Rev_an
Active Member
we have some ability to mod stages for gameplay now via redelbe and some new dev tools from @AlexXsWx
these mods are technically independent of my gameplay mod but they will cause desyncs if you don't match your opponent so I'm going to be mildly cautious and (for now) stick to the stages that don't show up in ranked: Chamber of Potential, Douglass Memorial, and a few out-of-bounds substages added to the 6++ menu select. ("seafood", a weird part of lost paradise, and maybe a secret room on APO if the camera problems are fixable)
To install: once you have REDELBE installed, put the folders FieldEditor4 and KIDSSystemResource into your ...\Dead or Alive 6\REDELBE folder and then launch the game.
To uninstall: remove the .g1co files from FiedEditor4 and remove Field_S1501GRD.stage.kidsobjdb from KIDSSystemResource. You probably don't have any other file in KIDSSystemResource but you may have other files in FiedEditor4 if you were doing cosmetic stage mods.
download
update August 20:
Memorial stage expanded to the full extent of the courtyard
lots of database editing and custom collision meshes to expand the floor out beyond the stairs and add walls to... pretty much everything, the only original wall in the stage was Fame's statue and the invisible boundary around the ring, literally all other walls and the floor outside of the raised area is something I converted or added.
removed most of the grass for framerate.
added some weird floor geo under the goddess statues to make the camera go up instead of being blocked
added several start positions for round 2+
changed the post-fight outro position.
still to do on memorial: there's some more camera clipping issues to be addressed like the remaining trees and the planters along the outer wall. The cafe furniture needs to break or be removed, more start positions can be added once the outer areas are cleaned up. I should either enclose the moat with bridge pieces, block it off with an invisible wall, or incredibly optimistically: maybe we find the old style cliff edge mechanic and you could be knocked down there like the kyoto stage. and finally, the sunken planters by round 1 start don't need to hide from the camera since they can't be in the way.
chamber: no changes, and I doubt there will be any. certainly not changing the floor angle unless one of you is a math professor who can teach me quaternions.
and again, communicate with your opponent to make sure you have identical stage mods to avoid desyncs.
these mods are technically independent of my gameplay mod but they will cause desyncs if you don't match your opponent so I'm going to be mildly cautious and (for now) stick to the stages that don't show up in ranked: Chamber of Potential, Douglass Memorial, and a few out-of-bounds substages added to the 6++ menu select. ("seafood", a weird part of lost paradise, and maybe a secret room on APO if the camera problems are fixable)
To install: once you have REDELBE installed, put the folders FieldEditor4 and KIDSSystemResource into your ...\Dead or Alive 6\REDELBE folder and then launch the game.
To uninstall: remove the .g1co files from FiedEditor4 and remove Field_S1501GRD.stage.kidsobjdb from KIDSSystemResource. You probably don't have any other file in KIDSSystemResource but you may have other files in FiedEditor4 if you were doing cosmetic stage mods.
download
update August 20:
Memorial stage expanded to the full extent of the courtyard
lots of database editing and custom collision meshes to expand the floor out beyond the stairs and add walls to... pretty much everything, the only original wall in the stage was Fame's statue and the invisible boundary around the ring, literally all other walls and the floor outside of the raised area is something I converted or added.
removed most of the grass for framerate.
added some weird floor geo under the goddess statues to make the camera go up instead of being blocked
added several start positions for round 2+
changed the post-fight outro position.
still to do on memorial: there's some more camera clipping issues to be addressed like the remaining trees and the planters along the outer wall. The cafe furniture needs to break or be removed, more start positions can be added once the outer areas are cleaned up. I should either enclose the moat with bridge pieces, block it off with an invisible wall, or incredibly optimistically: maybe we find the old style cliff edge mechanic and you could be knocked down there like the kyoto stage. and finally, the sunken planters by round 1 start don't need to hide from the camera since they can't be in the way.
chamber: no changes, and I doubt there will be any. certainly not changing the floor angle unless one of you is a math professor who can teach me quaternions.
note this upload does not include my UI mods nor the retexture of the walls/floor, only the mechanical changes to the floor and adjusting the wall collider to match
and again, communicate with your opponent to make sure you have identical stage mods to avoid desyncs.
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