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  1. [V] Knobby

    Saints Row IV Saints Row IV Modding Patch

    Yes, the workshop stuff is live on steam now.
  2. [V] Knobby

    Saints Row IV Is it hard-coded directly to the game exe?

    I don't think this is the case. I think instead these sections have specific alignment requirements due to their data. It looks like water volumes are 16 byte aligned and parking is 4 byte aligned. Most sections actually require alignment. The only issue here is that this alignment isn't on the...
  3. [V] Knobby

    Saints Row IV Is it hard-coded directly to the game exe?

    Handle values are required to be unique across the entire game. We typically handed out a block of handles per-user and when they exhausted that block we would give them another one. I'm sure there are tons of free handles, but it might be somewhat difficult to find them. Guessing might just...
  4. [V] Knobby

    Saints Row IV Weapon animations...

    We should get that animation pulled over via a mod if you haven't done that yet.
  5. [V] Knobby

    Saints Row IV Is it hard-coded directly to the game exe?

    That is great news! No, I mean an if you will. It was a construct from SR2 I believe and I think it stands for chunk object. SR2 called zones chunks and on RFG chunk meant something completely different so we decided to change the name to zone, but cobject stuck.
  6. [V] Knobby

    A couple of questions regarding the mod patch

    So I get this: Vehicle 'car_4dr_luxury06_3' has version 1668707430 which is not the supported version 57! That...can't be good. So what that tells me is the crunched data isn't correct. Looking at the memory this looks like the cvtf file, but it wants it to be the car file I think. Looking at...
  7. [V] Knobby

    Saints Row IV Weapon animations...

    It's all about the memories, baby. Last gen was all about the memory...I always hated that it hurt the PC, but what can you do?
  8. [V] Knobby

    Saints Row IV Is it hard-coded directly to the game exe?

    Sorry I've been missing. I'm glad you got it going. Some comments as I go: So this is due to level meshes having different lods depending on the lod of the thing. We use ~l2 for always loaded, ~l1 for medium load, and ~l0 for high lod. These are automagically tacked on to the mesh name in order...
  9. [V] Knobby

    Saints Row IV Is it hard-coded directly to the game exe?

    The vpm file is the packfile manifest. It is basically the header for each packfile so we don't have to read them individually. During development we used zpp files, which were just packfiles of individual zones. It took forever to trawl all the headers at level load, so we made this manifest...
  10. [V] Knobby

    Saints Row IV Weapon animations...

    Spoke with one of the weapons guys and he said the vertical grip was required due to the animation set. I don't think we're to the point of adding new animations into the game so I don't think this can be resolved yet.
  11. [V] Knobby

    grid_pc file format

    The world streaming code uses a grid file to define the zones and zone swaps that exist. This allows us to avoid searching for files at level load. Here is the format of that file: int32 version (5) int32 number of layers (5: always loaded = 0, interior = 1, world = 2, world high lod = 3...
  12. [V] Knobby

    You guys are not forgotten!

    I know it may appear that way as I have been missing for some time now, but we're in crunch right now and I haven't had time to dedicate to the modding effort recently. I just wanted to drop in and let you guys know that we haven't forgotten about you and things are still planned for the future...
  13. [V] Knobby

    Saints Row IV Is it hard-coded directly to the game exe?

    This isn't working as intended. There are layers of the sound engine and I hooked into the wrong one here. The intention was to just use this function to get a soundbank to load, but it isn't working properly. Zone swaps are not hard-coded. Most things outside of gameplay are not. Special...
  14. [V] Knobby

    Saints Row IV SDK Cruncher Formats

    This has been merged and we're talking about the license. It may be there by now. I will see what I can do about your file formats, but it might be a bit since we're crunching on AOM right now.
  15. [V] Knobby

    SRIV SDK Release B: Adding New Customization Items

    Any information besides it won't convert? Do you have error messages or anything? Feel free to contact us directly instead of providing files here due to the contest.
  16. [V] Knobby

    Saints Row IV SRIV SDK Release A: Weapon Tools

    In the past 6 months, we have release steam workshop support and SDK B I believe. We are still working on this and plan to continue to do so. Check out some of the other threads about the releases.
  17. [V] Knobby

    Known issues and changes

    Published build 1598139.