Alright, first public release - V0.1 Beta - uploaded to the OP. It includes knife with five costumes (including default and test costume). Still, I didn't implement combat animations, but it's beta, so don't expect everything stable. Also, note that subtitles are working only for English language. Tomorrow I'm also going to post more screens, tidy OP and make Polish translation, but I don't know other languages (I'm learning German at the moment, but I'm at beginning, so only things that I can say are "Horst du gern Musik?" or "Woher kommt er?" :p), so if someone wants to help - write to me on Steam chat or send private message here.

String Editor is one of Minimaul's Saints Row IV tools, that allows to change/add new strings to language files (well, originally it's called Extract Strings, but who cares). :)

ahh I think I have an older version of the tools, ima take look at that beta first thing tomorrow so tierd right now :p
 
very good but I think it could be better if you added a throwing knife aswell

That would be pretty epic, could prob be done aswell as thers prob flags and projectile info in the game from that gun that shoots knifes no idea where you would get the animations to throw tho they might have to be taken from them aliens that throw them power drain nades would need to right up custom xtbl for it prob tho taking anim sets from diffrent places so quite alot of work :p
 
also just like the saints row money shot where you can control the bullet it would be pretty cool if you could control the knife
 
Controlling knife is something that just can't be done without SDK. Never. And about throwed knifes, well... I think it's nonsense to waste time for it while there aren't any properly animations for it. And still, there's Knife Launcher. ;)
 
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Controlling knife is something that just can't be done without SDK. Never. And about throwed knifes, well... I've got some interesting idea. I'll just let you know that isn't anything that you think about. :p

I just put this toghter its missing few things here and ther and to throw the knife you would need to make custom ammo type, you need to add in single use in ther somewhere some of values need changing to get right path aswell but this is kinda a start how I think it could be done


Code:
<Weapon>
       <Name>CombatKnife_LARGE</Name>
       <Weapon_Class>thrown</Weapon_Class>
       <Trigger_Type>single</Trigger_Type>
       <Magazine_Size>1</Magazine_Size>
       <Range_Max>100</Range_Max>
       <Damage_Max>
         <NPC_Damage>0</NPC_Damage>
         <Player_Damage>0</Player_Damage>
       </Damage_Max>
        <Projectile_Info>
  <Model>satchel</Model>
  <Speed>50</Speed>
  <Mass>3</Mass>
  <Linear_Damp>0.85</Linear_Damp>
  <Angular_Damp>0.5</Angular_Damp>
  <Restitution>0</Restitution>
  <Friction>1</Friction>
  <Angular_Velocity>
  <X>30</X>
  <Y>0</Y>
  <Z>0</Z>
  </Angular_Velocity>
  <X>0.0</X>
  <Y>0.0</Y>
  <Z>0.0</Z>
  <Foley_Name>
  </Foley_Name>
  <Projectile_Flags>
  <Flag>sticky</Flag>
  </Projectile_Flags>
  <Fade_Out_Time>0</Fade_Out_Time>
  </Projectile_Info>
       <_Editor>
         <Category>Entries:weapon_radial:melee</Category>
       </_Editor>
       <AI_Ideal_Range_Max>0</AI_Ideal_Range_Max>
       <Flags>
         <Flag>not allowed with human shield</Flag>
         <Flag>do not hide when sprinting</Flag>
         <Flag>no random give</Flag>
         <Flag>attaches</Flag>
       </Flags>
       <Ammo>Bullet Rifle</Ammo>
       <melee_damage_to_anchored_scaler>0.2</melee_damage_to_anchored_scaler>
       <Category>WPNCAT_MELEE</Category>
       <Time_Management>
         <Refire_Delay>1500</Refire_Delay>
         <min>0</min>
         <max>2000</max>
       </Time_Management>
       <Inv_Slot>melee</Inv_Slot>
       <Ammo_per_Shot>1</Ammo_per_Shot>
       <Alt_Trigger_Type>single</Alt_Trigger_Type>
       <Strafe_Angles>Default</Strafe_Angles>
       <AI_Ideal_Range_Min>0</AI_Ideal_Range_Min>
       <Ragdoll_Force_Shoot>400</Ragdoll_Force_Shoot>
       <Ammo_Regeneration>0.0</Ammo_Regeneration>
       <Riot_Shield_Damage_Multiplier>1.0</Riot_Shield_Damage_Multiplier>
       <Diversion_Kill_Multiplier>1.0</Diversion_Kill_Multiplier>
       <Blood_Decal_Scale>1.0</Blood_Decal_Scale>
       <Camera_Info>
         <Player_Hit_Camera_Shake>bullet_hit</Player_Hit_Camera_Shake>
         <Player_Hit_Camera_Shake_Intensity>0.5</Player_Hit_Camera_Shake_Intensity>
       </Camera_Info>
       <Info_Slot_Index>0</Info_Slot_Index>
       <Offhand_Weapon_Mesh>CombatKnife_LARGE</Offhand_Weapon_Mesh>
       <Melee_Attack_Info>1hm</Melee_Attack_Info>
       <Dual_Wield_Damage_Multiplier>1.0</Dual_Wield_Damage_Multiplier>
     </Weapon>
 
I just put this toghter its missing few things here and ther and to throw the knife you would need to make custom ammo type, you need to add in single use in ther somewhere some of values need changing to get right path aswell but this is kinda a start how I think it could be done


Code:
<Weapon>
       <Name>CombatKnife_LARGE</Name>
       <Weapon_Class>thrown</Weapon_Class>
       <Trigger_Type>single</Trigger_Type>
       <Magazine_Size>1</Magazine_Size>
       <Range_Max>100</Range_Max>
       <Damage_Max>
         <NPC_Damage>0</NPC_Damage>
         <Player_Damage>0</Player_Damage>
       </Damage_Max>
        <Projectile_Info>
  <Model>satchel</Model>
  <Speed>50</Speed>
  <Mass>3</Mass>
  <Linear_Damp>0.85</Linear_Damp>
  <Angular_Damp>0.5</Angular_Damp>
  <Restitution>0</Restitution>
  <Friction>1</Friction>
  <Angular_Velocity>
  <X>30</X>
  <Y>0</Y>
  <Z>0</Z>
  </Angular_Velocity>
  <X>0.0</X>
  <Y>0.0</Y>
  <Z>0.0</Z>
  <Foley_Name>
  </Foley_Name>
  <Projectile_Flags>
  <Flag>sticky</Flag>
  </Projectile_Flags>
  <Fade_Out_Time>0</Fade_Out_Time>
  </Projectile_Info>
       <_Editor>
         <Category>Entries:weapon_radial:melee</Category>
       </_Editor>
       <AI_Ideal_Range_Max>0</AI_Ideal_Range_Max>
       <Flags>
         <Flag>not allowed with human shield</Flag>
         <Flag>do not hide when sprinting</Flag>
         <Flag>no random give</Flag>
         <Flag>attaches</Flag>
       </Flags>
       <Ammo>Bullet Rifle</Ammo>
       <melee_damage_to_anchored_scaler>0.2</melee_damage_to_anchored_scaler>
       <Category>WPNCAT_MELEE</Category>
       <Time_Management>
         <Refire_Delay>1500</Refire_Delay>
         <min>0</min>
         <max>2000</max>
       </Time_Management>
       <Inv_Slot>melee</Inv_Slot>
       <Ammo_per_Shot>1</Ammo_per_Shot>
       <Alt_Trigger_Type>single</Alt_Trigger_Type>
       <Strafe_Angles>Default</Strafe_Angles>
       <AI_Ideal_Range_Min>0</AI_Ideal_Range_Min>
       <Ragdoll_Force_Shoot>400</Ragdoll_Force_Shoot>
       <Ammo_Regeneration>0.0</Ammo_Regeneration>
       <Riot_Shield_Damage_Multiplier>1.0</Riot_Shield_Damage_Multiplier>
       <Diversion_Kill_Multiplier>1.0</Diversion_Kill_Multiplier>
       <Blood_Decal_Scale>1.0</Blood_Decal_Scale>
       <Camera_Info>
         <Player_Hit_Camera_Shake>bullet_hit</Player_Hit_Camera_Shake>
         <Player_Hit_Camera_Shake_Intensity>0.5</Player_Hit_Camera_Shake_Intensity>
       </Camera_Info>
       <Info_Slot_Index>0</Info_Slot_Index>
       <Offhand_Weapon_Mesh>CombatKnife_LARGE</Offhand_Weapon_Mesh>
       <Melee_Attack_Info>1hm</Melee_Attack_Info>
       <Dual_Wield_Damage_Multiplier>1.0</Dual_Wield_Damage_Multiplier>
     </Weapon>
I think his primary focus is on melee combat at the moment so let's not cause his mod to derail off his plan now; he's busy as it is :)
 
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