It does not work for me. Nothing happens when checking/toggling the items that I want. Anything else I need to press? I was able to run ReFramework on other REs.
Test report of v1.1: Items can only be taken once, and the box will not appear again. Including coins and bullets. Especially coins, if you can take more and put them on your body, the attack power will be enhanced, but it’s a pity that you can only take it once, and you can only take one at a time. v1.0 can take it unlimited times.
The mod checks whether you already have an item in your inventory before adding it to the item box. It's not added if you have it in your inventory. I will revise this in the next update.
The mod checks whether you already have an item in your inventory before adding it to the item box. It's not added if you have it in your inventory. I will revise this in the next update.
Yes, the non-replica Albert-R with the flashlight and laser pointer is available. However, initial tests revealed that it barely does any damage to regular enemies for some reason. It seems that the gun was specifically designed for the final boss fight.
I might fix this by forcibly causing a certain amount of damage with it. Added it to the to-do list!
Cool mod! Nice seeing a way to get any weapon through framework.
Just to add a bit from what I know of the game, About the end-game Albert, it's exactly the same damage as the G17 with the same slow firerate of Albert-R, so yeah it's abysmal to use without modded damage. The R's damage is generally 2x that of the G17, while the M19 is 1.2x.
The game itself uses 2 different damage types. I'll call them raw damage and special damage. Raw damage is dealt right to an enemy's main health and when they hit 0, they of course die. Almost every enemy works like this. The assault coin, DLC attack coin, and JHB DLC's "Firepower Up" boosts this. Special damage controls things like enemy knockback, stuns, knockdowns, molded limb destruction (including decaps), ect. The DLC instinct coin and JHB "Impact" boosts this.
Special damage has two special interactions: house-patrol Jack and basement Jack. Patrolling Jack only goes down from a "knockout" so only special damage does anything to him. He has infinite health so raw damage is useless. Basement Jack alternates. When he's fully human he only takes special damage. When his weak point is exposed, he switches to taking raw damage and his actual health starts going down until he hides it again. Oh and spiders covering doors/cages also only take special damage.
I haven't checked if normally unavailable weapons have their special damage not balanced with hitting him but if so that's my guess. I don't know anything about framework, so no idea if special damage is easily adjustable.
Thanks for the breakdown — super helpful! Makes a lot more sense now why the Albert-01 feels so weak without mods. Certainly its damage must be modded to be comparable to the replica; I'm not entirely sure how that should be done. There's several ways: One could modify the hard-coded damage stats which reside somewhere in re_chunk_000, for example. Another slightly hacky approach would be to intercept the damage calculation for enemies, check whether damage was dealt with the Albert-01, and directly change the values to be equal to the replica's. What would you recommend?
On a different note, if I understand your explanation correctly basement Jack doesn't naturally reveal his weak spot when using certain weapons like the axe because the axe only deals raw instead of special damage, right?
I should probably say I've never really touched the game's actual files before. Everything I know is from testing the game's memory with address viewers/debuggers. Also like I said before, I have zero experience with framework's intricacies.
If it helps, there was a post on the remoddingboards where matt176 listed weapon damage here: https://residentevilmodding.boards.net/thread/17288/re7-weapons-stats-list The "special" damage I was talking about is marked down as "Stun". Everything there pretty much matches up with what I've seen. "_L" is the dev name for enhanced handgun bullets and shotgun damage is listed per pellet with both of them firing 8 pellets per shot.
Might already know all this stuff, but they also made a tutorial post here: https://residentevilmodding.boards.net/thread/17276/modify-stats-apply-changes-game
*modify the hard-coded damage stats which reside somewhere in re_chunk_000 I would guess if you could edit the file itself, it would be ideal. Not sure how this would interact with other mods like Advanced Weapon Framework. If you happen to find where the "stun" amount is and change that as well, it would be great. Some of the early molded have absurds amounts of raw hp and the only good solution is headshots doing "stun" damage until it causes a decap.
From what I know, both the raw and stun damage for the laser Albert should both be at a value of 100. The Albert-R is set at 200 for both. Its "_L" values (laser Albert = 300) may have to be adjusted as well for enhanced ammo.
*intercept the damage calculation for enemies, check whether damage was dealt with the Albert-01, and directly change the values to be equal to the replica's A while back I wanted to make a randomizer mod and this is how I was gonna handle the end Albert. There's a raw damage multiplier in memory (that normally changes when the coins/JHB upgrades go in your inventory) and I was going to adjust that multiplier whenever the laser Albert was equipped. There's also different multipliers in nearby memory for the other effects (like "stun" damage (instinct coin), damage reduction (defense coin), health regen when still, movement speed (JHB birthday), ect.) that I was going to mess with to have some wacky fun when it was equipped. Unfortunately, RE7's method of marking item IDs in memory was too convoluted for me to do it just by messing with memory. Unlike future RE's which just use easily changeable hex for item IDs, RE7 uses address pointers to Unicode strings that correspond to item dev names and changing these pointers also changes all world items of that type as well (e.g. all herbs will now be gunpowders if you change one in the inventory) until the next load screen.
* basement Jack doesn't naturally reveal his weak spot when using certain weapons It was just a quick guess based on what I knew of the game. I went back and had a look at it later. Basement Jack (human) has 3 counters that decrease with "stun" damage to reveal his weak point: 700 - Hits to his lower half (pants) 800 - Hits to his torso and arms 1,100 - Hits anywhere Counters can go down simultaneously (shooting his torso will drop both the 800 and 1100 counter by the same amount) You can see how much stun damage each weapon does with the first link (e.g. smg does 40). When any of the counters hit 0, he does his kneel down and weak spot routine. After it's over and he gets back up, the counters all refill, so you can do more stun damage and expose it again.
The trouble with the axe, crowbar, burner, grenade launcher, and bombs is that while they do their proper stun damage, the counters hitting 0 with these weapons skips the game logic for his routine and instead just instantly refills the counter. Technically, you could do something like 6 lower half swipes with the axe and put that counter down and finish it with a g17 shot or two, but the weapon has to be changed for the "triggering" hit. It's even more convoluted because his chainsaw's hitbox does block melee hits just like bullets so it's really hard to tell visually if an axe swipe actually landed or not. I'm not sure that's there's a perfect fix for this as it looks like the game's not activating the flags needed for him to change states when it should. I think your default of 10 hits = exposure is a good solution for the axe and crowbar.
Since the above link doesn't list melee stun damage, I'll just put down what basement Jack takes: knife - 50 slash, 80 stab survival knife - 20 slash, 32 stab (yes it's bugged here, vs. molded raw damage is 85/136) axe & crowbar - 100 swipe, 150 heavy swing chainsaw - 200 swing, 40 per thrust "hit" at ~4 hits per second
burner - 20 per hit at ~9 hits per second handguns hit at 65% stun power (e.g. g17 enhanced is 195) shotguns hit at 80% stun power (e.g. m37 is 576 with all 8 pellets)
Anyway, I've probably typed too much but I hope some of it helps.
@goldedtoad Hey, i wonder is someone find way to access to level editor so that we could make own custom maps? Also another question: Is there any of unused character models like maybe a dead corpse or unfinished character? Or unused animations?
Yes, it currently only works on the DX12 RT version. If demand is high enough, I will work on a DX11 non-RT version. EDIT: Some users report that the DX11 version works. Are you sure you're using the correct REFramework version?
Thank you very much, but is there no backpack added? Or adding item stacking function is also OK. In addition, except for Ethan's knife, all other melee weapons and ranged weapons are difficult to hit Jack's weakness. I tried to adjust it to 1, but it still didn't work. I think this is a bug of the MOD. I am using the DX11 version.
Backpacks are special items that don't get added to the inventory but rather change its properties. I'll try to implement a feature where you can increase the inventory size manually. I believe another mod allows increased item stacks (999), feel free to use that in the meantime.
As for Jack's weak spot, currently only the axe triggers it. In the next update it will be possible to expose the weak spot with any weapon.
Let me quote what's stated in the REFramework menu:
It's impossible to expose Jack's weak spot with certain weapons like the axe in the basement fight. Thus, his weak spot can be shown after a certain number of hits you can define here.
This behaviour doesn't correspond to the original because he doesn't kneel down, but was the only way to make the fight possible at all. At some point I'll try to find a way to make him kneel down.
43 comments
Items can only be taken once, and the box will not appear again. Including coins and bullets.
Especially coins, if you can take more and put them on your body, the attack power will be enhanced, but it’s a pity that you can only take it once, and you can only take one at a time.
v1.0 can take it unlimited times.
Question: is the Albert-R with the Flashlight and Laserpointer available?
And does it actually do some damage to regular enemies ...
I would love runing around with that gun, it looks so cool, but the non-replica doesn't seem to kill any enemy besides the finale boss :(
I might fix this by forcibly causing a certain amount of damage with it. Added it to the to-do list!
I guess adding the Flashlight and Laserpointer to the replica isn't that easy ...?
I'll look into this eventually.
Just to add a bit from what I know of the game,
About the end-game Albert, it's exactly the same damage as the G17 with the same slow firerate of Albert-R, so yeah it's abysmal to use without modded damage. The R's damage is generally 2x that of the G17, while the M19 is 1.2x.
The game itself uses 2 different damage types. I'll call them raw damage and special damage.
Raw damage is dealt right to an enemy's main health and when they hit 0, they of course die. Almost every enemy works like this. The assault coin, DLC attack coin, and JHB DLC's "Firepower Up" boosts this.
Special damage controls things like enemy knockback, stuns, knockdowns, molded limb destruction (including decaps), ect. The DLC instinct coin and JHB "Impact" boosts this.
Special damage has two special interactions: house-patrol Jack and basement Jack.
Patrolling Jack only goes down from a "knockout" so only special damage does anything to him. He has infinite health so raw damage is useless.
Basement Jack alternates. When he's fully human he only takes special damage. When his weak point is exposed, he switches to taking raw damage and his actual health starts going down until he hides it again.
Oh and spiders covering doors/cages also only take special damage.
I haven't checked if normally unavailable weapons have their special damage not balanced with hitting him but if so that's my guess.
I don't know anything about framework, so no idea if special damage is easily adjustable.
On a different note, if I understand your explanation correctly basement Jack doesn't naturally reveal his weak spot when using certain weapons like the axe because the axe only deals raw instead of special damage, right?
Everything I know is from testing the game's memory with address viewers/debuggers.
Also like I said before, I have zero experience with framework's intricacies.
If it helps, there was a post on the remoddingboards where matt176 listed weapon damage here:
https://residentevilmodding.boards.net/thread/17288/re7-weapons-stats-list
The "special" damage I was talking about is marked down as "Stun".
Everything there pretty much matches up with what I've seen.
"_L" is the dev name for enhanced handgun bullets and shotgun damage is listed per pellet with both of them firing 8 pellets per shot.
Might already know all this stuff, but they also made a tutorial post here:
https://residentevilmodding.boards.net/thread/17276/modify-stats-apply-changes-game
*modify the hard-coded damage stats which reside somewhere in re_chunk_000
I would guess if you could edit the file itself, it would be ideal. Not sure how this would interact with other mods like Advanced Weapon Framework. If you happen to find where the "stun" amount is and change that as well, it would be great. Some of the early molded have absurds amounts of raw hp and the only good solution is headshots doing "stun" damage until it causes a decap.
From what I know, both the raw and stun damage for the laser Albert should both be at a value of 100.
The Albert-R is set at 200 for both.
Its "_L" values (laser Albert = 300) may have to be adjusted as well for enhanced ammo.
*intercept the damage calculation for enemies, check whether damage was dealt with the Albert-01, and directly change the values to be equal to the replica's
A while back I wanted to make a randomizer mod and this is how I was gonna handle the end Albert. There's a raw damage multiplier in memory (that normally changes when the coins/JHB upgrades go in your inventory) and I was going to adjust that multiplier whenever the laser Albert was equipped.
There's also different multipliers in nearby memory for the other effects (like "stun" damage (instinct coin), damage reduction (defense coin), health regen when still, movement speed (JHB birthday), ect.) that I was going to mess with to have some wacky fun when it was equipped.
Unfortunately, RE7's method of marking item IDs in memory was too convoluted for me to do it just by messing with memory. Unlike future RE's which just use easily changeable hex for item IDs, RE7 uses address pointers to Unicode strings that correspond to item dev names and changing these pointers also changes all world items of that type as well (e.g. all herbs will now be gunpowders if you change one in the inventory) until the next load screen.
* basement Jack doesn't naturally reveal his weak spot when using certain weapons
It was just a quick guess based on what I knew of the game. I went back and had a look at it later.
Basement Jack (human) has 3 counters that decrease with "stun" damage to reveal his weak point:
700 - Hits to his lower half (pants)
800 - Hits to his torso and arms
1,100 - Hits anywhere
Counters can go down simultaneously (shooting his torso will drop both the 800 and 1100 counter by the same amount)
You can see how much stun damage each weapon does with the first link (e.g. smg does 40).
When any of the counters hit 0, he does his kneel down and weak spot routine. After it's over and he gets back up, the counters all refill, so you can do more stun damage and expose it again.
The trouble with the axe, crowbar, burner, grenade launcher, and bombs is that while they do their proper stun damage, the counters hitting 0 with these weapons skips the game logic for his routine and instead just instantly refills the counter.
Technically, you could do something like 6 lower half swipes with the axe and put that counter down and finish it with a g17 shot or two, but the weapon has to be changed for the "triggering" hit.
It's even more convoluted because his chainsaw's hitbox does block melee hits just like bullets so it's really hard to tell visually if an axe swipe actually landed or not.
I'm not sure that's there's a perfect fix for this as it looks like the game's not activating the flags needed for him to change states when it should. I think your default of 10 hits = exposure is a good solution for the axe and crowbar.
Since the above link doesn't list melee stun damage, I'll just put down what basement Jack takes:
knife - 50 slash, 80 stab
survival knife - 20 slash, 32 stab (yes it's bugged here, vs. molded raw damage is 85/136)
axe & crowbar - 100 swipe, 150 heavy swing
chainsaw - 200 swing, 40 per thrust "hit" at ~4 hits per second
burner - 20 per hit at ~9 hits per second
handguns hit at 65% stun power (e.g. g17 enhanced is 195)
shotguns hit at 80% stun power (e.g. m37 is 576 with all 8 pellets)
Anyway, I've probably typed too much but I hope some of it helps.
EDIT: Some users report that the DX11 version works. Are you sure you're using the correct REFramework version?
As for Jack's weak spot, currently only the axe triggers it. In the next update it will be possible to expose the weak spot with any weapon.
I am using the dx11 version.
This behaviour doesn't correspond to the original because he doesn't kneel down, but was the only way to make the fight possible at all. At some point I'll try to find a way to make him kneel down.