Modifying Crib Assets

Here is a quick look at changing around customization items
within your cribs.

Code:
<Cribs>
        <Name>HE_Loft_Crib</Name>
        <DisplayName>Crib_HE</DisplayName>
        <Locked>true</Locked>
        <_Editor>
            <Category>Entries</Category>
            </_Editor>
        <CribSave>
            <Respawns>
                <Element>cribs_sr2_city_$HE_crib_spawn1</Element>
                <Element>cribs_sr2_city_$HE_crib_spawn2</Element>
                <Element>cribs_sr2_city_$HE_crib_spawn3</Element>
                </Respawns>
            <Interior_Spawn>True</Interior_Spawn>
            </CribSave>
        <CribWeapon>cribs_sr2_city_$HE_crib_weapons</CribWeapon>
        <Cash_Navpoint>cribs_sr2_city_$HE_crib_cash</Cash_Navpoint>
        <Customize_Trigger>cribs_sr2_city_$HE_crib_customize</Customize_Trigger>
        <Clothing>cribs_sr2_city_$HE_crib_clothing</Clothing>
        <Clipboard_Trigger>cribs_sr2_city_$HE_crib_clipboard</Clipboard_Trigger>
        <Radio_Trigger>cribs_sr2_city_$HE_crib_radio</Radio_Trigger>
        <television_trigger>cribs_sr2_city_$HE_crib_zombie</television_trigger>
        <Garage>HE_Loft_Crib</Garage>
        <CribIcon>cribs_sr2_city_$HE_crib</CribIcon>
        <Customization>
            <Default_Chunk_Name>SR2_IntWRCribLoft_avg</Default_Chunk_Name>
            <Levels>
                <Level>
                    <Level>1</Level>
                    <Price>0.0</Price>
                    <Respect>0</Respect>
                    <Chunk_Name>SR2_IntWRCribLoft_avg</Chunk_Name>
                    <Display_Name>CRIB_HE_AVERAGE</Display_Name>
                    </Level>
                <Level>
                    <Level>2</Level>
                    <Price>8000</Price>
                    <Respect>800</Respect>
                    <Chunk_Name>SR2_IntWRCribLoft_pimp</Chunk_Name>
                    <Display_Name>CRIB_HE_PIMP</Display_Name>
                    </Level>
                </Levels>
            <Sets>
                <Set>
                    <Category_Name>table</Category_Name>
                    <ID>1</ID>
                    <Levels>
                        <Level>
                            <Level>1</Level>
                            <Name>ratty table</Name>
                            <Price>0.0</Price>
                            <Respect>0</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_HE_ITEM_TABLE_RATTY</Level_Display_Name>
                            </Level>
                        <Level>
                            <Level>2</Level>
                            <Name>avg table</Name>
                            <Price>500</Price>
                            <Respect>50</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_HE_ITEM_TABLE_AVERAGE</Level_Display_Name>
                            </Level>
                        <Level>
                            <Level>3</Level>
                            <Name>pimp table</Name>
                            <Price>1000</Price>
                            <Respect>100</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_PI_ITEM_TABLE_PIMP</Level_Display_Name>
                            </Level>
                        </Levels>
                    <Set_Display_Name>CRIB_HE_ITEM_TABLE</Set_Display_Name>
                    <Flags>
                        </Flags>
                    </Set>
                <Set>
                    <Category_Name>TV</Category_Name>
                    <ID>2</ID>
                    <Levels>
                        <Level>
                            <Level>1</Level>
                            <Name>ratty tv</Name>
                            <Price>0.0</Price>
                            <Respect>0</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_SU_ITEM_ENTERTAINMENT_RATTY</Level_Display_Name>
                            </Level>
                        <Level>
                            <Level>2</Level>
                            <Name>avg tv</Name>
                            <Price>500</Price>
                            <Respect>50</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_SU_ITEM_ENTERTAINMENT_AVERAGE</Level_Display_Name>
                            </Level>
                        <Level>
                            <Level>3</Level>
                            <Name>pimp tv</Name>
                            <Price>1000</Price>
                            <Respect>100</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_HE_ITEM_TV_PIMP</Level_Display_Name>
                            </Level>
                        </Levels>
                    <Set_Display_Name>CRIB_HE_ITEM_TV</Set_Display_Name>
                    <Flags>
                        </Flags>
                    </Set>
                <Set>
                    <Category_Name>pole</Category_Name>
                    <ID>3</ID>
                    <Levels>
                        <Level>
                            <Level>1</Level>
                            <Name>ratty pole</Name>
                            <Price>0.0</Price>
                            <Respect>0</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_HE_ITEM_POLE_RATTY</Level_Display_Name>
                            </Level>
                        <Level>
                            <Level>2</Level>
                            <Name>avg pole</Name>
                            <Price>500</Price>
                            <Respect>50</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_HE_ITEM_POLE_AVERAGE</Level_Display_Name>
                            </Level>
                        <Level>
                            <Level>3</Level>
                            <Name>pimp pole</Name>
                            <Price>1000</Price>
                            <Respect>100</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_HE_ITEM_POLE_PIMP</Level_Display_Name>
                            </Level>
                        </Levels>
                    <Set_Display_Name>CRIB_HE_ITEM_POLE</Set_Display_Name>
                    <Flags>
                        </Flags>
                    </Set>
                <Set>
                    <Category_Name>bed</Category_Name>
                    <ID>4</ID>
                    <Levels>
                        <Level>
                            <Level>1</Level>
                            <Name>ratty couch</Name>
                            <Price>0.0</Price>
                            <Respect>0</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_SU_ITEM_BED_RATTY</Level_Display_Name>
                            </Level>
                        <Level>
                            <Level>2</Level>
                            <Name>avg couch</Name>
                            <Price>200</Price>
                            <Respect>20</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_SU_ITEM_BED_PIMP</Level_Display_Name>
                            </Level>
                        <Level>
                            <Level>3</Level>
                            <Name>pimp couch</Name>
                            <Price>400</Price>
                            <Respect>40</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_SR_ITEM_BED_PIMP</Level_Display_Name>
                            </Level>
                        </Levels>
                    <Set_Display_Name>CRIB_SU_ITEM_BED</Set_Display_Name>
                    <Flags>
                        </Flags>
                    </Set>
                </Sets>
            </Customization>
        <Trigger></Trigger>
        <Purchase>
            <Trigger>cribs_sr2_city_$HE_purchase</Trigger>
            <Price>40000</Price>
            <Purchase_Camera_Start_Navpoint>cribs_sr2_city_$HE_purchase_camera1</Purchase_Camera_Start_Navpoint>
            <Trigger_Message>Crib_HE_PURCHASE</Trigger_Message>
            <Purchase_Camera_End_Navpoint>cribs_sr2_city_$HE_purchase_camera2</Purchase_Camera_End_Navpoint>
            <Purchased_Message>CRIB_SHOP_PURCHASED_TEXT</Purchased_Message>
            <Confirm_Message>BUILDING_PURCHASE_CRIB</Confirm_Message>
            </Purchase>
        <Garages>
            <Garage>HE_Loft_Crib</Garage>
            <Garage>HE_Loft_Crib_Airport</Garage>
            </Garages>
        <crib_icon_name>photo_high_end_condo</crib_icon_name>
        <Doors>
            <DoorName>cribs_sr2_city_$HE_door1</DoorName>
            </Doors>
        <Misc_Triggers></Misc_Triggers>
        <WeaponLS>
            <Filename>custom_start_lightsets.xtbl</Filename>
            <Preload>true</Preload>
            </WeaponLS>
        <ClothingLS>
            <Filename>custom_start_lightsets.xtbl</Filename>
            <Preload>true</Preload>
            </ClothingLS>
        <InteriorChunk>False</InteriorChunk>
        <clipboard_camera_nav>cribs_sr2_city_$HE_crib_clipboard_cam</clipboard_camera_nav>
        <television_camera_nav>cribs_sr2_city_$HE_crib_tv_trigger_cam</television_camera_nav>
        </Cribs>

This it the cribs.xtbl entry for the HE Loft Crib (HE = High End - The One Near The Mall)

The first line we look at is:
<Locked>true</Locked>

This tells us that this crib cannot be purchased until the Appointed Defender mission is complete.
it you were to set this line to <Locked>false</Locked> then you could buy the property just as soon
as you escaped the prison island.

Code:
    <Levels>
                <Level>
                    <Level>1</Level>
                    <Price>0.0</Price>
                    <Respect>0</Respect>
                    <Chunk_Name>SR2_IntWRCribLoft_avg</Chunk_Name>
                    <Display_Name>CRIB_HE_AVERAGE</Display_Name>
                    </Level>
                <Level>
                    <Level>2</Level>
                    <Price>8000</Price>
                    <Respect>800</Respect>
                    <Chunk_Name>SR2_IntWRCribLoft_pimp</Chunk_Name>
                    <Display_Name>CRIB_HE_PIMP</Display_Name>
                    </Level>
                </Levels>

These are the furniture sets available for the crib. You automatically acquire level 1
when you buy the property unlocking level 2 (PIMP) for purchase.
Should you be so inclined then you could change the order making the property unlock
with the PIMP decor and making the AVERAGE decor purchasable by just switching the
Chunk_Name entries. If you do so then remember to change the display name entries as well.

Note the Price and Respect entries. Those can be changed as well.

Individual Items
Code:
    <Levels>
                <Level>
                    <Level>1</Level>
                    <Price>0.0</Price>
                    <Respect>0</Respect>
                    <Chunk_Name>SR2_IntWRCribLoft_avg</Chunk_Name>
                    <Display_Name>CRIB_HE_AVERAGE</Display_Name>
                    </Level>
                <Level>
                    <Level>2</Level>
                    <Price>8000</Price>
                    <Respect>800</Respect>
                    <Chunk_Name>SR2_IntWRCribLoft_pimp</Chunk_Name>
                    <Display_Name>CRIB_HE_PIMP</Display_Name>
                    </Level>
                </Levels>
            <Sets>
                <Set>
                    <Category_Name>table</Category_Name>
                    <ID>1</ID>
                    <Levels>
                        <Level>
                            <Level>1</Level>
                            <Name>ratty table</Name>
                            <Price>0.0</Price>
                            <Respect>0</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_HE_ITEM_TABLE_RATTY</Level_Display_Name>
                            </Level>
                        <Level>
                            <Level>2</Level>
                            <Name>avg table</Name>
                            <Price>500</Price>
                            <Respect>50</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_HE_ITEM_TABLE_AVERAGE</Level_Display_Name>
                            </Level>
                        <Level>
                            <Level>3</Level>
                            <Name>pimp table</Name>
                            <Price>1000</Price>
                            <Respect>100</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_PI_ITEM_TABLE_PIMP</Level_Display_Name>
                            </Level>
                        </Levels>
                    <Set_Display_Name>CRIB_HE_ITEM_TABLE</Set_Display_Name>
                    <Flags>
                        </Flags>
                    </Set>
                <Set>
                    <Category_Name>TV</Category_Name>
                    <ID>2</ID>
                    <Levels>
                        <Level>
                            <Level>1</Level>
                            <Name>ratty tv</Name>
                            <Price>0.0</Price>
                            <Respect>0</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_SU_ITEM_ENTERTAINMENT_RATTY</Level_Display_Name>
                            </Level>
                        <Level>
                            <Level>2</Level>
                            <Name>avg tv</Name>
                            <Price>500</Price>
                            <Respect>50</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_SU_ITEM_ENTERTAINMENT_AVERAGE</Level_Display_Name>
                            </Level>
                        <Level>
                            <Level>3</Level>
                            <Name>pimp tv</Name>
                            <Price>1000</Price>
                            <Respect>100</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_HE_ITEM_TV_PIMP</Level_Display_Name>
                            </Level>
                        </Levels>
                    <Set_Display_Name>CRIB_HE_ITEM_TV</Set_Display_Name>
                    <Flags>
                        </Flags>
                    </Set>
                <Set>
                    <Category_Name>pole</Category_Name>
                    <ID>3</ID>
                    <Levels>
                        <Level>
                            <Level>1</Level>
                            <Name>ratty pole</Name>
                            <Price>0.0</Price>
                            <Respect>0</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_HE_ITEM_POLE_RATTY</Level_Display_Name>
                            </Level>
                        <Level>
                            <Level>2</Level>
                            <Name>avg pole</Name>
                            <Price>500</Price>
                            <Respect>50</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_HE_ITEM_POLE_AVERAGE</Level_Display_Name>
                            </Level>
                        <Level>
                            <Level>3</Level>
                            <Name>pimp pole</Name>
                            <Price>1000</Price>
                            <Respect>100</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_HE_ITEM_POLE_PIMP</Level_Display_Name>
                            </Level>
                        </Levels>
                    <Set_Display_Name>CRIB_HE_ITEM_POLE</Set_Display_Name>
                    <Flags>
                        </Flags>
                    </Set>
                <Set>
                    <Category_Name>bed</Category_Name>
                    <ID>4</ID>
                    <Levels>
                        <Level>
                            <Level>1</Level>
                            <Name>ratty couch</Name>
                            <Price>0.0</Price>
                            <Respect>0</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_SU_ITEM_BED_RATTY</Level_Display_Name>
                            </Level>
                        <Level>
                            <Level>2</Level>
                            <Name>avg couch</Name>
                            <Price>200</Price>
                            <Respect>20</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_SU_ITEM_BED_PIMP</Level_Display_Name>
                            </Level>
                        <Level>
                            <Level>3</Level>
                            <Name>pimp couch</Name>
                            <Price>400</Price>
                            <Respect>40</Respect>
                            <Is_TV>False</Is_TV>
                            <Level_Display_Name>CRIB_SR_ITEM_BED_PIMP</Level_Display_Name>
                            </Level>
                        </Levels>

The same logic applies to the individual items as well. You can swap their order around
to suit you.

Code:
<CribWeapon>cribs_sr2_city_$HE_crib_weapons</CribWeapon>
        <Cash_Navpoint>cribs_sr2_city_$HE_crib_cash</Cash_Navpoint>
        <Customize_Trigger>cribs_sr2_city_$HE_crib_customize</Customize_Trigger>
        <Clothing>cribs_sr2_city_$HE_crib_clothing</Clothing>
        <Clipboard_Trigger>cribs_sr2_city_$HE_crib_clipboard</Clipboard_Trigger>
        <Radio_Trigger>cribs_sr2_city_$HE_crib_radio</Radio_Trigger>
        <television_trigger>cribs_sr2_city_$HE_crib_zombie</television_trigger>
        <Garage>HE_Loft_Crib</Garage>
        <CribIcon>cribs_sr2_city_$HE_crib</CribIcon>
        <Customization>

There are the icons that appear in the condo. Their location is defined by the
'cribs_sr2_city.cts' file. By changing the coordinates located in 'cribs_sr2_city.cts'
then you can change their locations within the property.

Here is the HE Navpoints entry:
Code:
// -------
#Navpoints
// -------

$Navpoint:    "cribs_sr2_city_$HE_crib_customize"
$Type:        "ground"
$Pos:            <-103.305328 70.328735 -1716.244995>
$Orient:        [2.513272]

$Navpoint:    "cribs_sr2_city_$HE_crib_cash"
$Type:        "ground"
$Pos:            <-94.007111 70.339394 -1710.758423>
$Orient:        [I]

$Navpoint:    "cribs_sr2_city_$HE_crib_weapons"
$Type:        "ground"
$Pos:            <-94.349220 70.335678 -1709.174072>
$Orient:        [1.570795]

$Navpoint:    "cribs_sr2_city_$HE_crib_preview"
$Type:        "floating"
$Pos:            <-97.181137 72.604111 -1717.245972>
$Orient:        [<0.694451 0 0.719540> <-0.037335 0.998653 0.036033> <-0.718571 -0.051887 0.693515>]
+Extra Line:    "cust crib"

$Navpoint:    "cribs_sr2_city_$HE_crib_bed_cam"
$Type:        "floating"
$Pos:            <-110.439552 78.798363 -1696.720703>
$Orient:        [<0.034550 0 -0.999403> <0.414744 0.909825 0.014338> <0.909282 -0.414991 0.031434>]
+Extra Line:    "cust 4"

$Navpoint:    "cribs_sr2_city_$HE_crib_tv_cam"
$Type:        "floating"
$Pos:            <-112.981674 72.604111 -1694.475342>
$Orient:        [<0.950692 0 0.310138> <-0.081386 0.964954 0.249481> <-0.299269 -0.262420 0.917373>]
+Extra Line:    "cust 2"

$Navpoint:    "cribs_sr2_city_$HE_crib_pole_cam"
$Type:        "floating"
$Pos:            <-112.549698 78.677628 -1699.620972>
$Orient:        [<0.909262 0 0.416224> <-0.060897 0.989239 0.133033> <-0.411745 -0.146309 0.899478>]
+Extra Line:    "cust 3"

$Navpoint:    "cribs_sr2_city_$HE_crib_table_cam"
$Type:        "floating"
$Pos:            <-109.057487 72.614357 -1709.675903>
$Orient:        [<0.495970 0 0.868339> <-0.235560 0.962501 0.134545> <-0.835778 -0.271277 0.477372>]
+Extra Line:    "cust 1"

$Navpoint:    "cribs_sr2_city_$HE_crib_clothing"
$Type:        "ground"
$Pos:            <-108.213882 75.579094 -1694.285156>
$Orient:        [-0.945904]

$Navpoint:    "cribs_sr2_city_$HE_crib_clipboard"
$Type:        "ground"
$Pos:            <-90.303719 70.328354 -1702.525635>
$Orient:        [-3.136606]

$Navpoint:    "cribs_sr2_city_$HE_crib_radio"
$Type:        "ground"
$Pos:            <-119.738922 75.577141 -1706.718262>
$Orient:        [I]

$Navpoint:    "cribs_sr2_city_$HE_crib_zombie"
$Type:        "ground"
$Pos:            <-115.017906 69.533371 -1690.001465>
$Orient:        [0.016729]

$Navpoint:    "cribs_sr2_city_$HE_crib_ambient"
$Type:        "floating"
$Pos:            <-120.826149 76.737846 -1706.810791>
$Orient:        [I]

$Navpoint:    "cribs_sr2_city_$HE_crib"
$Type:        "ground"
$Pos:            <-110.484383 75.579987 -1699.421265>
$Orient:        [3.035356]

If you are only changing the coordinates then there should be no reason
to touch the Triggers section of the 'cribs_sr2_city.cts' file.
 
Last edited:
I've been looking into a file called "sr2_city_chunk_swap.xtbl" recently, and found chunk swaps for some of the Cribs. Interesting that there's code for that in different places. The Saints HQ stages are also listed in that file.

Btw; This is what the "crib walk style" Trigger looks like when used (there's no marker for where it is):
crib_walk_style_Trigger.png
 
Last edited:
I've been looking into a file called "sr2_city_chunk_swap.xtbl" recently, and found chunk swaps for some of the Cribs. Interesting that there's code for that in different places. The Saints HQ stages are also listed in that file.

Btw; This is what the "crib walk style" Trigger looks like when used (there's no marker for where it is):
View attachment 42672
probably one of my favorite leftovers. its purely sr 1.5, no vint doc, raw ui loaded, and i think it functions too.
whats even more odd is that theres a similar leftover here that crashes the game cause its even older than that one
1739438594475.png
 
Nice find! I wanted to look into restoring the Hair Salons as Plastic Surgeons a while back. But the more I thought about it, I realized all it would really be is a different map icon, since the only Salon interior is already used as an IAD in the Suburbs district. Never tried that Trigger though.
 
Nice find! I wanted to look into restoring the Hair Salons as Plastic Surgeons a while back. But the more I thought about it, I realized all it would really be is a different map icon, since the only Salon interior is already used as an IAD in the Suburbs district. Never tried that Trigger though.
yeah that whole interior is just sr1, minus the salon chairs, and the hospital room in the back is from the code blue multiplayer map in 1, the walls have a weird map on them too for some reason
 
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