First I added in a event then changed some values and then Discovered this event. The Player Climbing down? What?! I don't recall this being in this game. interesting...
Tuesday, March 26, 2019
Character Radio Fix
Finally! A collection of character dats made by Me for Radio fix adding semi-full play-ability for the following character's
Krauser
Ada (Story)
Ada Spy
Ada RE2 Skirt
Wesker
Krauser
Ada (Story)
Ada Spy
Ada RE2 Skirt
Wesker
MediaFire Link
I am here to present a new Mercs stage for the game. The new stage is the area where you wake up with Luis after being knocked out by the "Big Cheese", or in other terms r104 basically swapped over r400. View Video for More Details
I Would like to thank Mr.Curious for a lot of help and info, I would also like to thank k98postman for testing this mod.
Its Features are.....
- New Environment
- New/Edited Items
- New Player Experiences
- New Challenges
While this swap being successful, problems still occur I have noted what I know below...
- Enemies Get Stuck in Some Places (Rarely Occurs)
- Enemies start to walk off in other direction or even just stands there.
- Enemy Spawning Still Needs Some Tweaking (Working On This)
Problems that may occur non-relating to any noted above problems are the following...
- Misplaced Coordinates? Run the edited game.exe that was included.
- Messed Up Textures/Models? "xscr" may be corrupted, re-download and try again.
- No Enemies or Not Frequent? Use the Edited "omake.esl" that in the "etc" folder. May need to run exe as admin as well.
Note: These are the only ones I know of so far and haven't experienced anything game breaking. If you experience anything not listed above please submit the problem with a working pic for more details Please. Thanks
I Would like to thank Mr.Curious for a lot of help and info, I would also like to thank k98postman for testing this mod.
Its Features are.....
- New Environment
- New/Edited Items
- New Player Experiences
- New Challenges
While this swap being successful, problems still occur I have noted what I know below...
- Enemies Get Stuck in Some Places (Rarely Occurs)
- Enemies start to walk off in other direction or even just stands there.
- Enemy Spawning Still Needs Some Tweaking (Working On This)
Problems that may occur non-relating to any noted above problems are the following...
- Misplaced Coordinates? Run the edited game.exe that was included.
- Messed Up Textures/Models? "xscr" may be corrupted, re-download and try again.
- No Enemies or Not Frequent? Use the Edited "omake.esl" that in the "etc" folder. May need to run exe as admin as well.
Note: These are the only ones I know of so far and haven't experienced anything game breaking. If you experience anything not listed above please submit the problem with a working pic for more details Please. Thanks
Install: Pretty Straight-forward install/place all the files and folders in your Resident Evil 4 Directory their Will be 3 folders "etc", "st4", "xscr" and 1 File New_Stage.exe. First i'm gonna say, no this exe is not a virus, malware, adware, or any type of file to commit damage to your PC in any way. Make sure to run the included New_stage.exe this is crucial to making the mod act right.
Mercenaries Rocket Launcher Mania!
This was a simply mod i made a while back but didn't plan on releasing it but here. Beside that nothing more to say the title says what this is about.
Features:All enemies have a Rocket Launcher except for Salvador and JJ. Some Crossbow enemies are still active
As of right now this only affects the Island and Water World Gando
Features:All enemies have a Rocket Launcher except for Salvador and JJ. Some Crossbow enemies are still active
As of right now this only affects the Island and Water World Gando
Tutorial: How To Add New Objects
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Hello, Today I'm gonna be explaining how to add both existing and new objects into a stage. Some tools your gonna need are Crzosk's bio_etm_edit.exe and bio4_ets_edit.exe. Also included in the DL link below.
First before we start lets make backups of the rxxx.dat were going to be using. I'm gonna be using r100.dat To do this your gonna need to extract your StX.dat and extract your rxxx.dat that you want to edit. Make sure to get the objects from Perquisites. So with that being said lets start.
Perquisites: Objects With that being said lets start.
1. Using bio_etm_edit.exe
Lets go ahead and open bio_etm_edit.exe, and we will see this.

If your text is messed up, do not be alarmed as this is your computer trying to output the Japanese text in Unicode. but lets continue.
Lets go ahead and open a ETM file, lets click the file options that are located in the top left with the "F" in parentheses. Then lets go ahead and click the first option from the top. Navigate to your extracted rxxx.dat folder that you want to use. Then Open that ETM file and we get this or something similar(If you used different room data than me).

2. Adding objects
Now to add completely new object. Lets go ahead and add some new objects by going to the File Options and click the option 6 boxes down from the top the one with the "A" in parentheses. Luckily i already got some models set in the "Objects folder" you might noticed that the objects have a .etb as a extra extension. These are created when we extract a object from a ETM using the tool. I will explain how to do this later.
Okay go ahead and add your objects make sure to get everything inside the folders and sub-folders these are crucial to making the Object work as it supposed too. I'm gonna be adding Et15, Et10, and Et11. Now Go ahead and save by using the "save as" function thats right below the open option (what you used to open the file)
So if you decided to copy me you will have 7 new files inside the ETM

3. Preparing the ETS
Now adding the files in the ETM is not enough now were going to have to open the ETS in hex and add new objects new. Doing this will be very simple as everything is neatly organized.
First we must understand ETS in hex in order to add objects so taking a quick look at this picture I made this will define each color coded box that will appear in the ETS (Picture tooken using 010_r100.ETS)

⦁ Black Box: Represents a "Object"
⦁ Blue Box: This tells us that this is this object. Example:0D=Wooden Door 01=Small Box
⦁ Orange Box: These means what ID these are. if we add a new object we can simply follow numerically or make it a number larger. MUST NOT BE A NUMBER ALREADY USED!
⦁ Green Box: Co-ordiantes -XYZ
⦁ Yellow Box: Rotation -XYZ
⦁ Red line: Unused/Unkown data
and the most important of all the very first 4 bytes at the top of the file "0B 00" acts as a header so each time we add a new object this must increase by 1 byte. Obviously it will be different for each file.
Now lets go ahead and add a object lets just go ahead and use another object specifics make sure to include all the data don't leave anything out and paste at the bottom of the file but before the "CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD CD" but after the last object. and it should look like this

Make sure to update it ETS ID. Since we copied the coordinates as the "box" above this will appear in the same position as the "Large Box" So lets not do anything and Open cheat engine and lets use Exact coordinates player tool.CT and the latest version of Cheat Engine. Then lets start up the game go to the stage to the position you want to add this object at. After that pause the game for Exact position and copy it from the Cheat Engine Script. Make sure its the the coordinates have Only 12 bytes in it not any unnecessary extra bytes. Then Go back and paste those bytes in the Coordinates section using the above supplied picture.
Here i changed the Coordinates of my added 3 items...

Then save the hex and repack the rxxx.dat and stick in a folder called "St1" that is in your Resident Evil 4 Directory, that or repack the whole "Stx" included with your edited rxxx.dat
4. Trying in game
With everything done and hopefully right lets start the game, and view the newly placed objects


looks pretty good except for the lantern lets raise it a little bit. To do this it would be easier to use bio4_ets_edit.exe Lets do this in Section 5
5. Improving Objects
Now lets open bio4_ets_edit.exe and open the rxxx.dat file we just edited. Luckily we don't need to extract the rxxx.dat again as this tool instead reads the the dat instead! Lets open by going to the top left click "File" with "F" in parentheses and click the first option and navigate to the your rxxx.dat.
With the file opened it should look a-bit similar like this...

Now if you see something odd with your last segment like above in segment 14. Don't worry this won't hurt anything but why it does this is unknown, but lets continue, lets use the Object ID list to depict what these other PMD ares like 00 is window 01 is a small box and 02 is a large box while 0D being a metal door and with our items being last in the list. Now since I want to edit the lantern I'm going edit the section that contain the PMD 10 Now lets raise the Y coordinates positive wise
and make it 3.41560 now lets save by using the option right below the open file icon.
We get this in game...

With this being raised this was succesful the ETS tool is good for editing Position, Rotation, PMD, and editng ETS ID assign. Another thing is use the ETS ID here to place ITA items in barrels and boxes and etc.
Visual Explaination
Here's a simple ETS and ETM test I did showing what these tools are capable of...
With all this being said this concludes the tutorial. check the "Extra" the section for more stuff and translations. Have any question or problems please comment below.
Extra:
Models Found in St1
Tuesday, December 18, 2018
RE4 Editing Item Pickup
Hello there today, I'm gonna be teaching you on how to edit item pick ups.
First I need to say is I DID NOT MAKE THIS. I am just sharing a tut for his tool.
Original maker is Crzosk (No Longer Active)
Youtube(No Longer Active)
Its quite simple to be honest. First your gonna need the tool bio_ita_edit.exe. It is a tool to change the types of items, co-ordinates, rotation, and how they where they appear.
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Brief Description of each segment.
[ITEM]
Tells what the item is set too. Ex: 4=Handgun Ammo, 6=Green Herb
[Rnd]
Indicates how the item will appear randomly or all the time.
When the Value is set to 0, it is fixed. When Value is 16 it appears randomly.
Ex: 04(Handgun ammo)+[Rnd]16 =Money or Ammo
[In]
Indicates wether the item is in a Box, Barrel, or Enemy or Etc...
If value is 0 the item always appears on the same Co-ordinates.
If value is 2 the item will not appear UNTIL the box or barrel is destroyed.
If Value is 1, the items will appear once the enemy is defeated.
[ETS]
If the value of "In" is not 0 it says which box or barrel that the items is in
Note that the ITA is linked with the ETS and that controls boxes and and barrels on the stage.
[X,Y,Z]
The Co-ordinates.
The place where that item is stored at.
[Rx,Ry,Rz]
rotation of that item.
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How to change a item is pretty simple. Theirs actually two ways the drop down box which is in Japanese
or simply click the item you want and press enter and change the value to your desired Item.
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When changing an item....
"Because ITM has no room, ITEM xx has all been replaced with xx"
(xx is an item number)
This message may appear not for all items though.
This is simply because the ITA data is connected with ITM data, so we must understand the ITM.
Quote Translated....
"ITM is a set of item data used in the room and has 3D data and texture of each item.
But not all items' data is included.
Only item data which is decided to be used in the room in advance is prepared.
In the previous version of bio_ita_edit.exe, when ITA used items not in ITM, 3D display was not done on game acquisition or layout screen. (You can get it)
Although it is resolved in this version upgrade, ITM data can not be increased, so we decided to change the ITM data by the following procedure.
1. If the item number changed by ITA is existing in ITM, ITM shall not be changed.
2: If the item number of the change source is used only in one place, change the number of the corresponding ITM.
3: Allocate unused item numbers to ITM by changing them.
4: When there is no unused in ITM and the source number is used in multiple places, at the same time as changing ITM number, duplicate item numbers in ITA are all changed to the same."
....But if you do choose not to display preview, we can go to the "Layout Screen" and choose "Ignore ITM"
Without ITM
With ITM
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Onto Rotation
Instead of showing pictures here's my explanation....
If you change an item like the shotgun in the house to a Chicago Typewriter it will horizontal.
In this kind of situation we need to change RX to 0, only then it becomes vertical.
RY changes which way its facing. Example: If the weapon is up and vertical and change the RY this will change which way the barrel is facing. Like face left to Right.
On the RZ ,I'll quote crzosk again....
(Translated)"* The value of RZ does not rotate in the Z direction even if it changes.-------------------------------------------------------------------------------------------------------------------------
※ It rotates in the X direction."
Scale Item
If the item acquisition are different, and the size displayed will change if you change to an item number that is not existing in ITM.
In this kind of situation, we will need to change the values of x, y, z with [Change Aspect Ratio] in [Edit Menu].
However, even if you do not change all of x, y, z, you may just need the value of x for distance.
We would get something like this by default....
Then if we change the X like 7x's bigger we achieve this...
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Stuff To Note.....
About [In] and [ETS]
When the value of [In] is 2, it is inside a box, barrel, and the postion is managed by the ETS of Rxxx.dat
To view and change the ETS data, you must use "bio4_ets_edit.exe"
Video Coming Soon....
Link 1: MediaFire
Mirror:MEGA
Mega Decryption key: rQ1fASKPP43x8_M04vumHn9LIx0rE3gN0MElo_HJTko
Highlight the Empty Space for Decryption key.
Link for Weapon ID's:MediaFire
Sunday, December 16, 2018
RE4 Killer7 Release (Canceled)
Hello people My First post on here and I decided release an early version of my modified Story mode released! New and confused? Well Basically this is a tribute to the games powerful but most underrated weapon in the the game the Killer7. So what this concluded of is New/Replaced Items, Tougher/Replaced Enemies, Swapped/New Items.
Though this ain't fully finished, I stopped after the Delago Fight, so in other words i stopped when night time comes around.
Some Problems I encountered aren't so major but quite ignoring.
The Location of the Killer7 is on the bookshelf in the First Gando house before the battle.
For Now this is just a Pre-Release So expect a future update.
Download Link: MediaFire
Though this ain't fully finished, I stopped after the Delago Fight, so in other words i stopped when night time comes around.
Some Problems I encountered aren't so major but quite ignoring.
- Handgun ammo still appears in barrels,boxes, and Enemies.
- At the Chiefs house after getting the key, for some reason the Present gun disappears and glitches but is only random, as for now I have no idea what causes this at this time
The Location of the Killer7 is on the bookshelf in the First Gando house before the battle.
For Now this is just a Pre-Release So expect a future update.
Download Link: MediaFire
New Changes!
Hello
From Now on i'm gonna be posting my Updates here from now on. I feel that its just gonna be just as same as here then on Moddb.
My blog here is gonna contain the following...
- My mods and updates.
- Time to time Tutorials on how to use certain already Existing tools
Thats it for now. Expect future posts!










