Post by Hackles on Apr 21, 2007 21:15:27 GMT
This might be old news, but I've not seen a similar post anywhere, and I'm REALLY excited about it!!
THE ANIMATIONS FOR EACH HAUNTER ARE STORED IN THE SAVEGAME FILE!!!! ;D ;D
There have been many posts about .bsp swapping and having to edit the .exe file to sort out the animations - there's no need. The reference point for the animations are held at offset +12C in the savegame file (that is the first relevant byte after the haunter name)
So, for the "hidden" ghosts:
Soulscreech: 25
Smokin' Joe: 24
Azreal: 02
There's no point bothering with Thorne's anims as they are empty, but for reference they are at 2B.
I've had the most amazing results swapping Smokin' Joe with Wendel (I changed his epitaph to fit and I also changed Ted Gable to the baseball player for a nice link) Smokin' Joe's movement animation has him walk - I think he's the only haunter in the pack to walk and as wendel he stomps around the room in the most excellent manner! You will have to edit his powers as he was originally an apparition (Terror Incarnate works well), but Wendel's Brief Scare doesn't
Swap Soulscreech with Quiver and make sure you edit the savegame file to change the powers so she has "Strange Vision" and "Spooky Surprise." She flies around fantastically and the combination of those two powers (which she does alot) is MAGNIFICENT (she was obviously programmed to use them one after the other)
I've also swapped Azrael with Blair Wisp (who I always thought was a pretty pathetic addition to my team!!) and unlocked him from the start of the game. I changed the Haunter Type "Wisps" to read "Headless Bikers" and the epitaph now reads:
"By day he was a mild mannered motor-cycle courier, by night he was a demonic gothic biker known to his friends as Azrael. He had a reputation for never losing his head; but ultimately his need for speed was, quite literally, his undoing." Well, I thought it was funny!!!! ;D ;D ;D
I've also discovered how to edit the .exe file and change the powers that each ghost has originally and also the powers that they can be taught (max of 2 per slot), but I don
THE ANIMATIONS FOR EACH HAUNTER ARE STORED IN THE SAVEGAME FILE!!!! ;D ;D
There have been many posts about .bsp swapping and having to edit the .exe file to sort out the animations - there's no need. The reference point for the animations are held at offset +12C in the savegame file (that is the first relevant byte after the haunter name)
So, for the "hidden" ghosts:
Soulscreech: 25
Smokin' Joe: 24
Azreal: 02
There's no point bothering with Thorne's anims as they are empty, but for reference they are at 2B.
I've had the most amazing results swapping Smokin' Joe with Wendel (I changed his epitaph to fit and I also changed Ted Gable to the baseball player for a nice link) Smokin' Joe's movement animation has him walk - I think he's the only haunter in the pack to walk and as wendel he stomps around the room in the most excellent manner! You will have to edit his powers as he was originally an apparition (Terror Incarnate works well), but Wendel's Brief Scare doesn't
Swap Soulscreech with Quiver and make sure you edit the savegame file to change the powers so she has "Strange Vision" and "Spooky Surprise." She flies around fantastically and the combination of those two powers (which she does alot) is MAGNIFICENT (she was obviously programmed to use them one after the other)
I've also swapped Azrael with Blair Wisp (who I always thought was a pretty pathetic addition to my team!!) and unlocked him from the start of the game. I changed the Haunter Type "Wisps" to read "Headless Bikers" and the epitaph now reads:
"By day he was a mild mannered motor-cycle courier, by night he was a demonic gothic biker known to his friends as Azrael. He had a reputation for never losing his head; but ultimately his need for speed was, quite literally, his undoing." Well, I thought it was funny!!!! ;D ;D ;D
I've also discovered how to edit the .exe file and change the powers that each ghost has originally and also the powers that they can be taught (max of 2 per slot), but I don