I'm currently working on DLC compatibility. I'm also taking the opportunity to repolish some stuff from the original M2M files.
It's looking good so far:
I think the mesh would need adjusting in Blender. It's possible to convert SR2's ".cmesh" files to .obj for external use, but it's not currently possible to reconvert them back to .cmesh. There are people working on this though, so it might be easier to accomplish in the future.
Btw; Your Gat...
Not sure if just copying and renaming the entry will work due to GotR already maxing out the memory limits for weapons.
You could try it, but it would probably save you a headache to just tweak what's already there.
You just need to modify the Preset file of the character you wish to replace. For example; To replace snpc_Pierce with snpc_Shaundi in all cutscenes, I would grab a copy of snpc_Pierce_pre.xtbl, and change <Character>snpc_Pierce</Character> to <Character>snpc_Shaundi</Character>.
You could swap...
The SR1 Stand anim is already a leftover in SR2 (found it recently while working on my FPA+ follow-up). It's called "gml1_pa_open_sd". It's part of a series of animations for vehicle passengers (I'm not sure if the rest are leftovers too). My guess is while these animations were being built, a...
Thanks for the kind words, Saints4Ever! Every now and then I need a reminder why I go through the trouble to make these mods, and this was one of those moments. Thank you!
I'm currently working on M2M x DLC compatibility, and I'm reminded of just how much work went into this mod the first time...
Cutscene Patch v1.4.2 - Hotfix
RO04-02 "House Party": Fixed an issue where an additional Character (Bloody Gat) could potentially appear when not intended.
You mean it's still happening after v1.4.1? Tbh, I've never been able to replicate the issue. But I did clean up the cutscene files so additional characters are always hidden in shots where they shouldn't appear. Does it happen in mission replays from cribs?
QOL Constants - Update v1.2.1!
- "Player Health Hunger System":
Player can no longer die of starvation. However, health will still be slowly reduced to minimum.
- "Vehicle Helmets":
A helmet will now be applied when entering the Shark.
A helmet will now be applied when entering the Stallion...
Yes. But be aware; As of v1.4, Cutscene Patch includes lighting files for the following cutscenes:
RO05-01-lightset.xtbl ("Welcome to Stilwater")
RO11-01-lightset.xtbl ("Big Problems in Little China")
SS11-Collision-lightset.xtbl ("Ambush")
TSSP02-01-lightset.xtbl ("Check, Please")
I'm not...
I didn't really think too hard about the default settings for this feature. Each Weapon type has it's own "Anim Group". There are Anim Groups in each Anim Set (eg: GML1.xtbl). Within those groups, you'll find "States", which are what is used with this QOL Feature. It's possible that the Anim...
Are you playing with a controller? By default, "Anim On Command" uses the Horn button, which on controller is the same as the Fine Aim button. While Gamepad controls were considered during development, the default controls were made primarily with Keyboard & Mouse in mind.
The quick solution is...
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