant to make the jump to version 2 so it must be big, I made a custom model with this mod as the base so I'm wondering if I have to redo it. Also there's another fix for Barry that came out a few months after the latest update, it's Barry Great Shot dialogue fix. Do you have plans to add this to the pack too someday to make it more definitive? For now I can swap the STQ files from that mod to make it compatible with your fixes so it's no big deal. Thanks!
Whoops. It's all explained in the description itself which I missed, my apologies. I don't quite understand the inclusion of cutscene heads though, what's the reasoning behind this?
The inclusion of cutscene heads in the player .arc files is more to ease the modding process. If someone ever plans to make a mod including a cutscene head, the game loads the files from the player .arc no problem, so it's one less thing to worry about (instead of having to mod the cutscene head .arcs in the event folder)
This is something even Capcom has done in the next gen console versions, so i wanted that to be a thing on PC as well.
Noticed a game breaking oversight. BSAA Jill is missing CHN. How did you handle the unique sound for each character? Are they not hardcoded like how the game loads MOD files for each PL?
Oh really? I didn't notice that. I'll check it out later today and make a small update if necessary.
As for the sounds: Each costume has its own .mse file, and those .mse files used to always mention and use the sound effects from the default .spc files (pl00 [Chris] and pl01 [Sheva]). Even the alternate B.S.A.A "costumes" have their own .mse files, i only changed the ID to be the same name as the .mse files (and internally, too, using a Hex Editor).
That way, for example, you can have custom sounds for one of Sheva's costumes without messing with the others. I also did this for Jill, because her costumes also have their own .mse files.
I play in Solo with Qol fixes patch without that latest split screen fix update. Will this mod still be useful ? It looks quite promising and enjoyable. Also please add normal head vs cutscene head screenshots. Would be good to show how big is the difference. Thanks!
The difference between gameplay head vs cutscene isn't drastic. It has more facial bones for motion capture and probably more polygons compared to the gameplay head, but that's all there is to it.
If missing SFX you mean when he does certain melees or planting a remote bomb and says "What is this?" or "I have this", there's no need to add them to the mod pack, they were officially restored years ago.
It basically gives all of Chris', Sheva's and Jill's costumes and other characters the features from Gold Edition, for when you play as any other character via model swapping with a trainer, or just playing the game normally in general.
Like - Special melee moves from Reunion (Chris and Sheva). - Being able to call out Reunion characters such as Josh, Excella etc as everyone else except Wesker. And also give the Lost in Nightmares DLC's animations from Chris and Jill to all the other characters and costumes, so they can react to stuff like being burned by acid, or being thrown around the level by wesker at the final battle.
and some other internal file stuff inside each character .ARC file. This mod is both player and modder friendly, which i myself recommend to use as a base for future mods, if anyone wants to.
>And also give the Lost in Nightmares DLC's animations from Chris and Jill to all the other characters and costumes, so they can react to stuff like being burned by acid, or being thrown around the level by wesker at the final battle.
It is. Originally these dlc animations were only in Lost In Nightmares' Chris and Jill's files, i replaced all of the characters' damage .lmt's with these ones.
In light of seeing this receive an update, I've been messing around lately with Raz0r's trainer and the patches for animation/character swapping there, and I've been wondering, no matter what, reunion melees/fixes seem very hard to navigate. I installed what Raz0r's 5GE Ultimate Trainer page said to install for those swaps, but options are still greyed out for the reunion stuff, same for without the files, etc, but I try swapping for reunion character animations anyway and just, sometimes, without altering the animations at this point, for example, sometimes Sheva does her Double Fang on enemies when they're on the ground and her regular Impale on others.
I just can't figure any of this out but, does this help with any/all that???
EDIT: Never mind, I would find out what was going on (?) after I post this, but it has something to do with the version of the trainer I was using, but what's weird is how so much stuff is greyed out in the older version(s) of the trainer (which I needed due to using QOL Fixes and stuff, downgrading the game itself technically), but up until the 1.2.0 update just some reason or another couldn't be used I guess.
Is Barry Sound Fix incorporated? The post does specify which files fix the issue but does this mod have its own custom LMT? Planning on merging both of these.
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This is something even Capcom has done in the next gen console versions, so i wanted that to be a thing on PC as well.
As for the sounds: Each costume has its own .mse file, and those .mse files used to always mention and use the sound effects from the default .spc files (pl00 [Chris] and pl01 [Sheva]). Even the alternate B.S.A.A "costumes" have their own .mse files, i only changed the ID to be the same name as the .mse files (and internally, too, using a Hex Editor).
That way, for example, you can have custom sounds for one of Sheva's costumes without messing with the others. I also did this for Jill, because her costumes also have their own .mse files.
https://www.nexusmods.com/residentevil5goldedition/mods/96?tab=description - RE5 GE - Sheva BSAA SOU Outfit
https://www.nexusmods.com/residentevil5goldedition/mods/95?tab=description - RE5 GE - Chris BSAA SOU Outfit
Nothing too wild,I like to keep my games looking as vanilla as possible. Should i overwrite your mod in Fluffy with these other two?
EDIT: If i understood it correctly by reading the comments, it seems like overwriting the .arc files nullifies the fixes, oh well. Thanks anyway!
Like
- Special melee moves from Reunion (Chris and Sheva).
- Being able to call out Reunion characters such as Josh, Excella etc as everyone else except Wesker.
And also give the Lost in Nightmares DLC's animations from Chris and Jill to all the other characters and costumes, so they can react to stuff like being burned by acid, or being thrown around the level by wesker at the final battle.
and some other internal file stuff inside each character .ARC file.
This mod is both player and modder friendly, which i myself recommend to use as a base for future mods, if anyone wants to.
Are these animations stored in the damage lmt?
I just can't figure any of this out but, does this help with any/all that???
EDIT: Never mind, I would find out what was going on (?) after I post this, but it has something to do with the version of the trainer I was using, but what's weird is how so much stuff is greyed out in the older version(s) of the trainer (which I needed due to using QOL Fixes and stuff, downgrading the game itself technically), but up until the 1.2.0 update just some reason or another couldn't be used I guess.