If someone were so inclined to lower the amount of sprayable tags from 50 to
10. Then it could be done in one of two ways. (Note: The second method is only
theoretical at present. It will be a while before I can check into it. Meanwhile,
if someone else wishes to do so than go ahead.)
You could just go into the 'tagging_spots.cts' file and erase about 40 of them
(remember that the tag numbers are not in sequence).
If you erased everything but tags 0-9 then the only tags that would be
left marked as sprayable would be the 5 prison island tags, 4 of the tags
on Nuke Island (the tag under the island is not sprayable.) and the tag
on the church in the suburbs.
The only problem with this is that the other 40 tagging spots still have the
original tags up. Also, this will make it more difficult to execute one of the
hitman targets. (Where you have to spray the tag on the side of the hospital.)
However, you can still get him.
Changing the tag number like this is the easy way. The harder way involves using
Masamaru's Saints Row 2 Chunks Texture Tool.
The Theoretical Section.
example:
$Tagging Spot: "tagging_spots_spot00"
$Pos: <737.151611 11.547469 -2042.812012>
$Orient: [-1.611664]
$Chunk: "sr2_chunk182"
+Ambient
Each tag entry has a spot number, a set of coordinates, orientation and
chunk file number listed under it. If someone were of a mind to then they could open each
chunk and "erase" every tag that is no longer marked to be sprayed. It would be a lot of work
but it can be done.
(Note: I am working on the assumption that the tags are just photos, like the one's Gentlemen
Of The Row uses to replace the Saint's Spray Tags. If that is the case then they are just textures that
can be replaced by either replacing them with the texture of the surrounding surface, Or by
using another tag, like a Saint's tag to replace them. Even if they are attached to a mesh file the
texture portion can still be manipulated.)
Also if someone were of a mind to "move" the tag locations, that might be possible as well.
To my way of thinking it would depend on whether the tags are just photos or if they have some kind of
mesh associated with them.
Note: I said might be possible. As far as I am aware it is still not really possible to alter item position
in chunk files (though since there is now a map editor I could be mistaken.) However if the tags
are just textures like a photo then moving them should present no problem as all
you would really be doing is injecting a photo into a chunk file and adjusting coordinates in a
cts file. (I am making an assumption here that might be incorrect. I am assuming that every tag
needs it's own texture. It might just be that if two tags fall into the same chunk they share the
same texture.)
The tags only grant you respect, there is no money or any other reward attached to them.
So removing them shouldn't really change too much.
I have tested the first method for a while with no discernible issues. As for the second method
I haven't taken the time to learn about chunks or how to use the tool yet. I will be starting
to study how to manipulate chunks at some point. I want to learn how to load them, as I think that
I would like to make the Price mansion a safe house if possible. (However I need to learn how to
load and swap chunks first.)
I am including my 'tagging_spots.cts' file for you to study if you choose. Please note that adding
this file to your game may mess up the number of tags that you have collected.
As always if I have made a mistake or if you have anything to add please feel free to do so.
== Addendum (Courtesy -Seabound Saint-) ==
@Möyh Mäyh's Chunker tool is really, really cool. I've just started using it recently, and yeah. It's totally possible to edit chunks with this. The Tags can be moved and resized like any other object! The Tags are textures but they're on a flat vertical mesh, so they are objects. I would imagine the .cts file only sets the Triggers for the minigame. So those coordinates would have to be moved to match any repositioned Tags in a chunk file.
10. Then it could be done in one of two ways. (Note: The second method is only
theoretical at present. It will be a while before I can check into it. Meanwhile,
if someone else wishes to do so than go ahead.)
You could just go into the 'tagging_spots.cts' file and erase about 40 of them
(remember that the tag numbers are not in sequence).
If you erased everything but tags 0-9 then the only tags that would be
left marked as sprayable would be the 5 prison island tags, 4 of the tags
on Nuke Island (the tag under the island is not sprayable.) and the tag
on the church in the suburbs.
The only problem with this is that the other 40 tagging spots still have the
original tags up. Also, this will make it more difficult to execute one of the
hitman targets. (Where you have to spray the tag on the side of the hospital.)
However, you can still get him.
Changing the tag number like this is the easy way. The harder way involves using
Masamaru's Saints Row 2 Chunks Texture Tool.
Saints Row 2 Chunks Texture Tool
sr2pegtool is a tool for editing the texture of individual g_peg_pc file. However Saints Row 2 has a large amount of texture in the chunk data that divided hundreds, it was impossible to edit it in sr2pegtool. I have developed a SR2ChunksTextureTool in order to collectively manage the texture...
www.saintsrowmods.com
The Theoretical Section.
example:
$Tagging Spot: "tagging_spots_spot00"
$Pos: <737.151611 11.547469 -2042.812012>
$Orient: [-1.611664]
$Chunk: "sr2_chunk182"
+Ambient
Each tag entry has a spot number, a set of coordinates, orientation and
chunk file number listed under it. If someone were of a mind to then they could open each
chunk and "erase" every tag that is no longer marked to be sprayed. It would be a lot of work
but it can be done.
(Note: I am working on the assumption that the tags are just photos, like the one's Gentlemen
Of The Row uses to replace the Saint's Spray Tags. If that is the case then they are just textures that
can be replaced by either replacing them with the texture of the surrounding surface, Or by
using another tag, like a Saint's tag to replace them. Even if they are attached to a mesh file the
texture portion can still be manipulated.)
Also if someone were of a mind to "move" the tag locations, that might be possible as well.
To my way of thinking it would depend on whether the tags are just photos or if they have some kind of
mesh associated with them.
Note: I said might be possible. As far as I am aware it is still not really possible to alter item position
in chunk files (though since there is now a map editor I could be mistaken.) However if the tags
are just textures like a photo then moving them should present no problem as all
you would really be doing is injecting a photo into a chunk file and adjusting coordinates in a
cts file. (I am making an assumption here that might be incorrect. I am assuming that every tag
needs it's own texture. It might just be that if two tags fall into the same chunk they share the
same texture.)
The tags only grant you respect, there is no money or any other reward attached to them.
So removing them shouldn't really change too much.
I have tested the first method for a while with no discernible issues. As for the second method
I haven't taken the time to learn about chunks or how to use the tool yet. I will be starting
to study how to manipulate chunks at some point. I want to learn how to load them, as I think that
I would like to make the Price mansion a safe house if possible. (However I need to learn how to
load and swap chunks first.)
I am including my 'tagging_spots.cts' file for you to study if you choose. Please note that adding
this file to your game may mess up the number of tags that you have collected.
As always if I have made a mistake or if you have anything to add please feel free to do so.
== Addendum (Courtesy -Seabound Saint-) ==
@Möyh Mäyh's Chunker tool is really, really cool. I've just started using it recently, and yeah. It's totally possible to edit chunks with this. The Tags can be moved and resized like any other object! The Tags are textures but they're on a flat vertical mesh, so they are objects. I would imagine the .cts file only sets the Triggers for the minigame. So those coordinates would have to be moved to match any repositioned Tags in a chunk file.
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