How to port Saints Row IV Characters to Saints Row: The Third

Tools needed:
Written Instructions:
  • Unpack both the character you want to replace (We will reference this as R from now on, this is your SRTT character) and the character you want to use (We will reference this as W from now on, this is your SRIV character).
  • Rename any instance of W with R (Ex. npc_gat_head.ccmesh_pc will become npc_killbane_head.ccmesh_pc).
  • Drag and drop all files you renamed in W's folder into R's folder, overwrite them all. Pack R's folder with GibbedTools and drop that newly _PACKED.str2_pc into your SRTT directory.
  • Remove the _PACKED suffix from the name.
  • Grab the character_containers.asm_pc file from the SRTT character packfile we unpacked using GibbedTools and set it into the main directory of SRTT.
  • Download Viper's updated ASM Updater, extract it, and drag the ASM_Updater folder to the main directory of SRTT.
  • Open that folder and run the Update_ASM_Files - after ADDITION or CHANGE of a mod file.bat.
  • Open the game and enjoy the chaos you made!
Edit:
Let's say you have a character with a .sim_pc file (ex. shaundisr2.sim_pc): (Use Powershell)
  • Use the command
    Code:
    cd <directory of the GibbedTools folder>
  • Use GibbedTools to extract the preload_rigs.vpp_pc into a folder named preload_rigs using the command
    Code:
    ./Gibbed.SaintsRow3.UnpackVPP.exe <directory to preload_rigs.vpp_pc> <folder directory you want to put extract the files into>
  • rename your <W>.sim_pc to <R>.sim_pc (ex. shaundisr2.sim_pc will become shaundi.sim_pc)
  • Drag and drop the renamed sim_pc into the preload_rigs folder, overwrite the original.
  • Use GibbedTools to pack using the command
    Code:
    ./Gibbed.SaintsRow3.PackVPP.exe <directory to the preload_rigs folder>
Warning:
Using this same method works well on a lot of characters, however, some characters lead to invisible NPCs for whatever reason, maybe due to the memory allocation for each NPC? Was this improved in Saints Row IV?

Video Instructions:

Anything not in the video will be in the written instructions... hopefully...
Credits:
 
Last edited:
Just found out some characters lead to invisible NPCs for whatever reason. Maybe due to the memory allocation for each NPC? Was this improved in Saints Row IV? Anyone have an answer as to why this could be?
 
I've noticed that replacing Phillipe with any other character seems to cause every npc to go invisible after the cutscene where the Boss dives through the plane. And it stays that way after the mission is over. Luckily I was just in the testing faze of that mod idea, and didn't need to replace him with anyone in the final mod.
 
I've noticed that replacing Phillipe with any other character seems to cause every npc to go invisible after the cutscene where the Boss dives through the plane. And it stays that way after the mission is over. Luckily I was just in the testing faze of that mod idea, and didn't need to replace him with anyone in the final mod.
It is weird. I think this is a problem with the sim_pc files as I noticed replacing some peds that have sim_pc files with ones that don't apparently cause this issue. Once I replaced a different character that doesn't have sim_pc files with the same character files, none of this happened.
 
Also, I ported Dex over from GOOH, but his visor didn't appear. So he just looks like a normal husk
 
Also, I ported Dex over from GOOH, but his visor didn't appear. So he just looks like a normal husk
Dex is probably a variant of a husk, certain models have the ability to show the accessory but they need to be defined with that in character_definitions.xtbl. This is true with models in SRTT and SRIV too.
 
So... My mod just got a lot more complex.

Eg:
Asha has multiple outfits to choose from. And each outfit has it's own sim_pc file... If the sim_pc file is in preload_rigs, that means I have to include a preload_rigs folder within the main mod folder, so people can replace the corresponding sim_pc that matches their chosen outfit. Then they'll have to use the gibbed tools themselves to re-pack the preload_rigs folder back into a file, before placing it back in the packfiles... What a hassle.
 
So... My mod just got a lot more complex.

Eg:
Asha has multiple outfits to choose from. And each outfit has it's own sim_pc file... If the sim_pc file is in preload_rigs, that means I have to include a preload_rigs folder within the main mod folder, so people can replace the corresponding sim_pc that matches their chosen outfit. Then they'll have to use the gibbed tools themselves to re-pack the preload_rigs folder back into a file, before placing it back in the packfiles... What a hassle.
Typical modding experience.
 
So... My mod just got a lot more complex.
Ha, complex is true. I haven't done .sim_pc myself, but this scenario can probably be solved with Windows batch files (.bat) to make combining that process easier... for the end user. Kind of like how gameqube made the asm updater initially with a batchfile

The problem is of course, the Windows batch scripting itself. [oof.mp3]
 
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