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davppd

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Everything posted by davppd

  1. Humans make such strange expressions, Arisen.
  2. yeah just need to find the table that governs his behaviour. probably one of the quest files? after that it should be a simple matter of figureing out the structure and the mapping to item IDs. then we can guess / discover the mapping and fiddle with them. I haven't seen anyone mess with quests yet so shoudl be a intresting avenue if you want to start the research into it !
  3. id love it as a toggle on /off with the dxinput plugin . so that i can take more dramatic screenshots of npcs / pawns doing stuff.
  4. if anyone wants to contribute. these guys have documented some good stuff here: http://residentevilmodding.boards.net/threads/recent/6106
  5. you c an do that for sure just use fluffyquack dpacker and find the .lot files and start increasing size and difficulty and quanttiy of the nastier monsters ;p
  6. what happens if you wear armor with the squished watermelon breasts? does it adjust?
  7. if you actually own the game this was patched recently. just connect to steam and let it update.
  8. would be nice to learn how to move npcs around in general. could be fun to have certain npcs next to each other in some cases for other areas as well. or to add shops or inns to quasi-towns like the two bandit camps
  9. that sounds like it would be a pretty in depth hack would require some memory hooks and a new DLL to do the work. i think it will happen. if they game reaches 500k or so owners there should be enough people playing it that the one in a million professional modders get interested and do this for us ;o
  10. The UI can probably support more than 10 for sure since its already handling scrolling up and down. the question is where is the information for this stored? the GUI part can probably be found easily enough.. but the limit is likely in the .exe
  11. ive made alot more progress in discovering what doesnt work in my thread. i have as of now fully given up on this as I believe there are smoe hidden vocation setings somewhere that determine where all "idle" equipment is gripped and wielded. we need to find those settings somehow my guess is that they are inside of the DDDA.EXE
  12. adding a class would be quite an undertaking. so far alot of the vocation control stuff isn't known yet.
  13. yeah for the people who want it :D
  14. if you dig around the general consensus is that nobody has figured out the 3dsmax script for dd da yet. feel free to do it. you will be ascended to the pantheon of HGEC , Caliente and other modding deities (perverts).
  15. wlll you post your work? some people like ripped girls
  16. yeah its possible use flufflyquack depacker on teh stage files and you can edit the monsters, add more spawns etc. i made giant sized rats and bats in the casssardis sewers to test. hint: the .LOT files are what you want. if you follow the fluffyquack guide you will get an xml version of the .lot file and its super easy to read and edit.
  17. http://residentevilmodding.boards.net/thread/5764/ddda-arc-list-spoilers arc list in development. feel free to contribute
  18. http://residentevilmodding.boards.net/thread/5764/ddda-arc-list-spoilers already been started :D problem is those boards don't allow nudity, so once they figure out how to mess with the sliders min/max stuff properly the nexus community will have to figure out the evil boobies
  19. http://i.imgur.com/cjcTj3N.jpg is probably why we don't see it which is weird since its a japanese game and they have something in japan that they dont have in the west. "boylove" comics that girls read. shrug
  20. I figured out how to replace the animations so that when you defend and stop defending, it acts and looks likle the fighter, but as you defend, the shield TELEPORTS into your hand, and as you stop, it TELEPORTS back to the.. back! I tried vainly to solve it. please see this post and lets sort this out i've given up mostly. http://residentevilmodding.boards.net/thread/5808/mystic-knight-shields-moved-left
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