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Resident Evil 4 The MERCHANT has arrived!


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Got summting dat might int'rest yah! Heheheheheh! (Opens da friggin coat, revealin' loads of guns!)

 

I tried making this myself, but it won't work at all, plus I lost the main file for it. So I wonder if someone else can try, will ya? Here is the documentation... sort of.

 

Fallout 3 MOD - The *MERCHANT!*

This mod lets you visit the MERCHANT guy from Resident Evil 4, and to buy guns off his ass, and ammo for 'em! As you travel (and level up and finish certain tasks), you can buy more and more guns, and upgrade the guns you buy from him. He is known for his *mutation*, and is found here and there, they say. Also, his shop is open at all times, so there ain't no tresspassing when around him. 'Come back anytime, straengah!'

 

Making the Mod

As all my data was lost except for the documentation, which I kept seperately, I can keep working on the details here and on my PC. The hardest part will probably finding the voice samples of *Our little weapon friend*, and addidional voice acting, but if anyone is up for it, go on! I cannot really help with MAKING the Mod, but I can give all details... and I already have given up most of it so far! HAHAH! If you want my help, find me on Skype. Daniel Ragna / The JOKER. Or mail [email protected]. Otherwise, mod on!

 

Details:

This adds the MERCHANT to the Wasteland in several locations, one is where he wanders around the wasteland using the caravan pathing, and remains outside Megaton/Rivet City/Canterbury Commons for 2 hours, then moves to the next.

 

The NPC

The Merchant is an ESSENTIAL NPC, and also has 2000 Hitpoints. He carries all kinds of weapons, but uses a Scoped Magnum. It is practically impossible to detect until he starts fighting. He is a friend/neutral to basically the same NPCs and Factions the Player is, and an enemy to basically the same the player is, tough he and all hostiles won't attack one another unless the Merchant is 10 meters from an enemy. The Enclave is the only ones the Merchant attacks directly. Otherwise, he NEVAH fights.

 

Appearance

The Merchant is dressed in an old and torn grey coat with hood. He has a backpack on him that looks a little oversized, and a purple rag under the hood and his mouth, revealing only the eyes. He has torn, fingerless gloves, brown-green old boots, and a shorter coat undearneath. The inside of his grey coat is filled with pockets holding all kinds of smaller ammo and bullets, and his inner coat is partially covered with belts and ammo baldoilers. Some guns can be seen too.

 

Animation Appearance and Trading

The Merchant is slighly leaning forward with his upper body, making it a bit bent, and his knees are bent too. His head hangs a bit forward on the neck, and he moves like he has crippled legs. When engaging trading/shop/sale, the conversation is ended, the screen zooms to 3rd person view, and he says *Wuuuelcomeehh!* and opens his coat, revealing all that fancy stuff he carries! Then the trade window opens, and you can start SELLIN and BUYIN!

There is also a repair window, he does the same animation for trading too, and when exiting either trading or repairing, he closes his coat and says *Come back anytime!*.

 

Items, Special objects and RULES

As more merchant's appear, armories and guns and the LOT! will come with it! But remember, the items are not ALL usable! Some items are only SOLID OBJECTS that cannot be moved OR picked up! It is to give it all a feeling of a good armory! And the items that CAN be picked up are marked RED! Stealing is very bad, and the merchant might BANISH you from *Buyin' me guns*, and you will have to wait before buying from any of his many shops *Sorre, but ye stael frum me, and so Ae dun wnt ye buyen be gunns yet!*. He is a bit picky about that stealie ting. Wait for a few days and he will open... unless you are really in trouble, then he might POP! up!

 

The SHOPS! and the MERCHANT!

The stationary shops are the armories that will appear as he does, but he cannot be found at ALL PLACES at once! All shops are never open at one and the same time, so you might be in bad time if he is not around! Who knows? There might be raiders where you are? If little MERCHIE isn't there, run!

 

Speech

The merchants voice is a bit rustic, so to speak. Creepy, freaky, and COOL at the same time! And somewhat happy! Qoutes:

WuuuELcomhhh!

Heheheheh! Thank youu!

Whadda ye buuyen?

Whadda ya sellinn?

Whadda ye upgraedin?

Issat all, straendjah?

Uah, straendjah, straENDJAhh... now DATSS a weapon!

Not only will ye need CASH, but ye'll need GUTS! to buy DAT weapon!

Straendjah! HUHH HAAHH!! Whadda ya needin dat foah? Goen hunten an ELEPHANT?!

Some examples! Hahah! Come back anytoym!!!

And I wrote it as it SOUNDS, Straendjah!

 

POP!-ups!

The MERCHANT may pop up randomly depending on the amount of enemies attacking you, THU PLAYAH!, and give you something extra. *Ye look like bein in ae tight spot! Take dis ammo/gun/food/drink/stim! Good luck, an' stop by for some new GUNS!* Then he will literally vanish in smoke. NINJAAAAAhhh! Hehah! A little help is always good!

 

Factions and Karma

The Merchant is known for his neutrality, all-side style standing, meaning he does not care if you are Good as a Jesus-Blessed saint or Evil as Satans MORE EVIL male without a father son! He will still sell things to you.

 

Random Encounters and Events

You might occasionally find an NPC talking or being close to the merchant buying someting. A gun and ammo will be given to the NPC and he will leave, with the Merchant saying *Come back anytime!*, and if he notices you fast enough, he will say: *Ah, de vault-man! Wuelcomhh to mah shop!*

 

Locations:

The places you can find him will increase during gameplay, and as you level up and complete certain tasks for quests, he will spawn at more locations, mainly in buildings or caves or mostly any interior cell. Here is a list.

 

Level and Quest Unlocks

 

Level 1: NONE

 

* ** ***Level 2: Added to Wasteland, Megaton, Underwolrd and Tenpenny Tower, wanders around like the regular caravans. Basic guns: 10mm Silver Ghost/ Shotgun - Remington M870. Also adds Frag Grenades. *Megaton Moriarty's Saloon, behaves like a settler NPC, but never leaves the Saloon. Removed if you BLOW UP Megaton. ** Tenpenny Tower - find a wall with an opening. It is a short have tunnel, leading to a shack standing on pylons in water. (Will be unavailable if you open the Doors for Roy Philips and his feral ghouls, will be available after 3 days). ***Mechant found in the Underworld shop. Moves around.

 

Level 3: Merchant is added to the Rivet City Bridge Structure. (Rather, next to it, a small shop is located there). Unlocks the 1-Shot RPG-7 Rocket Launcher.

 

* **Level 4: Merchant added to Outcast BasesFort Bannister (just outside it), Outcast Outpost and Operation: Anchorage - American Base. New Weapons: 10mm - Punisher / Shorgun - Riot Gun, Incendiary Grenade. Upgrades for Silver Ghost and Remington. *You MUST have Operation Anchorage installed! ** You MUST have Operation: Anchorage installed! The Merchant is wandering around in the base like a civilian. Will not attack anything.

 

*Level 5: Merchant added to Super Duper Mart (In the section where you first find some weapons and a Refrigerator) *You MUST have completed the first chapter of the WasteLand Survival Guide for Moira Brown AND killed all Raiders! Also, any items there will be moved to the room where the Protection is located.

Merchant added to Big Town, Club House.

 

*Level 6: Merchant added to Republic of Dave. Upgrades for Silver Ghost, Remington, Punisher and Riot Gun, Unlocks the 10mm BlackTail. *The Merchant will be in the 'President's' house, upper floor, but will only be there on Sundays.

 

*Level 7: Merchant added to The Pitt. More Upgrades for Silver Ghost, Punisher and Remington. Unlocks Flash Grenade. *You MUST have The Pitt installed. The Merchant is located in the Mill, behind the fence to the Arena.

 

* **Level 8: Merchant is added to Project Purity (The collapsed room near the lobby). *Dad must have talked with Madison Li and traveled to the Purifyer. **He will vanish from the Room and come back after TAKE IT BACK, but only if you finish the Main Quest and have Broken Steel.

 

*Level 9: Merchant added to The CITADEL. Upgrades for Silver Ghost, Punisher. Unlocks the M1903A4 Sniper Rilfe. *Find a Utility Door in Ring A.

 

*Level 10: Merchant added to Little Lamplight, moving around near the Fungus Pools. *You MUST have gained the task involving getting inside Vault 87!

 

* Level 11: Merchant added to Cantelbury Commons. Upgrades for All Current Guns, including the last upgrades for the Silver Ghost and Remington. *He can be found roaming the town. Might enter the garage or the house from time to time.

 

Level 12: EXCLUSIVE Upgrades available for Silver Ghost and Remington, last upgrade for Punisher.

 

Level 13: Last upgrades available for BlackTail and Riot Gun. Unlocks the Magnum-Revolver Broken Butterfly and 10mm Red9 (Chinese Pistol). EXCLUSIVE Upgades for Punisher and Riot Gun.

 

Level 14: Upgrades for the Broken Butterfly and Red9, Last and EXCLUSIVE Upgrade for BlackTail. Unlocks the TMP (Tactical Machine Pistol).

 

*Level 15: Merchant added to Point Lookout. Last Upgrades for Red9, Broken Butterfly Sniper Rifle, Upgrades for TMP. Unlocks the Striker-12 Shotgun. *Merchant will move around the Harbour and the Motel. Also, you MUST have Point Lookout installed.

 

Level 16: Upgrades for TMP and Striker-12, EXCLUSIVE Upgrades for Broken Butterfly and Red9. Unlock the Killer7 Magnum Pistol.

 

*Level 17: Merchant added to Mothership Zeta. Upgrades for TMP and Striker-12. Unlocks the Mine Thrower. *You MUST have Mothership Zeta installed and complete the quest if you haven't already. He will be in Engineering Core, moving around at random paths.

 

Level 18: Unlocks The HANDCANNON and all its upgrades. Last Upgrades for TMP and Striker-12.

 

Level 19: Unlocks the RPG-7 Nuker. EXCLUSIVE Upgrade for TMP, Striker-12 and HANDCANNON. Upgrades for Mine Thrower.

 

*Level 20: Merchant added to LOB Enterprises Building in east Falls Church. He will be in the basement. If you haven't been there before, don't worry, The robots will be removed. *The basement will be vastly remodeled, the shelves will be filled with guns and ammo, more tables and desks added where there is 'too much rooms'. It also creates a tunnel between the basement of LOB to Mama Dolce's.

 

Level 21: Unlocks upgrades for Mine Thrower, and the EXCLUSIVE Upgrade for it. Unlocks the 10mm Matilda and all it's upgrades.

 

Level 22: Unlocks EXCLUSIVE Upgrade for the Matilda. Adds the weapons BowGun and the monster weapon CHICAGO TYPEWRITER.

 

The Weapons

The weapons are unlocked as you level up, but not all. Some of them appear from time to time. Here is the list.

 

Silver Ghost: The weakest of the guns, it uses 10mm rounds and is quite easy to use. 8 rounds. Damage is 10.

 

Punisher: A far stronger gun, as it can shoot 3 enemies in a row, IF they are exacly in line. 10mm rounds. 12 rounds. Damage is 25.

 

Red9: A powerful Chinese Pistol, that tends to make heads splatter violently if aimed too close to the head! Uses 10mm. 9 round magazine. Damage is 35.

 

BlackTail: A very deadly gun, this one can fire very fast and reload rapidly! 10mm. 17 rounds per magazine. Damage is 20.

 

Matilda: This pistol is build with a special stock, and has a BURST function, shooting 3 shots at a time if the trigger is held down. Good gun, but it uses up ammo rather quickly. 10mm. Magazine is 12 rounds. Damage is 15.

 

Remington: The first shotgun available. It uses shotgun shells and is best used at close range, and stuns enemies if they survive the blast. Magazine consits of 8 rounds. Damage is 10-30 depending on how far/close the enemy is.

 

Riot Gun: A stronger shotgun, it uses 2 rounds of shotgun ammo, and deals more damage, and the bullets are more wide-spread depending on the range. Quite deadly. Each magazine holds 18 rounds. Damage is 15-45 depending on how far/close the enemy is.

 

Striker-12: The last shotgun, this one has a wite-barrel shot ability, dealing full damage as in close quarters, making it very powerful! Each magazine holds 9 rounds. Damage is 20-60 depending on how far/close the enemy is.

 

M1903A4 Sniper Rifle: The optimal choice for long-range shooting, and is semi-automatic! Uses .32 caliber rounds. 6 rounds per magazine. Damage is 65.

 

TMP: A special 10mm SMG, with a stock for stability. Fires incredibly fast, but deals low damage. 50 rounds per magazine. Damage is 10-25.

 

Mine Thrower: This baby fires live mines in form of darts, that explode 2 seconds after hitting and attaching to something. 3 beeps are heard before the rounds explode. Radius is 10 meters. 3 Rounds per magazine. Damage is 150 Area of Effect.

 

Broken Butterfly: A very powerful revolver, using Magnum rounds. It is one of the deadlest guns in the world, and tends to kill anything in one shot! 12-round magazine. Damage is 60

 

Killer7: A more powerful magnum, but has only half sized magazine of the Butterfly. Damage is 40.

 

BowGun: A bow with laser sight and uses either arrows (ammo added to the game) or darts. Each shot is one magazine, as each shot must be loaded. Quite fast. Damage is 40 on most areas of a body, but ONE HIT KILL if you hit a head!

 

The HANDCANNON: This gun is extremely potent, but ammo is very hard to get. It uses its own ammo, S&W Magnum, yellow boxes, each round firing 10 shots and throws enemies back. Works partially as a one-hand shotgun with explosives. Damage is Cone-Effect 130.

 

RPG-7: The strongest weapon available, with the difference it can only be used ONCE. You must buy a new one after using one up. Mostly does one-hit kills. AoE Damage is 350. VERY INACCURATE!

 

RPG-7 Nuker: This one can be reloaded, and fires 3 rockets at a time. AoE Damage is 350x3. VERY INACCURATE!

 

CHICAGO TYPEWRITER: This is GOD! More or less. It has infinite ammo, but can be reloaded for the animations sake. It is mainly a one-hit killer, but is weak in accuracy... the bullets almost go backwards sometimes! CANNOT BE UPGRADED! NO ACCURACY!

 

Grenades: They are the same as Frags, Nuka or a blinding grenade. One is like a bomb, one burns a lot, and the third stuns and blinds enemies.

 

Upgrades

Each weapon can be upgraded THREE (3) times, with exception of the CHICAGO TYPEWRITER, who can have none.

Silver Ghost: Magazine size increase by 5, damage increases by 30% per upgrade.

 

Punisher: Magazine size increases by 6, damage increases by 30% per upgrade, shoots trough 1 more enemy.

 

Red9: Magazine size increases by 4, damage increases by 20% per upgrade.

 

BlackTail: Magazine size increase by 6 per upgrade, damage increases by 50%.

 

Matilda: Magazine increases by 100.

 

Remington: Magazine size increase by 4 per upgrade, damage increases by 10%.

 

Riot Gun: Magazine size increase by 5 per upgrade, damage increases by 15%.

 

Striker-12: Magazine size increase by 7 per upgrade, damage increases by 20%.

 

M1903A4 Sniper Rifle: Magazine size increase by6 per upgrade, damage increases by 60%.

 

TMP: Magazine size increase by 50 per upgrade, damage increases by 10%.

 

Mine Thrower: Magazine size increase by 3 per upgrade, damage increases by 40%.

 

Broken Butterfly: Magazine size increase by 7 per upgrade, damage increases by 70%.

 

Killer7: Magazine size increase by 4 per upgrade, damage increases by 75%.

 

The HANDCANNON: Magazine size increases by 7 the first 2 upgrades, 3rd enables INFINITE ammo, but reload animation remains for fun!

 

RPG-7: Damage increases by 100%.

 

RPG-7 Nuker: Magazine size increase by 5 per upgrade, damage increases by 50%.

 

DLCs/Expansions

If you don't have all DLCs or NONE of them, there will be alternative downloads of this mod where you DON'T need the DLCs, and updates that enable the DLC features if you get them.

 

Reqirements: Latest FallOut Mod Manager, FOOK2 (possibly), one of the later game patches, and ALL DLCs preferred, but not a must.

 

Credits

Idea: CryptoSporidium

 

Good idea, strangah? Go on an' tell me then! Come back anytime! Heheheheh!

 

NOTE: This thread will get improved and updates for a period. Making the mod now is all fine, as I TOTALLY failed!

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http://i.neoseeker.com/ca/residentevil4_conceptart_WVepg.jpg

 

*laughs* "What d'you need that for? You goin' huntin' an elephant?"

 

I WANT THIS! :O

 

unfortunately i'm not much of a modder ^^

some of the weapons already exist... best to ask the creators to use it :D

 

can't wait to see this mod finished...

 

greetings!

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I managed to make the mod, but the PC crashed, and the entire file was corrupted beyond help. All work gone, and I had worked for three (3) months on this. But I still got the main documentation of the mod intact, which allows me to keep working on the idea AND improve it! I will update the main topic soon... or NOW!
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Dude even if you don't get the whole Merchant done yet, then the guns themselves would be really cool, like the Killer 7, the Handcannon, the Chicago Typewritter, but what would be the best is if you incorporated the Mossberg 500 shotgun from the movie, even though this is based primarily off of RE:4. Btw do you think you can make npcs who look like the Primary Characters in the game, like Chris Redfield, Leon Kennedy, Jill, etc? Cause if you can make the Merchant those guys should be cake.
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I am not a good modder, I had to figure out every single part of G.E.C.K., and I still don't really remember how I did it. I never fully tested it either, meaning my work is gone, and it would take too much time doing it all over again. So all I can really do is to give details and possibly give some 3D models... if I can find them. I doubt I can make the mod myself... damn... I hate when the trojans invade my mods! I have tried to make 15 mods, all 100% destroyed... crap! Hoooh, if I only remembered more of it... but I hate to do it, but I give up... at least for now. I am trying to make the HANDCANNON for the moment. But anyone may create this mod.

 

And besides, I was mostly testing the G.E.C.K. out... so I hardly remember how I really did make this mod... so I say again - ANYONE who wants to try and create this mod for me - and anyone else who wants it - have my permission. But please contact me first... Skype: Daniel Ragna / The JOKER , or my hotmail, or here.... I prefer Skype though.

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