Change Player Height Cheat Table

Hey my fault for the late response, I found some time today to allocate to responding.
Yeah there's no problem adding it as a non-steam game.
The problem is mostly the memory and and also the processing usage. Where I live PC parts are a bit of a luxury, especially once you step past the world of used/refurbished enterprise Thinkpads and ThinkCentres. Around a decade ago I did most of my computer stuff on one of those baseline laptops. - it somehow had both a mechanical HDD and a mere 4GB of RAM with Windows 10 Pro. This sucked, and at the time just having Steam opened took 200MB (it now takes 500MB, though I have more RAM since then). Windows 10 by default took 2GB+.

I later discovered GOG and saw it was a way to pay for game installers in the same way that I did with Steam, with none of the optimization headaches I had to do just to play games. I seldom use multiplayer/social features so it was just better overall. Being able to transport the games across computers without having to install Steam first was great.

If you like Steam's way of launching games and use its features, more power to you, but I prefer the old fashioned "double click the .exe and it just runs". Sometimes I do miss Steam Workshop for SRIV but thankfully some people also mirror their mods from the workshop to this site.

I understand, and considering the amount of bloatware background processes Windows comes in by default, any amount matter especially when having low RAM.I wouldn't say there is anything revolutionary about Steam's way of launching games, I just use it for the steam overlay function plus I had been using it first so I just stuck with it, I prefer to keep all or most of my games in one place. Also you get good discounts on games often, though for that CD keys (now Loaded) was always the better option but if we are going to rank the platform purely on it's own then it still is the best in my opinion, yes Epic gives games for free from time to time, but those free games never interested me so I found no value in that feature over Steam.

As Voliton's Knobby said in a Ask Voliton! thread:

Sadly, Voliton never had time to push such an update to fix that function.

Yeah I did read that comment years ago when I was browsing the forum trying to figure out if someone found a solution to the height problem or if I could gather any clues to fix it myself. I do wonder why the decision to implement the shrink ray function was decided in the first place. Perhaps they thought or experienced glitches or some technical problems when testing and added that though, changing height was never an option in the vanilla game anyway so I don't think that could have been the reason.

Yeah... I eventually hope to understand it more and put better notes, but don't expect it too soon. It takes both free time and patience to try and do these stuff especially as the game keeps crashing whenever I change a wrong part of the code (a lot of these work are blind guesses).

That's fine I totally understand, I have been messing around with new "custom" animation mods I am making by taking existing animations in the game and creating "custom" moves for abilities such as the stomp, aerial stomp, dfa, super sprint, gliding, etc. The dlc elements (explosion & bling) completely lost their vfx (the logic still works) when I swapped the animations by copy pasting the name of stomp animation (doesn't matter if ground or air) and renamed the different animation file with that one, then I replaced it inside extracted preload_anim packfile rebuilt it, but the vfx for the dlc elements are gone. I tried to update the dlc5_vfx_preload_containers and dlc6_vfx_preload_containers asm files, but it didn't seem to work, I think the problem might have byte offset memory addresses so when I swapped the animation that chain link broke. I also tried to copy the separate dlc 5 (explosion) and dlc 6 (bling) entries inside dlc 5 and 6 effect xtbl to then paste into the regular game and took the dlc powers str2_pc files and put them straight where the game exe is, didn't work, tried to remove the <Framework>dlc5></Framework> and <Framework>dlc6></Framework> line, didn't seem to work. I would publish the numerous "new" animations I created but I have yet to fix this problem so if I were to do it I would have to warn that those dlc cfx effects get broken so I rather find a fix for that and then publish. Do you know what could possibly be the solution for this?

Well, close, I actually want to make the knockback effect less as it's pretty unengaging to do a three-hit combo, have the enemy get knocked across the road, super sprint to them and hope the tornado thing doesn't knock them even further and then punch them again. Setting the knockback force to 3 seems to solve this problem for me.
Also I'm not a big fan of the anal probe so I'll probably remove it from the possible string of attacks (but if you want to tell me how to do it that would be nice - I'm very unfamiliar with this file lol).

That's fine, super easy fix, how much further do you want the npcs to get sent? I could also disable ragdoll entirely so they collapse on the spot when they die instead of being launched. Also you can easily disable the tornado upgrade even if you have already bought it on your save file by removing its entry inside unlockables xtbl. To remove the anal probe animation just get rid of the following entries (super_nut entries are the R3/F attack):

<MeleeMove><Name>super_nut_back</Name><ImpactDir><X>-.11</X><Y>.979</Y><Z>.166</Z></ImpactDir><ImpactForce>600</ImpactForce><_Editor><Category>Entries:WeaponBashes:Testicular Assault:Unarmed</Category></_Editor><Processing_flags><Flag>dont_play_weapon_sound</Flag></Processing_flags><AttackLimb>Right hand</AttackLimb><DefaultDamage><NPCDamage>75</NPCDamage><PlayerDamage>300</PlayerDamage><OnlineDamage>75</OnlineDamage></DefaultDamage><ImpactFX>melee_hit02</ImpactFX><victim_pre_condition>Standing</victim_pre_condition><victim_post_condition>Standing</victim_post_condition><req_prev_hits>1</req_prev_hits><Combo><Anim_group_grid><Anim_group_ref>Default</Anim_group_ref><Anim_group_ref>Melee</Anim_group_ref><Anim_group_ref>Melee 2h</Anim_group_ref><Anim_group_ref>Pistol</Anim_group_ref><Anim_group_ref>DualPistol</Anim_group_ref><Anim_group_ref>Rifle</Anim_group_ref><Anim_group_ref>Minigun</Anim_group_ref><Anim_group_ref>RPG</Anim_group_ref><Anim_group_ref>Predator Drone</Anim_group_ref><Anim_group_ref>Shot Gun</Anim_group_ref><Anim_group_ref>Thrown</Anim_group_ref><Anim_group_ref>Sniper</Anim_group_ref><Anim_group_ref>StagRifle</Anim_group_ref><Anim_group_ref>SMG</Anim_group_ref><Anim_group_ref>GrenadeLauncher</Anim_group_ref><Anim_group_ref>SawedOff</Anim_group_ref><Anim_group_ref>Luchador</Anim_group_ref><Anim_group_ref>Flamethrower</Anim_group_ref><Anim_group_ref>Revolver</Anim_group_ref><Anim_group_ref>Lever</Anim_group_ref><Anim_group_ref>Hunting</Anim_group_ref><Anim_group_ref>Dubstep</Anim_group_ref></Anim_group_grid></Combo><Attack_is_for><Flag>Attacker is Player Only</Flag><Flag>Victim is Not Ally</Flag><Flag>Attacker is superpowered</Flag></Attack_is_for><Attack_Results><Flag>Disarm Victim</Flag><Flag>Ragdoll Victim from behind</Flag></Attack_Results><Impact><AttackLimb>Right hand</AttackLimb><ImpactDir><X>0.0</X><Y>0.0</Y><Z>1.0</Z></ImpactDir><ImpactForce>600</ImpactForce><X>0.0</X><Y>0.0</Y><Z>1.0</Z></Impact><SyncedMove>anal_probe_grab_rear</SyncedMove><Testicular_Assault>True</Testicular_Assault><Super_Kick>True</Super_Kick></MeleeMove>

<MeleeMove><Name>super_nut_front</Name><ImpactDir><X>-.11</X><Y>.979</Y><Z>.166</Z></ImpactDir><ImpactForce>100</ImpactForce><_Editor><Category>Entries:WeaponBashes:Testicular Assault:Unarmed</Category></_Editor><Processing_flags><Flag>dont_play_weapon_sound</Flag></Processing_flags><AttackLimb>Right hand</AttackLimb><DefaultDamage><NPCDamage>7500</NPCDamage><PlayerDamage>300</PlayerDamage><OnlineDamage>75</OnlineDamage></DefaultDamage><ImpactFX>melee_hit</ImpactFX><Impact_Human_Effect>Blood_headshot</Impact_Human_Effect><victim_pre_condition>Standing</victim_pre_condition><victim_post_condition>Standing</victim_post_condition><req_prev_hits>1</req_prev_hits><Combo><Anim_group_grid><Anim_group_ref>Default</Anim_group_ref><Anim_group_ref>Melee</Anim_group_ref><Anim_group_ref>Melee 2h</Anim_group_ref><Anim_group_ref>Pistol</Anim_group_ref><Anim_group_ref>DualPistol</Anim_group_ref><Anim_group_ref>Rifle</Anim_group_ref><Anim_group_ref>Minigun</Anim_group_ref><Anim_group_ref>RPG</Anim_group_ref><Anim_group_ref>Predator Drone</Anim_group_ref><Anim_group_ref>Shot Gun</Anim_group_ref><Anim_group_ref>Thrown</Anim_group_ref><Anim_group_ref>Sniper</Anim_group_ref><Anim_group_ref>StagRifle</Anim_group_ref><Anim_group_ref>SMG</Anim_group_ref><Anim_group_ref>GrenadeLauncher</Anim_group_ref><Anim_group_ref>SawedOff</Anim_group_ref><Anim_group_ref>Luchador</Anim_group_ref><Anim_group_ref>Flamethrower</Anim_group_ref><Anim_group_ref>Revolver</Anim_group_ref><Anim_group_ref>Lever</Anim_group_ref><Anim_group_ref>Hunting</Anim_group_ref><Anim_group_ref>Dubstep</Anim_group_ref></Anim_group_grid></Combo><Attack_is_for><Flag>Attacker is Player Only</Flag><Flag>Victim is Not Ally</Flag><Flag>Attacker is superpowered</Flag></Attack_is_for><Attack_Results><Flag>Disarm Victim</Flag></Attack_Results><Impact><AttackLimb>Right hand</AttackLimb><ImpactDir><X>0.0</X><Y>0.0</Y><Z>1.0</Z></ImpactDir><ImpactForce>100</ImpactForce><X>0.0</X><Y>0.0</Y><Z>1.0</Z></Impact><SyncedMove>anal_probe_grab_front</SyncedMove><Testicular_Assault>True</Testicular_Assault><Super_Kick>True</Super_Kick></MeleeMove>

Also what did you think of the mod? Did you enjoy the new melee system where all moves can be picked at any time and in any order and the new added attacks into the chains? If you could give the details of what you enjoyed and what you thought could be better or simply changed to fir more with what you would like, let me know, I would highly appreciate it considering it's my first mod (both as in first posted and first time that I ever tried modding this game) so I would like to expand on it if possible.
 
Thank you for the reply!
I would publish the numerous "new" animations I created but I have yet to fix this problem so if I were to do it I would have to warn that those dlc cfx effects get broken so I rather find a fix for that and then publish. Do you know what could possibly be the solution for this?
I have no idea. I have never modded these kinds of files.
Also what did you think of the mod? Did you enjoy the new melee system where all moves can be picked at any time and in any order and the new added attacks into the chains? If you could give the details of what you enjoyed and what you thought could be better or simply changed to fir more with what you would like, let me know, I would highly appreciate it considering it's my first mod (both as in first posted and first time that I ever tried modding this game) so I would like to expand on it if possible.
I am much busier these days so cannot go in depth in my reply or mod the games as much as I'd like.
Managed to make some changes, but I did enjoy it a lot after lowering the knockback force to 3 for everything (bless the Find and Replace feature in notepad++) - so they still ragdoll, but don't get sent too far. It makes punching feel far less repetitive, and makes me wonder why it isn't like the mod in the vanilla game. You did a great job! <3
 
Thank you for the reply!
Of course!
I have no idea. I have never modded these kinds of files.
I see, it's unfortunate this dlc vfx breaking side effect happened, it's stopping me from releasing a bunch of cool animations, since I have yet to figure out the solution, I don't want to break someone else's game even if I give a warning, I guess I will see how long it takes, then decide from there.
I am much busier these days so cannot go in depth in my reply or mod the games as much as I'd like.
Managed to make some changes, but I did enjoy it a lot after lowering the knockback force to 3 for everything (bless the Find and Replace feature in notepad++) - so they still ragdoll, but don't get sent too far. It makes punching feel far less repetitive, and makes me wonder why it isn't like the mod in the vanilla game. You did a great job! <3
When you say "these days" I imagine it can't be in comparison to too far back, right? Because it was only about 2-2.5 weeks ago since you made the in depth reply to my original comment as well as released the mod, and I can see that a mod like this would take a ton of trial and error to make, unless you have already been working on it for months and just recently cracked through the problems and crashes. The reason I set the knockback values so high is because I wanted to keep the theme of the game make sense in the regular melee system as well, as I said before it just didn't make sense for the boss to cause an earthquake by stomping but punches would barely do anything, though I get why you would enjoy actually performing the combo chains more, since I play with the npc behavior and spawn mod, there are a lot of these random mini boss fight npcs where I could actually get to use the attack chains a lot, but without that mod, yeah there isn't much if any opportunities without lowering the attack damage of each moves and in every pool (attack 1, 2, or 3 each move has to exist as an entry 3 times in 3 of the pools for it to be able to appear at any time).
It makes punching feel far less repetitive, and makes me wonder why it isn't like the mod in the vanilla game. You did a great job! <3
Exactly, the system already allows such randomization, so it was an arbitrary limit in the vanilla game that existed for whatever reason. Thanks a lot, I am glad you enjoyed it! :) Did you also check out the restored fight club animation that I bound to R3/F when facing an npc or from super sprint? Also had you already discovered how to remove the anal probe animation? My help might have been redundant, but I am naturally a curious individual so I would like to know.
 
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When you say "these days" I imagine it can't be in comparison to too far back, right? Because it was only about 2-2.5 weeks ago since you made the in depth reply to my original comment as well as released the mod, and I can see that a mod like this would take a ton of trial and error to make, unless you have already been working on it for months and just recently cracked through the problems and crashes.
Now that you put it like that, I guess it has been only 2 to 3 weeks, yeah, lol.
I think the longest part was getting proficient enough with Cheat Engine in general to think on how it could be done (been using it for years), then after I put an "aha" moment together it took a few hours to get it to work and some more hours just testing it out and comparing how it fares to the LUA stuff done by the community before putting it into a shareable format. Then I focused on other things in general...
Did you also check out the restored fight club animation that I bound to R3/F when facing an npc or from super sprint? Also had you already discovered how to remove the anal probe animation? My help might have been redundant, but I am naturally a curious individual so I would like to know.
Yes and no in that order : D it made me feel like there was impact to choosing either the left click standard punch or pressing F instead. it's really good!
removing those anal probe animations are new info to me, these kinds of files take a while to understand for sure lol. I haven't gotten around to implementing the change yet, but will definitely try it when I get back into the games.
 
Now that you put it like that, I guess it has been only 2 to 3 weeks, yeah, lol.
I think the longest part was getting proficient enough with Cheat Engine in general to think on how it could be done (been using it for years), then after I put an "aha" moment together it took a few hours to get it to work and some more hours just testing it out and comparing how it fares to the LUA stuff done by the community before putting it into a shareable format. Then I focused on other things in general...
That makes sense, I also have been using cheat engine for years but casually, never learned it because for majority of games the tweaks that you could do with cheat engine already existed as standalone mods on nexus, so there was no reason to learn it besides personal experimentation. Ahhh yes, nothing quite like that eureka moment after days, weeks, or months of attempts and failures. It got me curious, how long did that getting proficient stage take? Also what was the "aha" moment or the buildup to it? It got me interested.
Yes and no in that order : D it made me feel like there was impact to choosing either the left click standard punch or pressing F instead. it's really good!
Thanks, I appreciate it :D I am not sure what you mean by this part because the left click is just the standard melee and F is the "special" synced attack animation, unless you mean you combo regular left clicks into an F attack animation. The reason I have to put this animation and any synced move onto the R3/F slots is because the synced animations overrides regular "free move" attacks, so if I was to duplicate one of the attack entries, and add the tag <SyncedMove>Super Kill A></SyncedMove> it would always play that animation and you never get to see regular melee attacks since as I mentioned the synced animations overrides it, but if you leave out the synced tag, and instead replaced <AttackAnim> tag with the name of the animation then the animation wouldn't play at all.
removing those anal probe animations are new info to me, these kinds of files take a while to understand for sure lol. I haven't gotten around to implementing the change yet, but will definitely try it when I get back into the games.
Actually it's pretty easy (considering you figured out how to use cheat engine and create scripts, this is nothing in comparison. It's an inverse situation, I am trying to get to your position of understanding of cheat engine and vice versa), the only challenge is figuring out what entry corresponds to what and also navigating the bunch of dead code, there are so many entries (not just in melee xtbl) where the devs probably meant to add into the game but just before release it got cut, however they didn't bother removing them, so it can be tedious trial and error of figuring out which entries are dead and which ones work. The anal probe addition was a last second choice that arose because my mind thought "Wait... I bet that would look beyond goofy". One interesting observation though is that there seems to be a hard limit on the amount of entries that can be recognized from the front of an npc opposed to the back of the npc, because with just my fight club animation removing anal probe entries, both the gut punch, soccer kick, and fight club finisher play (3) but when I added another entry for the anal probe front version, the kick stops playing so there is only 2, I wonder if that has to do with this specific anal probe animation entry messing something up or if I messed something up along the way but you also have to remove not just the front entry for the anal probe, but also the back entry just to get the kick animation to play again on the front version which is strange because why would one need to remove the back entry of a completely different animation to enable the possibility of a front version of a different animation to play? That is perhaps the most peculiar part. Also no need, I already did it, the only change was removing the anal probe animations—though keep in mind the impact force of all the moves is still 40 for me since I like the massive launch effect, so since you said you liked it at 3, that needs to be changed but shouldn't be a problem or take long due to as you said:
(bless the Find and Replace feature in notepad++)
 

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Ahhh yes, nothing quite like that eureka moment after days, weeks, or months of attempts and failures. It got me curious, how long did that getting proficient stage take? Also what was the "aha" moment or the buildup to it? It got me interested.
Well, whew! It's funny to think about the time I was struggling between float and integers, while also getting my butt handed to me by the tutorial on single level pointers (multi-level pointers still beat me). I'm not going to tell the exact duration due to multiple reasons, but I can tell that
(a) it was longer than you'd expect and
(b) I finally learnt how to create a single-level pointer around... 2023? Funnily enough, the Cheat Engine tutorial actually puts code manipulation before single-level pointers, but at that time it went over my head other than what was needed to complete past the tutorial. It really needed time to understand what it all meant.

Some other point later, I began understanding more on how poking around code works. The CE tutorial only teaches you how to replace a code operation with nop (do nothing), but eventually one realizes that if they're checking what code accesses the health variable and seeing one of them pop up only when taking damage, it's possible to look at the code and 'flip' it; that is, change the part that substracts a variable into adding it. I repeated this for a while across multiple games to really understand what I was doing and what I should be looking for.

Going back to the whole player size thinking, it was fairly obvious that the player's size was being gradually resized only when it wasn't at 1. So when checking what accesses the player's size, I looked for the code that stopped happening when the player's size was 1 and started digging from there. And then you have the steps as outlined in the original post lol
 
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