Removes a majority of forced cameras and movement segments from all the campaigns.
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Author notes
I would be very interested to hear any documentation on new methods used for editing camera values that I was unable to.
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Changelogs
Version 1.1
FIxed problem with AI Piers not destroying the chrysalid webs in the escape sequence for Chris' 5-5.
Version 1.0
Release Version
Resident Evil 6 is a great game with a memorable cinematic presentation and some beautiful camerawork. However, the game sometimes goes too far with its cinematic aspects and they bleed over into the gameplay. For players this can sometimes lead to enemies landing a cheap hit, or story events being forced to play out for veterans on repeat playthroughs which slow down the journey to the next encounter.
This mod aims to remove most of the cameras and movement limitations that are sometimes forced on the player during the game to emphasize or focus on certain events. It doesn't cover every single one, but it should definitely make playthroughs smoother for players both new and returning alike.
There are three versions included.
The main version file has no suffix attached to it and is a balance between the other two. It removes the majority of forced cameras and movement, but still keeps escape sequences intact where feasible.
The version titled 'With Escape Sequences' is pretty self-explanatory. It does not touch the game's escape sequences for people who prefer having them in the game. Since the camera for the statue in Jake's 3-3 is controlled by an ahc file, this means that the camera for it will be restored.
The last version, titled 'No ahc Files', removes the ahc file from the .arc files: This file works as a sort of master file for most of the cameras in a given segment. Not only does that include the escape sequences, but simpler things like camera angles when climbing ladders, etc. In short: It removes as much as possible. I have not tested a playthrough with this version, so there may be bugs or unforeseen behaviors resulting from the ahc file's removal.
There are two such bugs I already know of. The first one will cause the camera height to improperly reset itself too high after the player opens a chest or briefcase. This will persist for the rest of the level so I'd advise against performing such actions. The second is exclusive to the HAOS escape sequence. It seems the partner AI's ability to navigate the sequence is tied to the ahc file for that section and removing it causes the AI to be unable to efficiently follow the player resulting in its death/game over. Thus this version of the escape sequence is only doable with a human player.
All of the archives are readily structured for use with Fluffy Mod Manager. Simply put the .rar file into the Fluffy Mod Manager\Games\RE6\Mods directory and run the mod manager normally.
If you wish to do it manually then extract the .arc files into the Resident Evil 6\nativePC\arc\DX9 directory.
I have also attached an text file under the Readme section that is a compilation of all the cameras I edited and notes on them.
I would like to give special thanks to Specktra and Moultrachaos for helping me playtest a bit of the co-op and just being awesome people to hang around with! I would also like to give a thank you to Raz0r for his Ultimate Resident Evil 6 trainer which streamlined the process for me; the people on the Invisionfree boards that compiled the data for the .arc files; Overseer for trailblazing the initial attempt at removing cameras from the game; and lastly to Capcom for making Resident Evil 6!