NPCs from SR3 to SRIV. Can it currently be done?

I'm someone who rarely attempts to create mods myself, but I've started attempting to experiment with the files of Saints Row The Third and working to import them to Saints Row IV. My first real attempt has to do with NPC exporting/importing and so far I'm having a bit of trouble trying to get this to work.

The character of my choice was the Decker Specialist, which is a personal favourite of mine from the previous title. I did a file search on the site to identify which files were and weren't present in each games' packfiles. As Saints Row IV ripped out a good portion of the Specialists, I attempted to import the files from the previous title. But to no avail, the game doesn't enjoy my tampering with said files.

To test my work, I typically use Shaundi's in-game model(s) to test the function of different NPC models (as I have in Saints Row The Third) and started a new game, as current saves aren't loading accordingly. The first time I started this, the game would crash. I then proceeded to alter the files differently to possibly correct any mistakes I made. Now, rather than crashing, the game was instead left frozen at the main menu with an infinite load screen.

So now I'm left scratching the side of my head, pondering about what can be done. I'm aware of some aspects the SDK allows for additional gameplay mods but is limited to clothing and weaponry for the time being.

Will a future SDK update be needed for this to work? Or is it possible to replace an existing character already in-game with Decker Specialist functions enabled?

Thanks. Sorry for the long post. Just trying to be in-depth with my progress.
 
It is possible to port NPCS from SRTT to SRIV yes:

206420_20191116193350_1.png


All these files already work with the game engine, so theres nothing much to do. Your problem seems to be related to repacking files or updating .asm_pc files.

For the decker specialist... NPC model is not the problem, their animations were removed from the game so they wont work the same way as in SRTT, guess you can port them too but tbh im not sure how to do this since I havent tried it myself.
 
I'm someone who rarely attempts to create mods myself, but I've started attempting to experiment with the files of Saints Row The Third and working to import them to Saints Row IV. My first real attempt has to do with NPC exporting/importing and so far I'm having a bit of trouble trying to get this to work.

The character of my choice was the Decker Specialist, which is a personal favourite of mine from the previous title. I did a file search on the site to identify which files were and weren't present in each games' packfiles. As Saints Row IV ripped out a good portion of the Specialists, I attempted to import the files from the previous title. But to no avail, the game doesn't enjoy my tampering with said files.

To test my work, I typically use Shaundi's in-game model(s) to test the function of different NPC models (as I have in Saints Row The Third) and started a new game, as current saves aren't loading accordingly. The first time I started this, the game would crash. I then proceeded to alter the files differently to possibly correct any mistakes I made. Now, rather than crashing, the game was instead left frozen at the main menu with an infinite load screen.

So now I'm left scratching the side of my head, pondering about what can be done. I'm aware of some aspects the SDK allows for additional gameplay mods but is limited to clothing and weaponry for the time being.

Will a future SDK update be needed for this to work? Or is it possible to replace an existing character already in-game with Decker Specialist functions enabled?

Thanks. Sorry for the long post. Just trying to be in-depth with my progress.
Take one npc from sr4 and extract all files then extract your sr3 character and copy the contents into the sr4 npc folders then piece by piece rename the sr3 files to the names of the sr4 files and repack.After that you can change the homies xtble to get use of your new sr3 npc as homie.That's all.Use a sr4 npc with same file contents some sr4 npcs you want to change may have additional meshes they don't work in some cases.Note that some npcs have serveral versions of the same npc in the game.
 
It is possible to port NPCS from SRTT to SRIV yes:

View attachment 23573

All these files already work with the game engine, so theres nothing much to do. Your problem seems to be related to repacking files or updating .asm_pc files.

For the decker specialist... NPC model is not the problem, their animations were removed from the game so they wont work the same way as in SRTT, guess you can port them too but tbh im not sure how to do this since I havent tried it myself.

As far as I know, I have correctly updated the .asm_pc files and repacked accordingly. But I should make another attempt just in case it was done incorrectly.

I did attempt to port the animations and such but have no idea if the files were capable of running to begin with. Thanks for the response!

Take one npc from sr4 and extract all files then extract your sr3 character and copy the contents into the sr4 npc folders then piece by piece rename the sr3 files to the names of the sr4 files and repack.After that you can change the homies xtble to get use of your new sr3 npc as homie.That's all.Use a sr4 npc with same file contents some sr4 npcs you want to change may have additional meshes they don't work in some cases.Note that some npcs have serveral versions of the same npc in the game.

Right on. I'll have to give this a whirl soon enough. This is most likely the easiest method to go by at least. I'll do some more experimenting sometime soon to see the results. Thanks for the response!
 
Which tool are you using?

I just did a check a moment ago and might've found where the mistake lies. I was using the ThomasJepp tools which were found in the Saints Row IV tool release section. But I thought the elements included might've been all I need for a successful file update. I looked back into the Gibbed tools which I downloaded once but forgot existed and finally saw the updateASM. I thought it might've been titled different or something, because I kinda expected it to be included. Though Gibbed Tools are in the Saints Row The Third directory on this site and I'm not sure if it'll work as intended. I'm assuming it should?

If that's the case, then I only repacked the packfiles and didn't actually perform the update as I should have. What a derp I am. I'm very sick right now with headspins and such so I'm not really thinking clearly for the time being, haha.

Thanks for asking that. It brought about a bigger answer than I thought it would.
 
ThomasJepp.Buildpackfile will create the .str2_pc and update the asm on the same step, you dont need anything else.

I find it easier if you build and update everything on the game root folder. Copy the character_containers.asm_pc in the game root and use this code:


Code:
ThomasJepp.SaintsRow.BuildPackfile "sriv"  "FOLDER DIRECTORY  WITH YOUR NEW FILES" "NEW FILE NAME AND DIRECTORY"  "DIRECTORY WITH THE ASM"

EXAMPLE:

Code:
...ThomasJepp.SaintsRow.BuildPackfile "sriv"  "C:\Desktop....ShaundiNewFiles" "C:\Program Files (x86)\Steam\....\Saints Row IV\sr3shaundi.str2_pc"  "C:\Program Files (x86)\...\Saints Row IV\character_containers.asm_pc

Btw when you replace a npc, dont forget the _HIGH.str2_pc :)
 
ThomasJepp.Buildpackfile will create the .str2_pc and update the asm on the same step, you dont need anything else.

I find it easier if you build and update everything on the game root folder. Copy the character_containers.asm_pc in the game root and use this code:


Code:
ThomasJepp.SaintsRow.BuildPackfile "sriv"  "FOLDER DIRECTORY  WITH YOUR NEW FILES" "NEW FILE NAME AND DIRECTORY"  "DIRECTORY WITH THE ASM"

EXAMPLE:

Code:
...ThomasJepp.SaintsRow.BuildPackfile "sriv"  "C:\Desktop....ShaundiNewFiles" "C:\Program Files (x86)\Steam\....\Saints Row IV\sr3shaundi.str2_pc"  "C:\Program Files (x86)\...\Saints Row IV\character_containers.asm_pc

Btw when you replace a npc, dont forget the _HIGH.str2_pc :)

Oh, well for the BuildPackfile part, I'm pretty sure that was what I had done originally. I'll have another go at it to see the final results.

Thanks for the example codes. They'll certainly prove useful in the next attempt.

I'll make sure to keep the _HIGH.str2_pc in mind. :p

Cheers for the help! It is very much appreciated! :)
 
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