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⚫ | Scroll to the newly named electribow section to the value that states "'''AssetFilename = "BowandArrow"'''". This value is where the game retrieves the items .big and .tex files which determine what it looks like and how it interacts with Chuck. Change this to the name of the new item, "electribow". |
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+ | <pre> |
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⚫ | Scroll to the newly named electribow section to the value that states "'''AssetFilename = "BowandArrow''' |
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+ | AssetFilename = "BowandArrow" >> AssetFilename = "electribow" |
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+ | </pre> |
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Scroll down to "'''NumberOfThrowables = "..."'''". This is a value you can change. This is the number that determines how many arrows you are able to shoot out of your bow. The screenshot shows the number changed to 999. |
Scroll down to "'''NumberOfThrowables = "..."'''". This is a value you can change. This is the number that determines how many arrows you are able to shoot out of your bow. The screenshot shows the number changed to 999. |
Revision as of 04:57, 30 January 2011
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In Dead Rising 2 a modder can customize and create a new weapon.
Requirements
Basic knowledge of how to pack and unpack using Gibbed tools is necessary to unpack datafile.big and streamedassets.big.
Finding the weapon to modify
Decide which base weapon to work with. A full list of weapons is listed in items.txt. In this example we will create a electribow, which was created using the Bow and Arrow as a base weapon. On the right are screenshots of the "BowandArrow" and "electribow", and "electricarrow" and "Arrow".
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Changing weapon's abilities
Unpack datafile.big with Gibbed's tool.
Inside the newly created datafile_big folder open items.txt. There is a list of all items in the game and all of their properties.
In each of the Bows' main titles they are listed as "cProjectileLauncherItem", meaning they are a weapon that throws props that do damage and don't necessarily do damage by themselves.
In order to create your own item, copy the base item (both the BowandArrow and Arrow) and paste it at the top of the list.
Rename your base item to your own item name ("electribow" and "electricarrow"). The name you give your item is the name that is stored in the game and the name you will need to use in order to place the item at a location.
cProjectileLauncherItem BowandArrow >> cProjectileLauncherItem electribow cProjectileLauncherItem Arrow >> cProjectileLauncherItem electricarrow
EVERYTHING IS CASE SENSITIVE, BE SURE YOU ARE ALWAYS PAYING ATTENTION TO CAPITALS
Scroll to the newly named electribow section to the value that states "AssetFilename = "BowandArrow"". This value is where the game retrieves the items .big and .tex files which determine what it looks like and how it interacts with Chuck. Change this to the name of the new item, "electribow".
AssetFilename = "BowandArrow" >> AssetFilename = "electribow"
Scroll down to "NumberOfThrowables = "..."". This is a value you can change. This is the number that determines how many arrows you are able to shoot out of your bow. The screenshot shows the number changed to 999.
So right now you have made another bow, but at the moment the bow just fires normal arrows, scroll down just a bit to "PropToThrow = "arrow"". This value determines what the bow will shoot, so we will want to change this to your own arrow, "electricarrow", this is the most important value to change since without it you would basically just be recreating a new bow.
Another value that can be changed is "ThrowRange = "22.5"", making it higher will increase the range of the arrows. |}
Customizing
Now with a ProjectileLauncher, its not the launcher that does the damage, its the projectile that does the damage. In the new electricarrow section within items.txt, like the bow, change the "AssetFilename" to "AssetFilename = "electricarrow"".
Scroll down to "MaxProjectileDamage", this value determines how much damage the arrow does when it hits a zombie.
Right underneath MaxProjectileDamage is a couple "ProjectileHit" values, these are the hit reaction of the zombie and what they will do once hit.
Use the screenshot to the right for reference. All the "PropEffect" and "PyroEffect" values determine all the "sugar and spice" of the weapon, whether it adds damage or is just plain eye candy. There are up to 4 PyroEffects (PyroEffect0, PyroEffect1, PyroEffect2 , PyroEffect3) for each weapon/item.
"PyroEffects" determines what the weapon/item does. For example: "PropEffectDuration0" effects the duration of "PyroEffect0", not "PyroEffect1"
ALREADY EXISTING PYROEFFECTS FROM OTHER ITEMS ARE THE ONLY EFFECTS AVAILABLE
"PropEffectDuration" determines the duration of the Effect
"PropEffectLocator" determines where on the item the Effect shows up (default is usually 16)
"PropEffectsOnCondition" determines what it takes to activate the effect
Making the arrow electric
- Electric arrow
For the modified weapon's first PyroEffect (PyroEffect0), take the "PyroEffect0 = "213"" and all "PropEffect" values from "Tesla Ball" which is the lightning effect the weapon had when Chuck throws the ball. So all "PropEffects" with a "0" at the end affect the "PyroEffect0" attribute. This gives the arrow the lightning/electrocution effect.
- Lightning effect when idle
Create a cool idle lightning effect when the arrow is not in use. Find the electrocution effect of the Electric Rake.
This is the item's "PyroEffect = "123"". Add this to the electricarrow as "PyroEffect1 = "123"". But currently this happens ONLY when Chuck hits a zombie with the rake. To make it occur constantly, look for an item that has a constant effect like the FlamingSword or FlamingGloves.
Take all of their "PropEffects" of the Flaming Gloves or Infernal Arms and add them to the electricarrow as "PropEffectLocator1", "PropEffectLocatorIndex1", and "PropEffectsOnCondition1". This makes it so that the electric rake effect has the constant properties similar to a Flaming Sword so that it doesn't need to be activated like the Tesla Ball.
Items' Big Files
Previously this tutorial discussed changing the "AssetFilename" of each of the items, so now we need to put the files in the right place.
Unpack the Dead Rising 2\data\streamedassets.big file and open the newly created streamedassets_big folder. Find the BowandArrow.big and the Arrow.big files, copy them.
Return to the /data folder and create a folder and name it "dynamicprops". Open "dynamicprops". Paste both BowandArrow.big and Arrow.big files inside this folder.
These .big files must be renamed to whatever the new items are named: "BowandArrow" - "electribow", "Arrow" - "electricarrow". Remember, this is case sensitive.
Dynamicprops is the folder in which "AssetFilename" will look to find the .big and .tex files. As the screenshot shows, all of your custom weapons here.
Item Placement
Now the new weapon has been created, it still needs to be placed in the game. When testing weapons, place it anywhere in the "royal_flush.txt" file inside datafile.big.
This places the weapon in the Boiler Room.
Creating a new Combo card
If you want the weapon to be integrated inside the game a little better, the electribow can be a "combo item" by adding a combocard to the end of the electribow list of attributes. The title of the ComboCardItem can be edited and the 2 weapons needed to make the combo weapon. In this example, the "BowandArrow" was Weapon_1 and the "Battery" as Weapon_2.
You now have a fully functioning combo weapon that you can create in a Maintenance Room by combining a BowandArrow and Battery.
Packing the modified files
Now the final step is to pack up datafile_big using Gibbed's tools. Delete "datafile_big" folder and "datafile.big" file. Next rename newly created "datafile_big.big" to "datafile.big".
Boot up the game and enjoy. You have now created and placed a new weapon into the game.
Video
Other created weapons
Here is another item created and completely gutted, to give you and idea on how much you can change.
Difficult and potentially impossible mods
Below are attempted weapons that failed horribly and will not work with the community's current knowledge of Modding:
- Saber Bike - Motorcycle with Laser Light Swords to slice zombies
- Zombie Launcher - Spear Thrower that launches zombies
- Megabuster from Dead Rising - this weapon is possible, or something similar, but nothing has been found that would appear as the actual Real Buster. One of the the Trash Cans in the Royal Flush Plaza might work, but I couldn't find a way to shrink the size and rotate how Chuck holds it.