Great mod! 10/10 
				
			

Yes, there's no reason why it can't. The only reason I recommend putting the str2_pc and asm_pc files in the mods subfolder is to avoid totally filling up the root folder.Can all the files in this mod be installed directly in the "Saints Row Gat out of Hell" root folder instead of the "mods" sub-folder?
I only ask because I'd like to try using this with my Simple Mod Manager (which currently doesn't handle sub-folders) but I want to make sure there's not a requirement to use the "mods" folder. I realize that if you install this manually, it's much better to keep things in the "mods" sub-folder to avoid cluttering up the root folder.
Thanks for a great mod, Minimaul!

I had a small chat with Mike Wilson about it and worked out the header for the file - once I had that I wrote a small C# function to create the file:How did you figure out how to make the dummy cloth sim?
static void CreateDummyClothSim(string path)
{
    Console.WriteLine("Creating dummy cloth sim: {0}", path);
    string name = Path.GetFileNameWithoutExtension(path);
    sw.WriteLine("Creating dummy cloth sim: {0}", path);
    if (name.Length >= 28) // the field in the struct is only 28 bytes long, and needs to include a null
    {
        name = name.Substring(0, 27);
    }
    using (Stream stream = File.Create(path))
    {
        stream.WriteUInt32(0x05); // version
        stream.WriteUInt32(0); // data size
        stream.WriteAsciiNullTerminatedString(name);
        stream.Align(0x24);
        stream.WriteUInt32(0); // num passes
        stream.WriteUInt32(1); // air resistance
        stream.WriteUInt32(1); // wind multiplier
        stream.WriteUInt32(1); // wind constant
        stream.WriteUInt32(1); // gravity multiplier
        stream.WriteUInt32(0); // object velocity inheritance
        stream.WriteUInt32(0); // object position inheritance
        stream.WriteUInt32(0); // object rotation inheritance
        stream.WriteUInt32(0); // wind type
        stream.WriteUInt32(0); // num nodes
        stream.WriteUInt32(0); // num anchor nodes
        stream.WriteUInt32(0); // num node links
        stream.WriteUInt32(0); // num ropes
        stream.WriteUInt32(0); // num colliders
        stream.WriteUInt32(0); // bounding sphere radius
        stream.WriteUInt64(0); // *nodes
        stream.WriteUInt64(0); // *node_links
        stream.WriteUInt64(0); // *ropes
        stream.WriteUInt64(0); // *colliders
    }
}