Can confirm that this is not the case as all all NPC Groups have a charset, which is the file I edit first for my Mods to add more Models into the Game.
So for Sapienza and Chongqing there are also two different charsets, respectively being called:
Mansion_Guard_Shirt and T-Shirt and for Chongqing there are Wet and Dry Versions for Street Civillians, Street Guards, Block Guards and Chefs.
This still gives me hope this can be modded someday for the full Reimagined Appearance lol.
Ah, we’re talking about two different things here, I think. There are entities that relate to charsets, and while I haven’t taken a proper look at them, they seem to basically point the game to the correct models for each variation within that charset. What I’m referring to is something set for each NPC in the mission/scenario brick, which tells them which of those charsets to use. This is the same place as you set their variation & required voice, if any. It’s “m_nOutfitCharset” although not all NPCs have it set. In that case, they’ll just use charset 0.
So if you set m_nOutfitCharset for a Chongqing Street Guard in Scenario_Rat to 0 they’ll be dry, 1 they’ll be wet, and 2 is the pig mask from Gluttony. A Kronstadt bodyguard with variation 2, charset 0 set inside the mission will look the same as a bodyguard with variation 2, charset 3; They don’t have a charset besides 0, so the game just uses that one.
Checking those specific NPCs, though, I was wrong. Spencer Moneysong uses Variation 5, Brad Easton uses Variation 6. Since there are only 6 variations & it starts at 0, he looks like the highest numbered variation, which is 5. That’s still a “different” variation, so he gets a new image generated for him even though he looks the same. There are some set as high as 9, apparently!
As a side note, there’s a guard in Chongqing named Townie Thurley who briefly had the pig mask in his contracts image just before Gluttony was announced, but not his in-game model. If he was set to charset 3, but the gluttony models weren’t in the public game yet, he likely would have fallen back to the wet model even though the pig mask image could be generated.
One can dream, can’t they? Considering how much is already possible to mod in this Game, it might still be possible one day and if someone writes a program for that.
Getting the Images in the Game wouldn’t be the Problem, it would be to generate Contract-mode esque Images for my Custom NPC Models and then put them in the Game.
There’s no need to use any HTTP interception to override images. The game uses whatever is stored locally before trying to request it from the server (see my mod, Offline Image Pack).
Hello, I am having issues editing a LOCR file (game crashes on start)
In rpkg, I have extracted the LOCR file as JSON, and then edited it with notepad++ (one outfit name), then I erased the JSON extension so it becomes LOCR again, and placed it in my suit replacement mod chunk0 folder.
What am I doing wrong? does the JSON need to be converted back to LOCR in some other way? I know it is not the rest of the suit replacement mod since it works fine without the LOCR files.
Yes, changing a file’s extension by renaming it does not change the file in any way, it only changes what your computer thinks it is. You’d need to convert it back to LOCR, but there’s a better way using SMF’s manifest alone. There should be some instructions on how to do that in SMF’s info section; click the book icon on the left side and then Manifest.
Removes annoying wording on the APC Turret from “Missing Key” to “Cannot Activate. Requires Password”, which is more consistent with other items in the game, and less vague as it sounds more like some kind of document or post-it note needs to be read, instead of a key or USB dongle needs to be found. This works on The Extractor too (In fact, this is why I changed it as It wasn’t obvious as to what it meant until I looked it up).
BEFORE:
New detail of mod: adittional cameras. On level have new cameras (2 for now, maybe in future moire), so to disable them need pacify or kill, one of new character on location…
POLL I: I was thinking about changing a few NPC Voice Variations for some NPCs I’m modding, to give possibly more fitting voices with my mods applied, thoughts on that?
Can confirm it does not intervene with Miami. It was designed for Paris, Marrakesh, Bangkok, Hokkaido, Dubai, Dartmoor and Berlin. I’ve also read it adds S2 voices to S1, so that may intervene.
With my understanding of how Kevin’s accent mod works (terribly by the way, it will place a large file in a folder forever, even if you uninstall the mod and verify files). It should not affect it.
I do like the idea of changing voice variations! It does bother me somewhat when an NPC has a different voice than their scripted dialogue, if any. It’s actually the reason I stopped using Accent Overhaul, it just bothered me too much when someone had two very different voices. I personally would prefer if those NPCs kept their matching voices, but I can put up with it if needed… or edit the mod for personal use :P
I will also add that Indian & Spanish accented guards need to be enabled on a per-level basis; they’re stored in chunk1 so they can’t be enabled globally or used in Dubai unless you port them to chunk0. All civs should be good, and I can give advice on how to enable the accented guards if you need. I went through a LOT of trouble learning how to enable them on HAVEN island.
I’m also curious what that engineer would look like with the mustache and the 3rd one’s hairstyle, in the matching color. I don’t think I’ve seen anyone with that hairstyle and facial hair before.
But shouldn’t they work just fine on Miami then as it can use anything in chunk0, chunk1, chunk9
(Season 2) and chunk19 (Miami, obviously)?
Absolutely. I even occasionally select my NPC Models on the base of a voice.
I was thinking more about NPCs that don’t have any scripted dialogues like the Female Kronstadt Engineer above who just fixes something in the parking garage by herself.