Does anyone know if there's a way to just disable Item Score or to permanently set Item Points to zero? Being punished for having over a dozen First Aid Sprays in storage doesn't feel fair. ^^ RE4R Ultimate Trainer lets you set your Action Points but I can't find anything on Item Points. Thanks in advance! :D edit: Never mind, I'm dumb, it's right next to Action Points. In my defense there's hundreds of options in the trainer and I was googling for quite a while.
Update : had to click save settings and then difficulty rank sticks, stupid me :-)
Great mod
I set all sliders to 11 and start a new game (new to the game so cant even kill the 1st dude :-)
But when I quit game and restart from desktop, the sliders in the reframework menu are again at default.
Does that mean that play session is with default values or does the 11 value from previous game session stick (in save game or something) ?
Per mod description it seems that new settings apply once a relevant game action is performed. So restarting the game with reframework automatically reverting sliders to default values and then in game you do an action like shoot enemy then do those default values trigger ?
Long story short, do I have to set 11 values (or whatever one prefers) each time after game boot ?
There's a guy who uploaded the mod named Disable adaptive difficulty where the game will set up highest difficulty rank and will never adjust. For example, you play on normal. Therefore, it'll play on highest rank on normal and will never adjust it doesn't matter if you die many times. Same thing if you choose any difficulties.
My question is, can you make disable adaptive difficulty on re2/3 remake, 7 and Village?
I'll definitely take a look at them. I don't imagine it'd be much more difficult than this one was. I have some time off coming up. I might have to purchase a couple of those games though, lol.
Technically this mod can do what that mod does as well, btw. You just look at what the max game rank is, and use that for your preferred difficulty mode (e.g. standard = 7) and it will stay that way forever until you go back in the config json file and change it.
Hello, you can do this change to the set_GameRank_Based_On_Difficulty function in the lua script to add Mercenaries support
function set_GameRank_Based_On_Difficulty() if campaignManagerType == nil then log.error("campaignManagerType is NULL") -- Because it's null it probably means we're playing Mercenaries. - F121 campaignManagerType = sdk.get_managed_singleton("chainsaw.MercenariesManager") if campaignManagerType == nil then log.error("mercenariesManagerType is NULL") else -- Dumb af implementation but it works. - F121 local currentDifficulty = campaignManagerType:call("get_CurrentDifficulty")
-- because lua arrays are 1-based (and RE4 uses 10 = assisted, 20 = standard, and so on...) local newGameRank = textTable[currentDifficulty / 10].rank
gameRankSystemObject:call("set_GameRank(System.Int32)", newGameRank) local currentGameRank = gameRankSystemObject:call("get_GameRank") --log.debug("currentDifficulty: " .. currentDifficulty) --log.debug("Set game rank to: " .. newGameRank) --log.debug("Real Game Rank after being set: " .. currentGameRank) end else local currentDifficulty = campaignManagerType:call("get_CurrentDifficulty")
-- because lua arrays are 1-based (and RE4 uses 10 = assisted, 20 = standard, and so on...) local newGameRank = textTable[currentDifficulty / 10].rank
gameRankSystemObject:call("set_GameRank(System.Int32)", newGameRank) local currentGameRank = gameRankSystemObject:call("get_GameRank") --log.debug("currentDifficulty: " .. currentDifficulty) --log.debug("Set game rank to: " .. newGameRank) --log.debug("Real Game Rank after being set: " .. currentGameRank) end end
Within ReFramework, the Script Generated UI option does not appear at all, there is no possibility to change the difficulty within the game.However, it was possible to make manual changes to the file:"reframework/data/RE4_AdaptiveDifficultySelector_Configs"Even though the UI option didn't appear at all, I managed to set the manual difficulty and it worked. Thank you for mod, I needed exactly that o/ !!
Hey I love your mods and what you did with re3 remake, but i wanted to ask; say I play on professional and set it to rank 11, Im low on health(red danger state) does the next guarantee item drop be a green herb from a crate?
There's another mod on here similar where i set it to the highest DA and the game for whatever reason just locks me at a certain item point and attack point always so leon practically moved on one leg until the next static green herb lol
This mod isn't that complex. I can't guarantee there would be any specific drops on any rank you set. That said, that's an interesting problem to solve. Might look into it. Are you wanting to guarantee the drop on danger health out of the next box? Or no?
Thank you for doing god's work. I finished my first Hardcore run last night and it was grueling as I was stuck at rank 9/10 the entire time. I think the game is plenty challenging enough at Rank 7 with all the extra attacks, aggression, and enemies spawns already present in Hardcore mode, so this mod will make the next playthroughs less of a slog. I appreciate it. Endorsed.
21 comments
RE4R Ultimate Trainer lets you set your Action Points but I can't find anything on Item Points. Thanks in advance! :D
edit: Never mind, I'm dumb, it's right next to Action Points. In my defense there's hundreds of options in the trainer and I was googling for quite a while.
Great mod
I set all sliders to 11 and start a new game (new to the game so cant even kill the 1st dude :-)
But when I quit game and restart from desktop, the sliders in the reframework menu are again at default.
Does that mean that play session is with default values or does the 11 value from previous game session stick (in save game or something) ?
Per mod description it seems that new settings apply once a relevant game action is performed. So restarting the game with reframework automatically reverting sliders to default values and then in game you do an action like shoot enemy then do those default values trigger ?
Long story short, do I have to set 11 values (or whatever one prefers) each time after game boot ?
Thanks !
EDIT: It does
There's a guy who uploaded the mod named Disable adaptive difficulty where the game will set up highest difficulty rank and will never adjust. For example, you play on normal. Therefore, it'll play on highest rank on normal and will never adjust it doesn't matter if you die many times. Same thing if you choose any difficulties.
My question is, can you make disable adaptive difficulty on re2/3 remake, 7 and Village?
Technically this mod can do what that mod does as well, btw. You just look at what the max game rank is, and use that for your preferred difficulty mode (e.g. standard = 7) and it will stay that way forever until you go back in the config json file and change it.
Another question for this mod, does it includes game rank for Mercenaries?
function set_GameRank_Based_On_Difficulty()
if campaignManagerType == nil then
log.error("campaignManagerType is NULL")
-- Because it's null it probably means we're playing Mercenaries. - F121
campaignManagerType = sdk.get_managed_singleton("chainsaw.MercenariesManager")
if campaignManagerType == nil then
log.error("mercenariesManagerType is NULL")
else -- Dumb af implementation but it works. - F121
local currentDifficulty = campaignManagerType:call("get_CurrentDifficulty")
-- because lua arrays are 1-based (and RE4 uses 10 = assisted, 20 = standard, and so on...)
local newGameRank = textTable[currentDifficulty / 10].rank
gameRankSystemObject:call("set_GameRank(System.Int32)", newGameRank)
local currentGameRank = gameRankSystemObject:call("get_GameRank")
--log.debug("currentDifficulty: " .. currentDifficulty)
--log.debug("Set game rank to: " .. newGameRank)
--log.debug("Real Game Rank after being set: " .. currentGameRank)
end
else
local currentDifficulty = campaignManagerType:call("get_CurrentDifficulty")
-- because lua arrays are 1-based (and RE4 uses 10 = assisted, 20 = standard, and so on...)
local newGameRank = textTable[currentDifficulty / 10].rank
gameRankSystemObject:call("set_GameRank(System.Int32)", newGameRank)
local currentGameRank = gameRankSystemObject:call("get_GameRank")
--log.debug("currentDifficulty: " .. currentDifficulty)
--log.debug("Set game rank to: " .. newGameRank)
--log.debug("Real Game Rank after being set: " .. currentGameRank)
end
end
Thank you for mod, I needed exactly that o/ !!
There's another mod on here similar where i set it to the highest DA and the game for whatever reason just locks me at a certain item point and attack point always so leon practically moved on one leg until the next static green herb lol