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Welcome to the Final Fantasy VII Remake forums
townnet replied to Site Bot's topic in Final Fantasy's VII Remake
Is someone interesting mod button icon for ps controller? Edit: Never mind, I found the way to do this. https://www.reddit.com/r/FFVIIRemake/comments/ripgbl/guide_pc_using_ds4_and_ingame_ps_button_with/ -
Welcome to the Final Fantasy VII Remake forums
townnet replied to Site Bot's topic in Final Fantasy's VII Remake
Can someone mod dualshock controller icon? -
Increased soldier population WIP mod
townnet replied to mxmstr's topic in Metal Gear Solid V: The Phantom Pain's Discussion
Nice, i will try it out and report to you soon. -
Increased soldier population WIP mod
townnet replied to mxmstr's topic in Metal Gear Solid V: The Phantom Pain's Discussion
Thanks to try it, the soldier in the jungle actually not fully functioning just like "normal" soldier, they didn't have their own route, if i assign them a route they not going show up at the location which i set up. Without the route they just stand there and no walk around animation, but they still can spot you and alert. Mission 35 also got one beautiful forest area, i plan to put npc at there. Don't know what is kojima team thinking , how can they waste such beautiful jungle they create. After i capture that pic, i throw a petrol bomb on them, no crash. I play the whole mission but still didn't feel the game difficulty level raise up. Visually the soldier amount is x2 compare to vanilla, but the lack of route pattern just make the game difficulty not much different. You can see some route have 2 or 3 soldier walking together, this make the field still looks "empty". Imagine that if a group got 4 soldier walking together, they use 1 minute to completed a cycle to reach the door, if they split to walk as individual, every 15 sec got soldier reach to the door, this will make the game feel much difficult and fun to play. I know there got caution route that you can assign them to sneakroute for fill the empty field, but the caution animation just not looks right when the alert level is low. My question is, one pattern of route got 2 or more soldiers, is it possible to delay each soldier action timing? I draw a plan for you easy to understand. I have try to assign 8 soldier with the same route, i notice that soldier number 8 is far more late action than soldier number 1, but if i assign only 2 soldier for same route, both soldier distance and action timing are very close. http://i633.photobucket.com/albums/uu57/townnet/mgs12_zpsmpmxllin.png -
Increased soldier population WIP mod
townnet replied to mxmstr's topic in Metal Gear Solid V: The Phantom Pain's Discussion
Total count 24, Max 24 enemy on the screen, not include Snake & buddy. Total count 25 will crash. http://i633.photobucket.com/albums/uu57/townnet/mgs11_zps2bgvvrqz.png -
Increased soldier population WIP mod
townnet replied to mxmstr's topic in Metal Gear Solid V: The Phantom Pain's Discussion
Oh, i had post installation guide at post no.#30, my mod is for area01, if i'm not mistake, i remenber 1st time i edit for s10080_area, the increase soldier not show up, they show up after i edit for 01...i doubt other file (area & area02) is the set up for another phase after you blow up the oil tank, if this is true, i will like to add heli patrol after blow up the oil tank. -
Increased soldier population WIP mod
townnet replied to mxmstr's topic in Metal Gear Solid V: The Phantom Pain's Discussion
Sorry for that, i don't know i have to do that for share the link. :smile: -
Increased soldier population WIP mod
townnet replied to mxmstr's topic in Metal Gear Solid V: The Phantom Pain's Discussion
Great, it works! But it just looks weird Kaz model suddenly change...Did you able to download my mod? Please share your thought. I found something interesting, don't know have you see it before or not...The camera translation xyz are exactly same where Kaz are locate. I doubt this program able to manipulate camera location. I try change some xyz data to new location but the cut scene still show old location. Maybe i missing something. I just show you a little part , you can find this file at chunk2_data\Assets\tpp\pack\mission2\story\s10020\ s10020_d03.fpkd, unpack this with Foxtool. Open folder s10020_d03_fpkd\Assets\tpp\demo\fox_project\p31_010030\fox\p31_010030_demo.fox2 <property name="controlCharacters" type="EntityPtr" container="StringMap" arraySize="2"> <value key="HM_sna0_main1_def">0x02F9C9C0</value> <value key="HM_kaz2_main0_def">0x02F9CA30</value> </property> <property name="controlDatas" type="EntityLink" container="StringMap" /> <property name="controlCollectibles" type="String" container="StringMap" /> <property name="parameters" type="EntityPtr" container="StringMap" arraySize="1"> <value key="Game">0x02F9CAA0</value> </property> <property name="setupLights" type="String" container="StringMap" arraySize="3"> <value key="DemoPointLightFunctor_CreateLight_2014042816412991_0">Point</value> <value key="DemoLightFunctor_CreateLight_2015032317110145_0">Spot</value> <value key="DemoLightFunctor_CreateLight_2014042814583333_0">Spot</value> </property> <property name="cameraInterpType" type="int32" container="StaticArray" arraySize="1"> <value>0</value> </property> <property name="cameraInterpFrame" type="int32" container="StaticArray" arraySize="1"> <value>60</value> </property> <property name="cameraInterpCurveRate" type="float" container="StaticArray" arraySize="1"> <value>0.9</value> </property> <property name="cameraInterpScurveCenter" type="float" container="StaticArray" arraySize="1"> <value>0.65</value> </property> <property name="cameraTranslation" type="Vector3" container="StaticArray" arraySize="1"> <value x="533.562866" y="336.446167" z="29.679327" w="0" /> </property> <property name="cameraRotation" type="Quat" container="StaticArray" arraySize="1"> <value x="-0.007841" y="0.737228" z="0.008557" w="0.675545" /> </property> <property name="cameraParam" type="float" container="StaticArray" arraySize="1"> <value>21.0000038</value> </property> <property name="cameraDistanceToLookAt" type="float" container="StaticArray" arraySize="1"> <value>1</value> </property> <property name="cameraStartTranslation" type="Vector3" container="StaticArray" arraySize="1"> <value x="530.969055" y="336.158" z="28.9870358" w="0" /> </property> <property name="cameraStartRotation" type="Quat" container="StaticArray" arraySize="1"> <value x="0.028504" y="0.837521" z="-0.043893" w="0.543893" /> </property> <property name="cameraStartParam" type="float" container="StaticArray" arraySize="1"> <value>61.7358322</value> </property> <property name="cameraStartDistanceToLookAt" type="float" container="StaticArray" arraySize="1"> <value>1.3427</value> </property> <property name="eventCacheNum" type="int32" container="StaticArray" arraySize="1"> <value>0</value> </property> <property name="eventInterpCacheNum" type="int32" container="StaticArray" arraySize="1"> <value>0</value> </property> <property name="eventSkipCacheNum" type="int32" container="StaticArray" arraySize="1"> <value>0</value> </property> -
Increased soldier population WIP mod
townnet replied to mxmstr's topic in Metal Gear Solid V: The Phantom Pain's Discussion
Maybe i put in the wrong line? sequences.Seq_Demo_RescueMiller = {OnEnter = function()--s10020_demo.RescueMiller(func) local func = function() this.FuncBuddyDogWarp() TppScriptBlock.LoadDemoBlock("Demo_ParasiteAppearance")TppSequence.SetNextSequence("Seq_Game_Escape") end end, -
Increased soldier population WIP mod
townnet replied to mxmstr's topic in Metal Gear Solid V: The Phantom Pain's Discussion
I have post the pic, i move kaz to the place of ocelot and snake riding the horse. So the kaz model you able to pick up is wearing the glasses or the head cover with bag? Sorry my English is suck. :p I test my link is ok , i able to download. https://www.dropbox.com/home?preview=s10080.7z -
Increased soldier population WIP mod
townnet replied to mxmstr's topic in Metal Gear Solid V: The Phantom Pain's Discussion
http://i633.photobucket.com/albums/uu57/townnet/mgs10_zpsy1jli9dj.png I follow what you suggest, you are right, no cut scene when push a button near to Kaz,.. But without launch the cut scene you can't pick up Kaz. There must be have another Kaz model in the game that is able to pick up. I get in and out this game more than hundred time, i'm so tired with this and wasting a lot of time. Maybe i should focus to increase soldier project first. lol Here is my Mission 13 download link. https://www.dropbox.com/home?preview=s10080.7z 1.Unpack 00.dat with Gzstool, then open folder 00_data\Assets\tpp\pack\mission2\story\, create a new folder name s10080 . 2.Unpack chunk4.dat with Gzstool, then go folder chunk4_data\Assets\tpp\pack\mission2\story\s10080 , copy s10080_area01.fpkd into the new folder s10080 you just create, then unpack s10080_area01.fpkd with Foxtool. 3. Open folder s10080_area01_fpkd\Assets\tpp\level\mission2\story\s10080\ , place my 2 file overwrite existing file. 4. Repack s10080_area01.fpkd 5 Then open 00_dat.xml and add this line to the list: <Entry FilePath="/Assets/tpp/pack/mission2/story/s10080/s10080_area01.fpkd" Compressed="true" /> Then repack the 00.dat. -
Increased soldier population WIP mod
townnet replied to mxmstr's topic in Metal Gear Solid V: The Phantom Pain's Discussion
Okay, i edit Kaz to new position, when i save him, the cut scene background is old place, after skip the cut scene, snake and kaz are in the new location which is set up by me. Is not perfect but is better than before. lol. I doubt the cut scene is pre render, not sure... Update If you watch whole scene, after the end of scene, Kaz and Snake keep stay at old place. If you skip the cut scene, Kaz and Snake spawn at new place. Wtf? -
Increased soldier population WIP mod
townnet replied to mxmstr's topic in Metal Gear Solid V: The Phantom Pain's Discussion
Already found the file that can edit kaz model for the cut scene camera position (x, y, z), but still not works. -
Increased soldier population WIP mod
townnet replied to mxmstr's topic in Metal Gear Solid V: The Phantom Pain's Discussion
I have try edit demo.lua before, what ever i set it true or false, it still force you go back to old location. this.RescueMiller = function(func)TppDemo.Play("Demo_RescueMiller", { onEnd = func }, { useDemoBlock = true, interpGameToDemo = false, })end I can't find any file that can edit cut scene location...some other file which i suspect its relate with demo,but they are specific format that i can't use tools to open it... -
Increased soldier population WIP mod
townnet replied to mxmstr's topic in Metal Gear Solid V: The Phantom Pain's Discussion
I think rts is for special character like child soldier, commander etc... I want people play this game like a new game, so i found a way change kaz miller location and it works, but the bad news is when you save kaz, the cut scene location is the same like old one, after the cut scene, Snake and kaz spawn to that old location. :sad: