yoyotheo wrote:Frosti wrote:EDIT: Okay, so I'm a big idiot. I only just figured out that you can add/edit codes in Save Wizard's "Quick Mode,"
Don't feel bad. I still don't understand Advanced Mode, and only recently learned about entering Quick Codes, and I've been using Save Wizard ever since PS4 came out, and Game Genie for years before that. I'd love to be able to find my own codes, but I've watched a few videos about it, and my head gets dizzy after a few minutes. So now I just regularly watch these forums on HackInformer and NGU to see what codes people have come up with.
Your idea with the infinite ammo ears sounds great. Hope someone can make it work.
Ted
Thanks for going easy on me. I was so excited when I was composing my first post here, thinking it was going to be this epic & helpful explanation for fellow PS4 users who are new to save modding...imagine my dismay when I realized shortly thereafter that almost everything I had written about and taken screenshots of had been done long before, and in a far more efficient manner. Oh well, my heart was in the right place!
On the subject of more old-school modding software, some of the most fun I ever had with a console was courtesy of my Action Replay Max for the GameCube. Oh man, the codes that people came up with for Resident Evil 4 were mindblowing and made that game even more replayable than it already was. (It always bugged me when people assumed the only reason anyone would use those products is to make the games easier because they're bad at them. Sure, that's one of the potential uses, but there was so much more you could do with it! With the right codes, you could virtually create a whole new gaming experience by turning every enemy of type X to type Y, switch the character you were playing as, and so on. Heck, lots of the codes were actually designed to make the games
more challenging.)
Anyway, to get back on the topic of the RE2 Remake: after messing around with the character- and stage-swapping codes, I managed to swap Claire with Katherine Warren inside the RPD's main hall with the cat ears accessory on. However, the only way I could do this was by making the game think I was playing one of the 4 "Ghost Survivors" stages, and since none of those are set in the RPD (Hunk's & Tofu's stage is separate and doesn't allow the use of the unlockable accessories), none of the doors could be opened and nothing was interactable (not to mention the fact that you start with nothing in your inventory, rendering the infinite ammo perk useless). So via trial & error, the conclusion I've reached is that the accessories - cat ears and all the others - can only be worn in those 4 DLC stages, and therefore my idea of having Leon or Claire wear them in the main story is likely impossible, at least for someone as new to modding as I am. Obviously, the game has the ability to grant every weapon infinite ammo, but how to force it to apply that change to the main story instead of the DLC is beyond me. I can't make heads or tails of the system saves, beyond basic things like character & accessory codes.
One interesting experience I had during my experimentation was when I took a main story save and swapped the main character with Hunk and the stage with Hunk's stage. This started me out in the RPD's main hall, which is part of the route Hunk takes in his 4th Survivor stage, and therefore the doors
could be opened this time. Sadly, my inventory was still empty, so I figured I was a goner when I encountered the first few zombies...until I discovered that even though all the enemies could see me and tried their best to attack me, I was literally untouchable. I was able to run the whole route - past hordes of lickers & dogs and even Mr. X himself - without taking any damage. Upon reaching the stage exit, the game crashed, but if anyone is feeling frustrated with The 4th Survivor and wants to experience the joy of casually strolling through the stage without fearing for your life, this might be a cathartic option between legitimate attempts.
P.S. I have a question for any of the more experienced modders here: why does simply swapping the character model - without changing any other bit of code - always cause my character to begin somewhere far away from the place where I saved the game, and why does it wipe out their inventory and remove all extra inventory slots? Is it that something locked away in a system save automatically applies these changes based on the character alone? If so, why doesn't Katherine Warren at least start with her default loadout from her "Runaway" stage, for example? I mentioned above that the game somehow knew to put the cat ears accessory on her, even though she was playing a different stage, yet it didn't give her any inventory and still put her in the RPD's main hall instead of the default starting point of the stage I'd swapped in. It's really frustrating to only be able to change
some things, but not the things that would make it playable. I'd love to at least have an explanation, so I can be sure it's not just me being stupid (again) and so I don't waste weeks of my life trying to achieve the impossible.