Archive for the ‘Saints Row: The Third Modding’ Category

SRTT SDK Progress

Friday, June 21st, 2013

Myself, Minimaul, Jeff Thompson, and Mike Wilson have been hard at work these past few days testing out beta tools for the upcoming SRTT SDK, which Jeff has officially christened as “Kinzie’s Tool Box.” It’s been a really interesting experience since our workflow for modding is very different from Volition’s. A huge part of the effort isn’t actually the file formats or the tool creation like I had originally thought it would be. It’s more about trying to understand the workflow of both sides and come up with the best way to do things, as well as creating an easy to use step by step documented process for non-technical users. This last part is extremely important to me since a modding community thrives on creative original content.

Things are moving faster than I had hoped for, and we already have working cvtf tools along with table editors, packagers, and viewers for the other formats. I don’t have an ETA yet for a public release, but definitely stay tuned for more details soon.

All weapons in free roam mod

Wednesday, June 19th, 2013

Based on help from Volition, BadMadScientist was able to get the Gangsta in Space DLC laser weapons preloaded and available in the open world! Be advised that these weapons will only work for people who actually own the DLC.

This is a work in progress build and BadMadScientist plans to update it soon with all the murderbrawl melee weapons as well. That means you’ll also be able to store the stuffed shark, tiki torch, and other assorted blunt objects in your weapon cache to use in the open world whenever you like!

Making these weapons available is something that all of us have been trying to do since the game’s launch with no success. The best part is that these are actually new assets and files that we’re loading, as a test for future original creations. The release of this mod is really a testament to just how much of a difference Volition has already made with their support. Expect more exciting news in the weeks to come as new tools and info becomes available.

Le_string tool released!

Tuesday, June 18th, 2013

Minimaul has released a new tool that allows us to edit string files in both Saints Row: The Third or Saints Row 2. In addition to editing the existing in-game text, it also has the ability to add new variables and values so that things like modded weapon names display correctly. This new tool also opens up the ability for anyone to easily localize either game to their native language.

This le_strings tool is something we have all desperately wanted for years and has finally been made possible thanks to input from Mike Wilson of Volition, who has been tirelessly helping us on our forum with file formats and other questions.

It has begun!

Thursday, June 13th, 2013

Mike Wilson, Senior Programmer at Volition, has joined our modding forum and is ready to start assisting us with file format information and other technical questions for Saints Row: The Third. These are exciting times, and I can’t wait to get started.

The Modding News Destined to Change Everything

Monday, June 10th, 2013

I am floored. I am excited. I am ecstatic. I have had to pinch myself repeatedly and reread emails to prove they were actually real and not some kind of crazy fever dream. I even danced. I have desperately been trying to somehow contain my unbridled joy that this is actually happening, and am finally able to share it with you all today.

“But Idol,” you are probably asking yourself, “what in the holy granola are you flipping the fuck out about? Tell us, already!”

Jeff Thompson, the Studio Director of Programming at Volition, is putting together a package for us containing documentation, file formats, tools, and more on the Saints Row: The Third engine. Myself, Minimaul, and gibbed will be working closely with Jeff over the coming months to use this information to create a robust set of modding tools to supplement our existing ones and creating what is essentially a full sdk for the game! But, that’s not all! Saints Row: The Third is only the beginning! Jeff has confirmed that he will also be digging up all the Saints Row 2 info that he can so we can do the same for it as well, and that this undertaking is actually a “test run” for Saints Row IV.

So, what does this actually mean to the average Saints Row player? In simple terms, the modding community will finally be able to create and offer new clothing, new vehicles, new guns, new npcs, new missions, and even new world geometry which will greatly extend the life of the series and enhance the Saints Row games in ways we never even dared to dream of.

You are probably asking yourself right now, just how the fuck we managed to pull this one off. The answer to that is actually quite simple. I asked. While I was in LA playing Saints Row IV, I took the opportunity to lay out a modding proposal to the Volition guys. The proposal itself was quite modest and simply requested a technical email contact at Volition to whom we could pose a question or two about file formats once a month or so. This contact could then use that month to find an answer for us along with his actual job duties. All I really hoped for was the tiniest little nudge in the right direction with some of the file formats that have had us stumped for years now. I talked about how our forum has 36,000+ registered members with thousands of unique hits a day. About how we are staunchly anti-piracy and have been dedicated to keeping Volition’s best interests at heart despite their uninvolvement. Lastly, I mentioned how Koch Media and Deep Silver have a reputation in the industry for being fan-centric, and how working together would show just how different they are from the previous regime’s policies that forbade Volition developers from interacting with the fans at all.

The Volition guys in LA all loved the idea, so I drafted up an official proposal document on my return which laid everything out and sent it off to Alex Mejia and Steve Jaros. They both warned me at the time that nothing was likely going to happen for at least a couple of months due to how insanely busy things were with the finalization and launch of Saints Row IV. Much to my surprise (and Alex and Steve’s,) Jeff Thompson replied promptly with the amazing offer detailed above and gave the go ahead to bring in Minimaul and gibbed into the proceedings. I then created a community modding wishlist thread that Jeff has been monitoring to see the kind of things the rest of the community is hoping for as well.

And that, as they say, is that. I am eagerly looking forward to getting things started and Jeff has told us that we can expect something from him this very week. I want to take a moment to sincerely thank Volition and Deep Silver from the bottom of my heart for giving the Saints Row modding community this amazing opportunity. Some of the ideas we have in store are going to blow people’s minds, and the open world crime genre will never be the same.

Sandbox+ for SRTT v1.1

Saturday, May 11th, 2013

Just a couple of minor bugfixes in this release:

v1.1

Fixed an issue where removing superpowers would not reenable the other weapons

Changed message for final drunken state to match the actual SR2 Brown Baggers commercial.

SRTT Billboard Texture Toolkit updated

Saturday, May 11th, 2013

My Billboard texture toolkit has been updated to v2 which corrects some of the missing vertical LCD downtown ones on the repack.

Might as well jump…

Friday, April 19th, 2013

Jump!

Super Jump for SRTT

Tuesday, April 16th, 2013

I didn’t think that a super jump was actually going to be possible to mod in. Nooskid007 has proven me wrong today by releasing a work in progress video showing it in action. He still needs to sort out the camera tracking the player, but it certainly is a promising start.

Sandbox+ v1.0 Release

Monday, February 18th, 2013

Sandbox+ is now officially out of alpha and is releasing with one of the most requested features of all time; Decker Specialist speed skating and animations! There are some other fun additions as well like new teleports including a fix for the Stilwater zone, and added drug/drunk effects like the audio tonal pitch shifting that gets progressively slower and weirder through each stage.

You can check out the full changelog and download the new version from our forum.