Spoonman
Skull Head Zealots Optional
updated
It is completely modular, which means it can be replaced at any moment by another audio file, with better voice fidelity/quality or different quotes.
The entry of the mdt file used by the AEV, should be edited to match the length of the new .wav file, this way preventing the player from skipping it, which can result in audio overlap with the other merchant quotes, if player decides to shop again while the wav is playing.
I tried to copy Bethesda's games approach, when the camera gets close to the character, I think it works well for dialogue.
I'm not sure about dialogue with options to select though, this type was not tested yet, it may work but more testing is needed.
About the release it will take a while, because I'm working too much and this is delaying the mod release for now, but please be patient, progress is being made slowly.
A quick look at the progress of r201 for REvamped, this area works well with dark environment with few light sources. Some things still need to be improved as it is WIP.
Music: AKIRA YAMAOKA - Forest
Credits to Veterock:
veterock.com
nexusmods.com/residentevil4/mods/500
*The mod was tested using HD Project
Type 1 - 2 Bloom no light
Type 2 - 1 Bloom no light
Type 3 - 2 Bloom no light (less intense than Type 1)
Type 4 - 2 Bloom + light
Although the Type 4 looks good in some areas, it may not work well with the game low poly scenarios, so I don't recommend it for now. Besides, it can also overload the models with light sources, and theoretically make lighting break somewhere (untested), imagine a wave of ganados dying at the same time in the same place, this will make the game hit the 6 light limit for the nearby models, resulting in undesired lighting. But for the vanilla game, this is less likely to happen as the lighting is simple, the only problem should be the low poly models which the vertices will be far away from the light, so it may not lit all surfaces unless we convert them to high poly.
Due to requests about conflict with other mods, I've included the extracted effects to be copied to your core_001.eff, this way you can also customize and use only the auras you liked, or mix with other mods.
Here's a list of the auras:
Effect Group 44 (Aura Type 3 - Blue)
Effect Group 46 (Disappearing) (Aura Type 3 - Blue)
Effect Group 47 (Aura Type 5 and Type 6 - Red)
Effect Group 48 (Disappearing) (Aura Type 5 and Type 6 - Red)
Effect Group 49 (Aura Type 4 - Green)
Effect Group 50 (Disappearing) (Aura Type 4 - Green)
Effect Group 51 (Aura Type 2 and Type 8 - White with and without Sparkles)
Effect Group 70 (Aura Type 7 - Big Blue)
Effect Group 77 (Aura Type 9 - Bonus Time)
Music: At Last Light - Hello Meteor
Music: Beautiful Ambient Space Music Part 3
By using AEV to trigger sound files, we can create dynamic radio calls like the one in the example. Once the mod is released it will be optional, you can keep the old radio screen, but in my opinion, this approach brings this game closer to modern games, it reminds me a bit of Dead Space.
• New Sunset Time
• New vegetation and tree leaves (removed static tree leaves from one of the trees)
• New tree lines around the area in the mountains
• New AEV spawned enemies ambush
• Increased poly count of most models
• Added realistic ladder climb down. The last ladder now has animations, and Leon uses it before the room transition
• Fixed vegetation not receiving lights from some angles (EFF still not being affected by lights)
• Fixed ETM doors clipping in the walls, inverted the opening direction of one of the doors
• Removed unnecessary geometry (r104)
• Dynamites now casts flickering lighting
• Tweaked LED Lights flickering lights and EFF effects
• Tweaked models ARGB to be darker and receive more lighting
• Tweaked EFF effects spawn / despawn points as the player moves
• Tweaked Draw Distance to squeeze performance, and allow higher poly count without crashing
• Tweaked items, ITA and ETS placement
• Mountain models was separated in multiple parts and extensively tweaked to react better to the sunlight
• Other minor improvements
*A variation of the doors with spyhole, with a model that made possible to see the other side, was discarted due to fact that the lighting from the flashlight was affecting models beyond the door. If we can fix this than it should be a good addition to this area.
*Some of the models in the video still low poly and need improvements.
Music: Bjørn Lynne - Under the Sea
A quick look at the progress of r100 for REvamped, this area is a bit trick to edit as it is different than other rooms, models are shattered in 7 smd files. One thing I've noticed is that this area has lots of 2d vegetation, and it is near it's limits in terms of effects. So if we have too much effects at the same location, weird things start to happen like delays when breaking wooden boxes, blood from enemies, dust or even the shoot texture from the weapons. So the triggerzones were carefully edited to avoid that , but still, it may be possible to reach this limit in some scenario which will bring undesired effects. After its release if you find some issue, you can report at the bug section of the mod. Some things still need to be improved as it is WIP, the changes so far include:
• Light Shafts from windows
• Blood effects in the bear trap
• Smoke from the 1st house chimney
• Environment fog in the beginning of the area
• Ported tree leaves from r101 to match r101
• Falling tree leaves effect
• Added a torch support in the Insigna Gate
• Added new crows and stage collision
• Tweaked effect triggerzones
• Other minor improvements
Music: Hello Meteor - A Shadow Entrusted
The smoke effect was also modified; it now lasts longer before fading away.
*However the ps2 still superior with some effects I could not add, maybe I'll find a way in the future after digging into the ps2 eff files.
updated with heat effect: youtube.com/watch?v=H6l74GmI3Y8
7D 86 00 00 AA 27 in Offset EC fixed the loop issue when editing sound
Download: nexusmods.com/residentevil4/mods/384
Songs:
Glass Palms - Hello Meteor
First Night Out (Starmoods 1984) - Jonn Serrie
Download:nexusmods.com/residentevil4/mods/384
Song:
Hello Meteor TV_ S01 E01 - Relax and Chill
14:33 Behind the scenes
Download: nexusmods.com/residentevil4/mods/387
Overview
This mod expands the main village (Day/Night) with new areas that were not acessible before, adds some vegetation and other small changes.
• Improved vegetation in all Village, now it have animations, moving slowly during the day, and faster during the rain at night.
• The Warehouse now have a accessible interior (Ported from Mercenaries).
• A new acessible area near the Stable.
• A new acessible area near the Insignia door.
• All the new areas have shelter during the rain (Night).
• Tweaked AI to use all the new areas.
• Improved Lighting (Day/Night).
• All the torches now casts a nice flickering light.
• New barrels, boxes and items.
• Functional explosive metal barrel in the warehouse.
• Functional ladder in the warehouse.
• A new brown cow (Day).
• Optional "Less Vegetation" Version.
Please keep in mind that this is a mod that changes a considerably number of files, so it may have bugs and problems, and I'm a complete beginner in softwares like 3ds max/blender so I had to learn the things from scratch, I don't know if the models are set up correctly but I did my best.
Installation
• Simply drag and drop in your game folder overwriting the files when asked. Have fun!
*It is usually located in SteamLibrary\steamapps\common\Resident Evil 4
Credits
Albert, Cris - HD Project, LIT Tutorial
AnonymousUser - Bio4.exe Modifications
Emoose - LFS Tool
Jaderlink - Re4 Quad Extreme, BIN/TPL Tool
Kteo - HEX Info, Master ETM ITM
MarioKartN64 - RE4 Utility
Mr. Curious - Research, High Quality Tutorials, Bio4.exe Modifications, Master cue List
Son of Persia - EAT Tool, ETM Tool, ITA Tool, RTP Tool, SAT Tool, SMX Tool, YZ2 Tool
Zatarita - LIT Research
Big thanks to Miled Rizk for the "Copy Paste Objects" script!
youtube.com/@MiledRizk/videos
Music - Let it Hurt【Sad Piano Music】
Installation
Simply drag and drop in your game folder overwriting the files when asked. Have fun!
Credits
Albert, Cris - HD Project, LIT Research, LIT Tutorial
Emoose - LFS Tool
Jaderlink - Re4 Quad Extreme, UDAS Tool
Mr. Curious - LIT Research, LIT Tutorial
Son of Persia - LIT Tool
Zatarita - LIT Research
Overview
This mod makes possible to access the areas you play as Ashley, but with Leon and Ashley after rescuing her. It's like an expansion for Chapter 4-1, with new enemies and functionality, it also restores some unused enemies with some tweaks here and there. The mod is lore-friendly so it doesn't make drastic changes. Ashley can now get revenge on the knights!
• Acessible room 20d.
• Acessible room 20e.
• Acessible room 206 ground floor.
• Restored the enemies in room 20d (emleon04.esl).
• Added new enemies in room 206 ground floor.
• Added a gate that opens and closes in room 206.
• Added the option to use Fixed Cameras in rooms 20d and 20e.
• Added Alternative sound to the gate in room 206.
• Ashley can use the ladder when playing Leon in room 20d.
• Leon can use the buttons in r20e (Mr. Curious and AnonymousUser).
• Leon can use the candles and levers in r20d (Mr. Curious and AnonymousUser).
• Leon can jump over the table in room 20e.
• Increased the Triggerzone of the Typerwriter in room 20d.
• Realistic ladder climb down to room 20d.
• Zealots can kidnap Ashley in room 20d
• Zealots can kidnap Ashley in room 206.
• Knights in room 20e drops 6500 ptas and items.
• Knights in room 206 drops 6500 ptas and items (Extended Version).
• Custom Key Optional to acess room 206 (Extended Version).
• Tweaked game progression (Extended Version).
Extended Version
This version has all the features of the standard, but the main difference is that the door in room 20d that leads to room 206 is locked, and it's needed to go to room 212 to get a key to unlock it. Originally in room 212, we find the Queen's Grail item, but in this version, it's located on the ground floor of room 206. I always thought it was very rushed and easy to get the Queen's Grail, so now there is a reason to go back and explore the area, but not leave behind room 212 because it also has the key that we need. For this version, there are some optionals related to the appearance of the key. By default, the extended version uses the gallery key, which is actually the key that the red zealot is carrying, and Ashley takes to open the door. But if you want a more unique key, you can install the custom key in the optional section (It only works for the Extended Version).
*The Extended Version requires Companion DLL (not the trainer) installed in order to work properly, there is a guide included showing step by step.
Installation
• Simply drag and drop in your game folder overwriting the files when asked. Have fun!
Credits
Albert, Cris - HD Project
AnonymousUser - Bio4.exe Modifications
Emoose - LFS Tool
Jaderlink - Re4 Quad Extreme, UDAS Tool, YZ2 Tool, BIN/TPL Tool
JTeghius Kittius - LFS List Info
Kteo - HEX Info, Master ETM ITM, SND Utility
Marcelo20xx - ImagePack List Info
MarioKartN64 - Tools CAM Script, RE4 Utility
Mr. Curious - Research, High Quality Tutorials, Bio4.exe Modifications
Son of Persia - SAT Tool, AEV Tool, ITA Tool, ETM Tool, ITM Tool
Thief1987 - MDT Tool
Zatarita - MDT Research
Music
Lucette Bourdin - Golden Sun (Full Album)
Timestamps
00:00 Behind the Scenes
26:23 Gameplay
53:08 End
This mod restores the fixed camera angles for chapter 3-4 when playing Ashley natively, in case you have problems or don't want to use any dll or trainer. Big thanks to Mr. Curious for the research and detailed guide on CAM files, and MarioKart for the CAM Script, the tool that made this mod possible.
Installation:
Simply drag and drop in your game folder overwriting the files when asked.
Have fun!
Credits:
Albert, Cris - HD Project
Emoose - Tools
Jaderlink - Tools
MarioKartN64 - Tools
Mr. Curious - Tutorials
Son of Persia - Tools
This mod changes the behavior of leon when using a ladder to "climb down" normally instead of the unrealistic "jump down" from a high altitude in the Village Day/Night. Leon now don't break his own legs. There is some thing to notice that I've covered in the video.
Installation:
• Simply drag and drop in your game folder overwriting the files when asked.
Have fun!
Credits:
Albert, Cris - HD Project
Emoose - Tools
Jaderlink - Tools
Mr. Curious - Tutorials
Son of Persia - Tools
This mod changes the cultists clothing in r204, this way they look like a "higher tier" zealot allowed to be part of the ritual, looks better than the standard zealot clothing. The mod comes with some optionals related to their apparel.
Installation:
• Simply drag and drop in your game folder overwriting the files when asked.
Have fun!
Credits:
Emoose - Tools
Jaderlink - Tools
Mr. Curious - Tutorials
Son of Persia - Tools
Replace Rocket Launcher Zealots with Crossbows.
• Simply drag and drop in your game folder overwriting the files when asked.
Have fun!
Credits:
Emoose - Tools
Jaderlink - Tools
Mr. Curious - Tutorials
Son of Persia - Tools
Adds the P.R.L 412 to room 330 or 329 before Saddler, with this mod there is no need to finish the game on Pro Difficult to unlock it.
• Version 1: Room 330 (Laser Room Area)
• Version 2: Room 329 (Ada Shoots Saddler Area)
Installation:
Simply drag and drop in your game folder overwriting the files when asked.
Have fun!
Credits:
Coreynguyen - Tools
Emoose - Tools
Jaderlink - Tools
Kteo - ETM, ITM
MarioKartN64 - Tools
Mr. Curious - Tutorials
Son of Persia - Tools
1. Handcannon in Main Game
Adds the Handcannon to a chest replacing the Broken Butterfly located at the Castle before the Labyrinth with Colmilos (wolf enemies). With this mod there is no need to finish the Mercenaries mode with 5 stars with all character to unlock it, it's now possible to obtain it in Leon's Campaign.
2. Upgrades for Handcannon in Merchant
Makes the Handcannon available to purchase and upgrade in Merchants, starting at "The Pit" area before Verdugo where the Striker is unlocked in the original game. This game is old and work in a way that the items are unlocked progressively, so you have the first Merchant with the initial unlocked items, then in the next one, the items you already unlocked remain saved and you unlock new items, and so on; but there is no Merchant with all items. For example there are multiple First Aid Sprays entries, one for each Merchant you visit, this way you are able to buy a new one every time. This mod make use of one of these First Aid Sprays entries in the .exe to unlock the Handcannon instead. So at the "The Pit" Merchant you unlock the Striker and the Handcannon but no Spray.
The same happens to the upgrades, so there is no free space in the .exe code to add a new one, so you have to use the bytes of upgrades from other weapon, but I've done a workaround that did not break the upgrades for other weapons just make them appear in a subtle different order, while keeping the game balanced, so weapons have similar stats over the campaign. The upgrades for the Handcannon were shuffled with following weapons: Rio Gun, Striker, Rifle (Semi-Auto) and Broken Butterfly. You cannot buy the exclusive for the handcannon until NG+, because it would make the game too easy in the first run. The functionality of the Handcannon is already present in the game when playing Leon, so this mod may not cause big surprises. In my testing it worked normally, but if you find some bug please feel free to share here in the Comnent or Bug Report Section.
Have fun!
Installation:
Simply drag and drop in your game folder overwriting the files when asked.
Credits:
Coreynguyen - Tools
Emoose - Tools
Jaderlink - Tools
Kteo - HEX Info
Luis Webber - HEX Info
MarioKartN64 - Tools
Mr. Curious - Tutorials
RE-Play Games - HEX Info
Son of Persia - Tools
nexusmods.com/gtasanandreas/mods/2657
• Mods:
Project 2DFX
RoSA Project Reborn
SkyGfx (PS2 filter)
SkyGrad
Vertex Color Fix + 2DFX Effects
• Download
Google Drive: drive.google.com/file/d/1xrPoMYBu0qJg7m3RULhgzxPYgX5H6E3H/view?usp=sharing
GTAinside: gtainside.com/en/gta4/mods/134497-skyline-timecyc-1-3
NexusMods: nexusmods.com/gta4/mods/72
• Songs
Hello Meteor - Fata Morgana
Jonn Serrie - Starmoods
Hello Meteor - A Very Deep Pond in the Forest
Recorded With OBS Studio 23.1.0
Remaining Problems: youtube.com/watch?v=85vemnicUMU&list=PLXaGy-UvRQorI1v9Bej_USulc9TeRVxxW&index=7
07:25 Personal Commentary
13:01 Remaining Problems
19:51 Comparisons (cutscenes)
49:37 Bonus
• Download: nexusmods.com/darksoulsremastered/mods/91
It seems like it was yesterday, but I've spent more than three months working on this mod. I'm never been so tired, so after releasing it, I'll take some time for myself.
• Update: Sorry for the mistakes in the video.
14:37 Some plants that were supposed to be light sources, do not emit any light.
19:29 Many cutscenes ignore lines, and this directly affect the look of the game. When "point light lines" are not used, the character looks very dark (especially in the areas I made darker than the original). when "fog lines" are not used, hidden problems can appear, and so on.
• Installation:
youtube.com/watch?v=HrrDmLYOvJI
• Songs:
1. Dark Souls III - Epilogue
2. Dark Souls II - Majula
3. Dark Souls - Nameless Song
More ↓
youtube.com/watch?v=do21JXTKXSw
youtube.com/watch?v=NVCXbqWxGbU
• 24h TimeCycle:
http://gtaforums.com/topic/892517-24h-timecycle
• Skyline Timecyc (San Andreas):
http://www.gtainside.com/en/sanandreas/mods/112326-skyline-timecyc-san-andreas
All the comparisons were made at the same time and weather.
youtube.com/watch?v=BRl8i8Oc05k


