Would it be possible to backport the 3rdperson character model and animations from the RE8 third person DLC they did into this? With the release of Resident Evil 2 classic mod with the camera angles, it got me thinking, it'd be badass if someone could do that type of mod for RE7 and 8, but RE7's downfall is the best we've got for third person animations. I bet the RE7 mansion would look phenomenal though with fixed cameras.
hi, I followed the instructions in the video, but when I go to check the box next to the script in Cheat Engine, it won't activate. If I right-click, it says "Error while scanning for AOBs CAM_AFTER_1000...". If I click on that so it brings up the code and I click "ok", I get a message that not all code is injectable and there is an error in line 2274 cmp [rdx+00000171],r14b this instruction cannot be compiled. Any help would be appreciated, thanks in advance!
AOB scan error usually means the build of the game is different from the one the script is looking for. Are you using the latest version of the game on steam with the most recent script? Any of the three scripts will need its matching game version (that's mentioned in their description) to function.
I'm not getting the compile error (cheat engine version up to date?), but I did go ahead and clean up a few lines of code near there and reuploaded the main script. It probably won't change the AOB error if the game version isn't right though.
Tbh, because it's what I'm familiar with. I'm not a programmer that knows much of lua, c+, ect. Just someone that dabbles occasionally with assembly instructions. It's also not in something like trainer form because, afaik, .exes that change memory need mod approval after every upload while .ct files do not as they are just essentially just .xml files (and can be opened and viewed with any text editor). .ct files are also much safer for anyone downloading them as you can view exactly what they will do before running them (with a bit of assembly knowledge), unlike most injection software where you have no idea what exactly it's changing when you load it up. There's also the fact that by making the assembly changes easily viewable and unobfuscated, anyone knowledgeable can tweak the script as they like or just use pieces of it for their own projects. Cheat engine itself is also open source software with the source code publicly available for anyone to browse through for sus activity.
Imo it's a bit less convenient, but very much serviceable and safer all around. That said, if anyone wants to use the .ct file to upload their own plugin/"module", they have my permission (I say as much in the README). I just ask that my work not be monetized and to give credit for the original script at this nexus page.
I assume by the wording it's not the latest steam version which uses the steam RT script. The steam dx11 script is only for the version of the game that gets downloaded from the game's "beta" tab in steam. The old gold script is for the version of the game that HAS not a hero installed and does NOT have the re8 ad on the main menu and has NO Ray Tracing option. No other version of the game is supported as each script is extremely reliant on how re7.exe loads into memory when the game launches.
If you're digging through the old scripts archive, I can't guarantee any of those will work properly with random patch versions of the game. Just a guess, but nvgf.dll sounds like an nvidia reliant thing which iirc a couple of old versions of the script had issue with. To my knowledge, none of the current scripts should give an error like this as I now only modify exe memory and not any driver dlls.
If you're using one of the main 3 scripts and it's not working with its appropriate version of the game, lemme know which specific script it is and I'll double check it.
Edit for future reference: Old gold is not for ray tracing compatible re7. I'll change the descriptions on the download page to help prevent confusion.
Ah, I think that would be the June 13th, 2022 RT build (20220613) which I never made a proper full-featured script for. The first RT script (6.0) was for the following October 6th patch as noted in the changelogs.
I'll go ahead and move a testing script (STEAM RT WIP) that should work with that version out of nexus' archives into the old files section but I can't guarantee how well it will work as I don't remember how complete it is. Next time I refresh the "RE7TP Old Scripts Archive", I'll put a copy in there.
The old gold script (which will probably work better than the testing script) is for the Jan. 28th, 2019 build.
@goldedtoad Thought I'd update you. The script you just uploaded works perfectly with the version I'm using. Many thanks! However it won't work with anyone other than Ethan for some reason
For non-Ethan thirdperson, you'd have to go into "Autodisable by Character" (check the box beside it), and change each character's autodisable to Off (double-click the "On" text and use the dropdown box).
That script was made before AfroJackX's side character placeholder models were uploaded, so thirdperson was set to off by default for all the non-Ethan ones at the time.
Edit: I went ahead and turned the defaults of all of the side character's autodisables to off when I stuck it in the "RE7TP Old Scripts Archive".
My guess is you're using an older version of the game and are trying to use the incompatible RT models with it.
Be sure to use the right models for your version of the game. As per the instructions section, you need the ones that do NOT have RT on their label if you use the older directx11 version of the game (scroll down to "optional files" on the models download page). The RT ones are ONLY for the latest steam version that has ray-tracing.
If you're are using the latest steam release and the RT models are not working, let me know and I'll double check that the version of fluffy's manager in the link works with those models for me.
I could probably decouple the character's rotation from the camera's rotation and have only have it sync when movement, aiming, or firing keys are pressed. It would probably just snap into position though and look really weird. I might give it a try (no promises) if/whenever I update the script again to see what it looks like. Maybe make it an option. Also note that the character model's face doesn't have animations.
would it also be possible to have the third-person camera close in on the character when close to walls or objects without going into the first person?
I could make it so it gets closer (like with aiming) without going fully in first person when it detects that it has passed through a solid object. What I haven't been able to do is make it track walls so that it goes closer with just the minimum distance needed to not clip out of bounds (like with most game's third person camera collision detection).
The trigger I've used only works when the camera is currently passing through a solid object and is only accessed when a projectile weapon is equipped, so the most I can make it do is go to a preset distance for a preset amount of time while holding a gun. The current default distance is 0 (i.e. right on the player character) and the current time is 2 seconds. If I update it later, I'll probably add an option for variable zoom ins for collision detection so users can set the preset distance to whatever they want.
This sounds like a really good idea. This mod is almost like the third-person DLC for re village. Keep up the good work. Also, I don't know if it is just me but it seems that being in the third person is harder to see in dark places, is like the torch is not bright enough, is there a fix for this?
It's been in the known issues for awhile now. Unfortunately, the lighting effects are strongly tuned for first person so there's no easy fix I've found. The game's brightness can be upped to compensate a bit, but it will wash out the colors more the higher it's set.
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Is there a Linux version of Cheat Engine (or alternative) I could run to get this mod working on the Steam Deck?
Thanks
Are you using the latest version of the game on steam with the most recent script?
Any of the three scripts will need its matching game version (that's mentioned in their description) to function.
I'm not getting the compile error (cheat engine version up to date?), but I did go ahead and clean up a few lines of code near there and reuploaded the main script. It probably won't change the AOB error if the game version isn't right though.
I love this mod so much
or will this Mod Script will crash the game, if tried to be used with another trainer?
What I mean by other trainer, is a trainer that is used for getting infinite ammo, infinite health etc.
Imo it's a bit less convenient, but very much serviceable and safer all around. That said, if anyone wants to use the .ct file to upload their own plugin/"module", they have my permission (I say as much in the README). I just ask that my work not be monetized and to give credit for the original script at this nexus page.
The steam dx11 script is only for the version of the game that gets downloaded from the game's "beta" tab in steam.
The old gold script is for the version of the game that HAS not a hero installed and does NOT have the re8 ad on the main menu and has NO Ray Tracing option.
No other version of the game is supported as each script is extremely reliant on how re7.exe loads into memory when the game launches.
If you're digging through the old scripts archive, I can't guarantee any of those will work properly with random patch versions of the game. Just a guess, but nvgf.dll sounds like an nvidia reliant thing which iirc a couple of old versions of the script had issue with. To my knowledge, none of the current scripts should give an error like this as I now only modify exe memory and not any driver dlls.
If you're using one of the main 3 scripts and it's not working with its appropriate version of the game, lemme know which specific script it is and I'll double check it.
Edit for future reference:
Old gold is not for ray tracing compatible re7. I'll change the descriptions on the download page to help prevent confusion.
For reference, It's from the FitGirl site. None of the main scripts seem to be working
I'll go ahead and move a testing script (STEAM RT WIP) that should work with that version out of nexus' archives into the old files section but I can't guarantee how well it will work as I don't remember how complete it is. Next time I refresh the "RE7TP Old Scripts Archive", I'll put a copy in there.
The old gold script (which will probably work better than the testing script) is for the Jan. 28th, 2019 build.
For non-Ethan thirdperson, you'd have to go into "Autodisable by Character" (check the box beside it), and change each character's autodisable to Off (double-click the "On" text and use the dropdown box).
That script was made before AfroJackX's side character placeholder models were uploaded, so thirdperson was set to off by default for all the non-Ethan ones at the time.
Edit:
I went ahead and turned the defaults of all of the side character's autodisables to off when I stuck it in the "RE7TP Old Scripts Archive".
Be sure to use the right models for your version of the game. As per the instructions section, you need the ones that do NOT have RT on their label if you use the older directx11 version of the game (scroll down to "optional files" on the models download page). The RT ones are ONLY for the latest steam version that has ray-tracing.
If you're are using the latest steam release and the RT models are not working, let me know and I'll double check that the version of fluffy's manager in the link works with those models for me.
The trigger I've used only works when the camera is currently passing through a solid object and is only accessed when a projectile weapon is equipped, so the most I can make it do is go to a preset distance for a preset amount of time while holding a gun. The current default distance is 0 (i.e. right on the player character) and the current time is 2 seconds. If I update it later, I'll probably add an option for variable zoom ins for collision detection so users can set the preset distance to whatever they want.
Also, I don't know if it is just me but it seems that being in the third person is harder to see in dark places, is like the torch is not bright enough, is there a fix for this?