Sandbox+ for SRTT

Nobody is saying that all PC games require Steam. Saints Row The Third is Steamworks though, and it has been confirmed by THQ/Volition that all releases worldwide require Steam. Even the retail disc version of SRTT that you buy in the store will install via Steam as well.

So, if someone is using a non-Steam version of SRTT then it is an irrefutable fact that they are a pirate and are banned. It's right there in our forum rules. Also, pirated versions have problems with many of the mods on this site. Attempting to help a pirate is a complete waste of time since things like Sandbox+ or GoS will never work correctly for them.
I see, I didn't know that they were tied to Steam. Does that count for other game series too? I'm kinda going off-topic right now, sorry.. I'm a curiouscat.
 
I see, I didn't know that they were tied to Steam. Does that count for other game series too? I'm kinda going off-topic right now, sorry.. I'm a curiouscat.

I believe that most of the new THQ releases are Steamworks only (Space Marine, Darksiders 2, etc.) Anything by Valve as well (obviously.)

This list is quite out of date and doesn't include the ones I just mentioned, but does have a lot of the 2011 and previous games:
http://forums.steampowered.com/forums/showthread.php?t=1712878

For further discussion, please start a new thread in the Off Topic subforum. Thanks.
 
Rather than just work this out all myself, I'm going to detail out how it works so other modders can pitch in and help.


To trigger the change you would use this Sandbox+ command:
customization_swap_player_rig( "cm_body.rig", "Rollerblader" )

You would substitute one of the other animation tables for "Rollerblader" in the second parameter if you wanted to use cop, brute, or other animation sets. Most sets are missing the basic player animations though, so you would need to copy over the entries from plym or plyf and then change the actual file it uses to one of the special ones.

Hi, I tried going that route, modifying the rollerblader.xtabl file and using customization_swap_player_rig to swap to it. I get a big problem doing this, my character does also swap mesh and it gets kind of ugly, particularly the hands. I guess the character mesh is swapped to the Grace mesh.

So I instead modified Plyf.xtbl and this works. I then tried to modify Plym.xtbl to get this work on a male character, and to also inherit some of the male's animations, since I think this is things are set up. But I get nothing out of modifying this file. I tried with both a male and female character, but I only get the effects of my file changes to plyf.xtbl
 
I haven't touched it since my initial discovery, so I'm not really sure how the inheritance works for the plym/plyf animations. They might be totally separate in SRTT unlike SR2.
 
Hi, I tried going that route, modifying the rollerblader.xtabl file and using customization_swap_player_rig to swap to it. I get a big problem doing this, my character does also swap mesh and it gets kind of ugly, particularly the hands. I guess the character mesh is swapped to the Grace mesh.

So I instead modified Plyf.xtbl and this works. I then tried to modify Plym.xtbl to get this work on a male character, and to also inherit some of the male's animations, since I think this is things are set up. But I get nothing out of modifying this file. I tried with both a male and female character, but I only get the effects of my file changes to plyf.xtbl

Check out the attached file - maybe that's what you're looking for? I cooked it up some time ago. Changing Grace's inheritance from COP to PLYM helped a lot. IIRC I covered all of the weapons anims, so it worked quite well in normal gameplay. I'm looking forward for your discovers/opinions, though (especially because I couldn't get those spin- and slide-on-knees attacks). Last but not least, I was able to give chainsaw a special jump-attack (chainsaw doesn't line-up properly, but it still looks awesome).
 

Attachments

  • rollerblader.xtbl
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Check out the attached file - maybe that's what you're looking for? I cooked it up some time ago. Changing Grace's inheritance from COP to PLYM helped a lot. IIRC I covered all of the weapons anims, so it worked quite well in normal gameplay. I'm looking forward for your discovers/opinions, though (especially because I couldn't get those spin- and slide-on-knees attacks). Last but not least, I was able to give chainsaw a special jump-attack (chainsaw doesn't line-up properly, but it still looks awesome).

Hi,

thanks, Ill try this probably tomorrow.

I had not dared changing the parent skeleton of Rollerblader, fearing some nasty side effects in game.

From what I have seen, the file plyf does have something like 450 entries, while the file plym does have around 2200. And the file plyf's parent is setup to be plym. So I was thinking that plyf was inheriting from all of plym's animations, and overriding some. If this is the case, I guess it would be better to have rollerblader inherit from plyf. But anyway, Ill check that soon!

From my experiments, I could see no difference between the rblade_dash_a and rblade_dash_b anims, while the rblade_dash_c anim is clearly for the shock hammer. It would indeed be sweet to find the anims for the spin attack and slide-on-knees attack ! I admit I had not even thought about those until now.
 
Hi,

thanks, Ill try this probably tomorrow.

I had not dared changing the parent skeleton of Rollerblader, fearing some nasty side effects in game.

From what I have seen, the file plyf does have something like 450 entries, while the file plym does have around 2200. And the file plyf's parent is setup to be plym. So I was thinking that plyf was inheriting from all of plym's animations, and overriding some. If this is the case, I guess it would be better to have rollerblader inherit from plyf. But anyway, Ill check that soon!

From my experiments, I could see no difference between the rblade_dash_a and rblade_dash_b anims, while the rblade_dash_c anim is clearly for the shock hammer. It would indeed be sweet to find the anims for the spin attack and slide-on-knees attack ! I admit I had not even thought about those until now.

I've been using this file as a preloaded one for two moths and haven't spotted any bugs in Grace's behavior. As far as I now, game engine never puts her into states that weren't designed especially for her. But as we all know, this game has its own moods.

As for the PLYM/PLYF inheritance, I don't really remember if I tried it. Something tells me, however, that using PLYF animations ended up with skeleton glitches, like well-known creepy finger effect.
 
I've been using this file as a preloaded one for two moths and haven't spotted any bugs in Grace's behavior. As far as I now, game engine never puts her into states that weren't designed especially for her. But as we all know, this game has its own moods.

As for the PLYM/PLYF inheritance, I don't really remember if I tried it. Something tells me, however, that using PLYF animations ended up with skeleton glitches, like well-known creepy finger effect.

I tried your mods quickly, and it seems really good. Have still got to try with a variety of weapons.

Edit: I removed the code I had written and replaced it with something better that BadMadScientist sent me. I tested it and figured it could be worthwhile for people that want to play with decker skating animations. You got to to fetch the Rollerblader.xtbl in post #724 and pack it in misc_tables.vpp_pc like explained at beginning of post #653
http://www.saintsrowmods.com/forum/index.php?threads/sandbox-for-srtt.1076/page-66#post-12467

And you then got to modify the file sr3_city.lua from Sandbox+ with the following.

The lines referring to CBA_GAC_WEAPON_SELECT_7 and B_INSERT can be changed to use some other unused key combinations in there.

Code:
local animation_set_swapped = 0 --set this variable somewhere among the other ones, in the beginning of the sr3_city.lua

(...)
 
        elseif player_action_is_pressed("CBA_GAC_WEAPON_SELECT_7") then 
            if player_action_is_pressed(B_INSERT) and not SEVEN_PUSHED then
                if animation_set_swapped == 0 then
                    if (character_get_gender(LOCAL_PLAYER) == GENDER_TYPE_MALE) then
                        customization_swap_player_rig( "cm_body.rig", "Rollerblader" )
                        player_super_powered(LOCAL_PLAYER, true)
                    else
                        customization_swap_player_rig( "cf_body.rig", "Rollerblader" )
                        player_super_powered(LOCAL_PLAYER, true)
                    end
                    animation_set_swapped = 1 
                    sandboxplus_message("Animations set to Decker Specialist")
                else
                    if (character_get_gender(LOCAL_PLAYER) == GENDER_TYPE_MALE) then
                        customization_swap_player_rig( "cm_body.rig", "Plym" )
                        player_super_powered(LOCAL_PLAYER, false)
                    else
                        customization_swap_player_rig( "cf_body.rig", "Plyf" )
                        player_super_powered(LOCAL_PLAYER, false)  
                    end
                    animation_set_swapped = 0  
                    sandboxplus_message("Animations set to normal player")
                end  
                SEVEN_PUSHED = true

With this code, the same command will turn on and off the decker skating animation, for both male and female players.
 
Check out the attached file - maybe that's what you're looking for? I cooked it up some time ago. Changing Grace's inheritance from COP to PLYM helped a lot. IIRC I covered all of the weapons anims, so it worked quite well in normal gameplay. I'm looking forward for your discovers/opinions, though (especially because I couldn't get those spin- and slide-on-knees attacks). Last but not least, I was able to give chainsaw a special jump-attack (chainsaw doesn't line-up properly, but it still looks awesome).

I tested your file more extensively, and it works great! The jump attacks are cool, indeed.

I notice that you did not include the skating animations for RPGs, is that on purpose? Also, while the use of the rblade_dash_c animation is a nice touch for the 2 handed weapons while the character is running (not sprinting), the moving speed is quite low and irritating. I wonder if it would be possible to make the character move faster in those instances?

I also noticed a side effect of activating the super powers for the fast skating animation. Whenever my character throws a grenade, the animation for the super power fireball is used instead of the grenade throwing animation. And when done from a vehicle, the character does stand up and throws the grenade forward using the fireball animation, but the grenade itself follows the reticle, so it still works, even if it looks ... weird.

I tweaked your file a little and added the following, to include skating animation when holding RPGs, as well as when holding the Riot Shield.

Code:
<Group><group>RPG</group><States>
<State><ID>weapon sprint</ID><Animation><Filename>rblade_dash_b.animx</Filename></Animation></State>
</States></Group>
 
<Group><group>Riot</group><States>
<State><ID>sprint</ID><Animation><Filename>rblade_dash_b.animx</Filename></Animation></State>
<State><ID>weapon sprint</ID><Animation><Filename>rblade_dash_b.animx</Filename></Animation></State>
</States></Group>
 
I tested your file more extensively, and it works great! The jump attacks are cool, indeed.

I notice that you did not include the skating animations for RPGs, is that on purpose? Also, while the use of the rblade_dash_c animation is a nice touch for the 2 handed weapons while the character is running (not sprinting), the moving speed is quite low and irritating. I wonder if it would be possible to make the character move faster in those instances? (...)
Yes, they were left on purpose - if memory serves me, skating Boss was waving that 1 meter long launcher like it was made of paper. And that didn't look convincing to me.

As for the speed issue, tweak_table.xtbl holds few tags that seem responsible for player's speed on various instances, but I haven't really looked at those. Moreover, even if there was a proper tag, changing it's value would replace the run speed for non-skating players as well. What would really come in handy is a proper LUA function.. which doesn't seem to exist. But hey, we should never say "never"! We can always hope for a workaround.
 
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