Saints Row 2 Juiced Patch

Damn.. any idea what could be causing this issue?
Some other mod you might have installed?
I’m not sure but I think the newest update of this patch has modified braking/handling effecting the power-slide around corners.
You're going to have to be a lot more specific and show a video of before/after since it seems fine on my end
 
Hello!

I found multiple bugs about Saints Row 2, should I create multiple issues on github or write them here is okay?

anyways, here they are:

1. If you are playing Samedi Mission - Riot Control in CO-OP, after defending the spot and waiting for the truck, Shaundi disappears and you can't continue mission, only Pierce loads the truck, but until 11 out of 12 boxes, last one on Shaundi that doesn't exist. (can give you video for better understanding if you need)

It can be fixed just by killing Shaundi right after waiting for the truck, before next checkpoint with them loading it is gonna start.

2. There are big problems with Volition not knowing what they were doing with Activities Rewards such as increasing accuracy, increasing sprint.

2.1.

In Septic Avenger - Suburbs Expansion, you get reward of increased accuracy.
In game it says you get 5% accuracy increase in LVL 3, and 15% accuracy increase in LVL 6. In reality it is not true at all.
With Save Editor, we tested out and found out that:
There is multiplier of inaccuracy (if you can call that like this), default value is 1.00 (100%), in order to increase accuracy you have to lower the value, and in order to decrease - do opposite.

So in reality it should look like this after activity: LVL 3 - 0.95 (95% inaccuracy), LVL 6 - 0.85 (85% inaccuracy), but instead of that, they are not adding/reducing the value, but set that and we get this: LVL 3 - 0.05, LVL 6 - 0.15

With that they are even decreasing accuracy on LVL 6, but it still makes you too accurate.

2.2.

Insurance Fraud - Factories District reward: LVL 3 "Double Sprint Stamina"

With Save Editor and game testings, it doesnt double it at all.

Default value of sprint Multiplier is 0.00, so I made the conclusion their formula for sprint is "DefaultSprintValue + DefaultSprintValue * Multiplier", cause if it would be "DefaultSprintValue * Multiplier", then we would have 0 staming at start right? So to make it double we should set Multiplier to 1.00.

But I guess devs didn't know what formula it was or whatever. After activity reward they set multiplier to 2.00, giving you 200% increase, (tripple the stamina)

We even tested it in game and indeed, one player run 3x more distance, than another with default stamina.


That's it for now.
There might be some other issues with other businesses, but so far we didn't test them all.
 
Hello all. I installed both GOTR and Juiced Patch onto my GOG copy of Saints Row 2, and went into juiced.ini to change "FixAudio" from 0 to 1 to fix, well, the PC ports terrible cutscene audio. I have one question and one problem, Do I have to start a new save inorder for this setting to work? And my problem is, upon loading into my game, the dialogue still sounds like a GameCube. Any help would be very appreciated. Apologizes if this is a common issue.
 
Hello all. I installed both GOTR and Juiced Patch onto my GOG copy of Saints Row 2, and went into juiced.ini to change "FixAudio" from 0 to 1 to fix, well, the PC ports terrible cutscene audio. I have one question and one problem, Do I have to start a new save inorder for this setting to work? And my problem is, upon loading into my game, the dialogue still sounds like a GameCube. Any help would be very appreciated. Apologizes if this is a common issue.
FixAudio just changes the 3D Audio Panning in Cutscenes.

UseFixedXAudio is the setting you want to adjust.
 
Is there a way to suppress cutscene audio outside of lowering the volume of the whole game? I find that regular in-game audio is much more silent than cutscene audio, and I don't want to keep having to remember to use the volume rocker.

Edit: It's really just certain sound effects like extremely loud gunshots.

Is FixAudio related to that? I don't really fancy using a "heavily experimental" option for something that could make my ears bleed.
 
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Is there a way to suppress cutscene audio outside of lowering the volume of the whole game? I find that regular in-game audio is much more silent than cutscene audio, and I don't want to keep having to remember to use the volume rocker.

Edit: It's really just certain sound effects like extremely loud gunshots.

Is FixAudio related to that? I don't really fancy using a "heavily experimental" option for something that could make my ears bleed.
There is a table file for cutscene sound balancing: "focused_audio.xtbl". Each cutscene uses a different focused_audio entry. You can see which cutscene uses which focused_audio settings in "cutscene_voice.xtbl" and "voice.xtbl". For individual sound effects though, you'd have to edit "foley.xtbl".
 
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