Adding Outfits To Activities

(Note: This uses files from the Gentlemen Of The Row Mod.)

I want to show you a neat little trick I found.

In a mission like Crowd Control or Fuzz you are given
an outfit change before the activity starts, but if
you choose to you can set your other activities to
do the same thing.

So in order to do this we have to know how it works..
Using Fuzz as the example: You first go through the
beginning cut scene then the screen fades to black
giving the activity's xtbl file time to read and execute.

In this instance the code it executes is:
<Player_Outfit>Police Outfit</Player_Outfit>

Which is referenced by another piece of code further
down in the file:

<Element>
<Name>Player_Outfit</Name>
<Type>Reference</Type>
<Display_Name>Player Outfit</Display_Name>
<Reference>
<File>customization_outfits.xtbl</File>
<Type>Outfit.Name</Type>
<OpenSeparate>False</OpenSeparate>
</Reference>
</Element>

So using this code as our template we will change
the clothing in the Nuke Plant Mayhem activity.

First we need to know where in the file to place the code

(Here is the code from 'fuzz_pj.xtbl':

</Levels>
<_Editor>
<Category>Activity</Category>
</_Editor>
<Start_Location>Enabled</Start_Location>
<Police_Cruiser_Navpoint>fuzz_pj_cruiser</Police_Cruiser_Navpoint>
<Media_Navpoint>fuzz_pj_cameraman</Media_Navpoint>
<Remote_Warp_Location>fuzz_pj_$remote_player</Remote_Warp_Location>
<Warp_Location>fuzz_pj_$local_player</Warp_Location>
<Player_Outfit>Police Outfit</Player_Outfit>
<Police_Cruiser_Navpoint2>fuzz_pj_$cruiser2</Police_Cruiser_Navpoint2>
<Cutscene>Fuzz_Projects</Cutscene>
</Activity>
</Table>

Notice that the code is placed only in one location, which controls the whole script.
It is not changed in the individual levels. Also notice that it is listed in the part
of the code after the </_Editor> tag.

The Other piece of the code:

<Element>
<Name>Player_Outfit</Name>
<Type>Reference</Type>
<Display_Name>Player Outfit</Display_Name>
<Reference>
<File>customization_outfits.xtbl</File>
<Type>Outfit.Name</Type>
<OpenSeparate>False</OpenSeparate>
</Reference>
</Element>

is located towards the bottom with the rest of the <TableDescription>
data.

<TableDescription>
<Name>Activity</Name>
<Type>TableDescription</Type>
<Description>Describes the activity</Description>
<Required>false</Required>
<Element>
<Name>Name</Name>
<Type>String</Type>
</Element>
...

<Element>
<Name>Player_Outfit</Name>
<Type>Reference</Type>
<Display_Name>Player Outfit</Display_Name>
<Reference>
<File>customization_outfits.xtbl</File>
<Type>Outfit.Name</Type>
<OpenSeparate>False</OpenSeparate>
</Reference>
</Element>

So that tells us where we need to insert the code

I'm working with 'mayhem_nu.xtbl' so we open it and find
the '</_Editor>' tag.

<_Editor>
<Category>Entries</Category>
</_Editor>
<Max_Cash>0</Max_Cash>
<Max_Props>0</Max_Props>
<Start_Location>Enabled</Start_Location>

Now insert your outfit info

<Player_Outfit>Police Outfit</Player_Outfit>

It will look like this:

<_Editor>
<Category>Entries</Category>
</_Editor>
<Max_Cash>0</Max_Cash>
<Max_Props>0</Max_Props>
<Player_Outfit>Police Outfit</Player_Outfit>
<Start_Location>Enabled</Start_Location>

Scroll down to the '<TableDescription>' part of the code:

And add the following:

<Element>
<Name>Player_Outfit</Name>
<Type>Reference</Type>
<Display_Name>Player Outfit</Display_Name>
<Reference>
<File>customization_outfits.xtbl</File>
<Type>Outfit.Name</Type>
<OpenSeparate>False</OpenSeparate>
</Reference>
</Element>

Since you added the outfit line under the <Max_Props> line it
makes sense to enter your <Element> info under the entry for
<Max_Props> as well

Element>
<Name>Max_Props</Name>
<Type>Int</Type>
<Display_Name>Max Props Award</Display_Name>
<Description>Props to be given for completing the last level</Description>
<Default>0</Default>
<MinValue>0</MinValue>
</Element>

<Element>
<Name>Player_Outfit</Name>
<Type>Reference</Type>
<Display_Name>Player Outfit</Display_Name>
<Reference>
<File>customization_outfits.xtbl</File>
<Type>Outfit.Name</Type>
<OpenSeparate>False</OpenSeparate>
</Reference>
</Element>

Now Just Save your files and compile them.

You can now commit mayhem (The Nuke Island Activity) in your Beat Cop uniform.

If you don't want to be a Police Officer you can change the name of the outfit to one
that you want to wear by using customization_outfits.xtbl. You can find a copy of it in the
'Gentlemen_of_the_Row_Saints_Row_2_Super_Mod_v1.9.2/optional_mod_stuff/modified' folder.

To find an outfit name open 'customization_outfits.xtbl' and look at the name line
directly under the <Outfit> tag

<Outfit>
<Name>Police Outfit</Name>
<Display_Name>Police Outfit</Display_Name>

You want to use the <name> not the <display name>.

Drop the edited file in the '1-MODDERS_-_PUT_YOUR_OWN_PERSONAL_MODS_HERE' directory also located in
Gentlemen Of The Row/optional_mod_stuff and compile it. Drop your compiled files in your Saints Row 2 folder.

This is just an outfit change and shouldn't mess up anything but as always
if concerned start a new game or at least a new save.

I am including the xtbl files for Fuzz and Mayhem for you to study should you wish to.

Now Go Forth And Unleash Hell! (K. Kenzington, Saints Row IV)
 

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