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RE3Controls 1.9.5mod
RE3Controls 1.9.5mod - RE5 Gold Edition, Steam 1.2.0, 32-bit
HOW IT DIFFERS FROM THE ORIGINAL GAME
Camera and aim
- Free camera while walking and aiming; the mouse turns the view.
- Shoulder swap at any time (keyboard B / pad while aiming), also in cover and while walking.
- Plain-gun zoom while aiming, on the game's own scope zoom keys.
- Scoped walking with the sniper scope raised.
- Aim pitch is inherited from the free camera; shots follow the camera ray.
- Melee plays on the game's own camera so the animations read correctly.
Movement
- Aim walking (gun and knife), reload and weapon switch on the move, including the game's own empty-magazine reload.
- Steering continues while the gun goes down and right after a shot.
Weapons
- No frozen gun after a shot: single-shot weapons and the last round of a magazine return control immediately.
- Weapon switching does not aim or reload by itself.
Knife
- The knife can be turned while slashing, the character keeps walking/running with it out, and the quick slash can be
moved and steered.
Input robustness
- The aim and the knife key do nothing during melee, executions, grabs, vaults, climbs, damage reactions and scripted
actions - for every character. - The character never raises the gun by itself, and being hit does not trigger a reload or an aim.
- Locate partner and map work as bound in your game; locate is ignored while aiming so it cannot fight the aim camera.
- The thrown item is left entirely to the game: the character stands still and does not twitch.
ENGINE LIMITS (not mod bugs)
- The sniper scope keeps the game's own aim (the scope view is drawn by the weapon camera). Scoped walking works.
- The laser sight is drawn by the engine on the pad path only; keyboard/mouse players get the camera-ray shot point
and the crosshair instead.
INSTALL
Copy xinput1_3.dll next to re5dx9.exe. Uninstall: delete the DLL (and the RE3Controls.ini it writes).
RE3Controls 1.9.5
RE3Controls 1.9.5 - RE5 Gold Edition, Steam 1.2.0, 32-bit
HOW IT DIFFERS FROM THE ORIGINAL GAME
Camera and aim
- Free camera while walking and aiming; the mouse turns the view.
- Shoulder swap at any time (keyboard B / pad RB), also in cover and while walking.
- Plain-gun zoom while aiming: F in, C out.
- Scoped walking with the sniper scope raised.
- Aim pitch is inherited from the free camera; shots follow the camera ray.
- Melee plays on the game's own camera so the animations read correctly.
Movement
- Aim walking (gun and knife), reload and weapon switch on the move, including the game's own empty-magazine reload.
- Steering continues while the gun goes down and right after a shot.
Weapons
- No frozen gun after a shot: single-shot weapons and the last round of a magazine return control immediately.
- Weapon switching does not aim or reload by itself.
Knife
- The knife can be turned while slashing and the character keeps walking/running with it out.
Input robustness
- The aim and the knife key do nothing during melee, executions, grabs, vaults, climbs, damage reactions and scripted
actions - for every character. - The character never raises the gun by itself, and being hit does not trigger a reload or an aim.
- The thrown item is left entirely to the game: the character stands still and does not twitch.
ENGINE LIMITS (not mod bugs)
- The quick slash (0x27) and item use (0x61/0x62) lock movement inside the engine (0xB7A8F0 sets
ch+0x2D7C |= 0x80000000 and clears the move vector). Holding the aim button still lets the slash move, as in the
original game. - The sniper scope keeps the game's own aim; the laser sight is drawn only on the pad path.
INSTALL
Copy xinput1_3.dll next to re5dx9.exe. Uninstall: delete the DLL (and the RE3Controls.ini it writes).
RE3Controls v1.9.4-mod147
RE3Controls v1.9.4-mod147
RE5 Gold Edition, Steam 1.2.0, 32-bit.
CHANGES
- Interactions, melee, vaults and climbs ignore the knife key as well as the aim key (the knife used to be drawn and the
character turned in the middle of a scene interaction). - The knife has no special code of its own any more: it walks and runs through the ordinary aim-walk path, which is the
behaviour confirmed good in play. - The thrown item is left entirely to the game: the character stands still for it and does not twitch.
- The gun no longer freezes after a shot; the game's own empty-magazine reload and leaving the aim (ReadyEnd) stay
walkable and steerable; weapon switching does not aim by itself; shoulder swap, plain-gun zoom, camera-ray shots and
the melee camera are unchanged.
ENGINE LIMITS (documented, not mod bugs)
- The quick slash (knife_attack, action 0x27) and item use (item_use_my_*, 0x61/0x62) lock movement inside the engine:
0xB7A8F0 sets ch+0x2D7C |= 0x80000000 and clears the move vector, so the character cannot move during those frames. - The sniper scope keeps the game's own aim; the laser sight is drawn only on the pad path.
INSTALL
Copy xinput1_3.dll next to re5dx9.exe; a commented RE3Controls.ini is written on the first run.
Uninstall: delete the DLL (and the ini).
RE3Controls v1.9.4-mod104
RE3Controls v1.9.4-mod104
RE5 Gold Edition, Steam 1.2.0, 32-bit.
CHANGES
- Weapon switching no longer triggers aiming or a reload by itself. aid 0x20 is the weapon change, not the thrown
item, so the mod no longer forces the gun-ready bit through a switch.
INCLUDED (verified in play)
- Knife sprint: with the run input held, a slash moves at the game's own run speed forward and at the aim-walk speed
in other directions. - The knife swing feeds the leg layer, so it no longer freezes the character.
- The aim is ignored during interactions, melee, vaults and climbs.
- The thrown item holds the character still (stick withheld, gun kept raised).
- The gun no longer freezes after a shot; the game's own empty-magazine reload is walkable and steerable; leaving the
aim (ReadyEnd) is steerable; shoulder swap works in cover; plain-gun zoom on F/C; shots follow the camera ray;
melee uses the game's own camera.
KNOWN ISSUE
- The legs twitch while the thrown item plays out (engine animation blend).
INSTALL
Copy xinput1_3.dll next to re5dx9.exe; a commented RE3Controls.ini is written on the first run.
RE3Controls v1.9.4-mod103
RE3Controls v1.9.4-mod103
RE5 Gold Edition, Steam 1.2.0, 32-bit.
FEATURES AND FIXES
- Knife sprint: with the run input held, a slash moves at the game's own run speed forward and at the aim-walk
speed in every other direction (no invented multiplier). - The knife swing feeds the leg layer instead of fighting it, so it no longer freezes the character.
- Weapon switching does not stutter: aid 0x20 is the weapon change, not the thrown item.
- The aim is ignored during interactions, melee, vaults and climbs (busy action range + the 0x80000000 sentinel).
- The thrown item holds the character still: the stick is withheld and the gun stays raised while it plays.
- The gun no longer freezes after a shot; the game's own empty-magazine reload is walkable and steerable; leaving
the aim (ReadyEnd) is steerable; shoulder swap works in cover; plain-gun zoom on F/C; shots follow the camera ray;
melee uses the game's own camera.
KNOWN ISSUE
- The legs twitch while the thrown item plays out. Five approaches were tried (clearing the direction bits only,
switching the leg layer off, zeroing the stick at the source, a 30 frame dead window, restricting the window to
the throw action); each one either kept the twitch or left the character unable to move. The motion comes from the
engine's own animation blend.
INSTALL
Copy xinput1_3.dll next to re5dx9.exe; a commented RE3Controls.ini is written on the first run.
Uninstall: delete the DLL (and the ini).
RE3Controls v1.9.4-mod64h
RE3Controls v1.9.4-mod64h
RE5 Gold Edition, Steam 1.2.0, 32-bit.
FIXED IN THIS BUILD
- The gun no longer freezes after a shot: Fire::update waits on the timer at [object+0x20]
while its phase stays at 2, and the mod holds that timer above the threshold every frame
while the player is not aiming. - The grenade throw no longer locks the character. A probe showed the thrown-item action
(vtable 0x01044F38, action id 0x57) stalls the very same way; it is handled identically,
so the aim can be cancelled after a throw and moving does not twitch. - The game's own empty-magazine reload is walkable and steerable.
- ReadyEnd (leaving the aim), Fire and knife sheathing are steerable - no fixed direction.
- Shoulder swap works in low cover and wall cover too.
- Melee uses the game's own fixed camera; the knife stance stays turnable.
- Plain-gun zoom on F/C, mouse not zeroed while aiming, shots follow the camera ray, aim
pitch handed over as an absolute value. - The Mercenaries countdown movement turned out to be a movement key held before control
was handed back - releasing the key stops the character. No code change needed.
KNOWN
- Using a first-aid spray keeps the character in place.
- Sniper scope keeps the game's own aim (weapon camera ignores the mod's fields).
- The laser sight is drawn only on the pad path; keyboard players get the crosshair.
INSTALL
Copy xinput1_3.dll next to re5dx9.exe; a commented RE3Controls.ini is written on the first
run. Uninstall: delete the DLL (and the ini).
RE3Controls v1.9.4-mod63x
RE3Controls v1.9.4-mod63x
RE3Controls v1.9 (bananzaza, MIT) + notencio v1.9.4 + the fixes below.
RE5 Gold Edition, Steam 1.2.0, 32-bit.
FIXED IN THIS BUILD
- The gun no longer freezes after a shot. Fire::update waits on a per-object timer ([object+0x20])
while its phase stays at 2; that timer sat far below the threshold, so the stance and the stick
stayed dead - single-shot weapons, and right after a magazine runs out. The mod holds the timer
above the threshold every frame while the player is not aiming (one write per frame was not
enough: the game accumulates after it). - The game's own empty-magazine reload is walkable and steerable.
- ReadyEnd and Fire are steerable: leaving the aim no longer keeps a fixed direction.
- Shoulder swap works in low cover and wall cover as well.
- Melee uses the game's own fixed camera; the knife stance stays turnable.
- Plain-gun zoom F/C, mouse not zeroed while aiming, shots follow the camera ray, aim pitch handed
over as an absolute value.
KNOWN ISSUES
- Mercenaries: for a moment after the countdown the character can move on its own.
- Sniper scope keeps the game's own aim (the weapon camera ignores the mod's fields).
- The laser sight is drawn only on the pad path; keyboard players get the crosshair.
INSTALL
Copy xinput1_3.dll next to re5dx9.exe; a commented RE3Controls.ini is written on the first run.
Uninstall: delete the DLL (and the ini).
RE3Controls v1.9.4-mod63
RE3Controls v1.9.4-mod63
RE3Controls v1.9 (bananzaza, MIT) merged with notencio/RE3Controls v1.9.4, plus the changes below.
For RE5 Gold Edition, Steam 1.2.0, 32-bit.
WORKING
- Shoulder camera: one wanted side drives the walking camera and the game's aim mirror. Keyboard B
([Controls] ShoulderKey), pad RB (L3 with RunButton=RB), any time with ShoulderSwapAlways=1;
also in low cover and wall cover (the game's cover camera is shifted sideways there). - Plain-gun zoom: F in, C out while aiming ([Zoom] ZoomFovStep=-20, ZoomMaxStep=3).
- Aim: mouse not zeroed while aiming, shots follow the camera ray instead of the barrel line, and the
aim pitch is handed over as an ABSOLUTE value on the aim press (ch+0x2908/+0x290C) - the aim starts
at the view pitch and no longer drifts down when aiming repeatedly. - Scoped walking; reload and weapon switch on the move; no one-frame jump when starting to move.
- Quick knife slash can be turned with the mouse.
KNOWN ISSUES
- On the aim press the camera still moves a few degrees and the framing changes: the game applies its own
over-the-shoulder aim camera after this mod's hook. The direction matches the view now, the position
does not. - Sniper scope keeps the game's own aim (weapon camera ignores the fields the mod can write).
- The engine draws its laser sight only on the pad path; keyboard players get the crosshair.
- With RE5Fix's FOV patch on, five hooks cannot be installed; with it off all 18 install.
INSTALL
Copy xinput1_3.dll next to re5dx9.exe; a commented RE3Controls.ini is written on the first run.
Uninstall: delete the DLL (and the ini).
RE3Controls v1.9.4-mod39
RE3Controls v1.9.4-mod39
RE3Controls v1.9 (bananzaza, MIT) merged with notencio/RE3Controls v1.9.4, plus the
changes below. For RE5 Gold Edition, Steam 1.2.0, 32-bit.
WORKING
- Shoulder camera: one wanted side drives the walking camera and the game's aim
mirror. Keyboard B ([Controls] ShoulderKey), pad RB (L3 with RunButton=RB), any
time with ShoulderSwapAlways=1; the knife stays on LB. - Plain-gun zoom: F in, C out while aiming ([Zoom] ZoomFovStep=-20, ZoomMaxStep=3).
- Aim: mouse not zeroed while aiming, shots follow the camera ray instead of the
barrel line, aim pitch adjustable. - Scoped walking (ScopeWalk=1); reload and weapon switch on the move; no one-frame
jump when starting to move. - Quick knife slash can be turned with the mouse.
- notencio v1.9.4 fixes: player tables, cover rework, laser, grenade launcher,
new defaults.
KNOWN ISSUES
- Sniper scope aiming: the scope is drawn by the weapon camera (uCameraWep) and uses
its own state; the shot point, the aim point and the pad aim input do not reach it,
and writing the character's aim state every frame freezes its pitch. The scope
starts on the game's own direction, not the free camera's. [Zoom] ScopeLook=0. - Knife swing direction: the aim point is refreshed every frame while the knife is
out and the facing is turned to the camera on every action id change, but the first
swing after readiness can still go to the character's old front, and the game's own
melee assist may pull a swing toward a nearby enemy. - Five hooks cannot be installed where RE5Fix patched the entries (camera ctrl,
bind-slot, camera aim ray, pad aim, reticle request). RE5Fix can stay installed.
INSTALL
Copy xinput1_3.dll next to re5dx9.exe; a commented RE3Controls.ini is written on the
first run. Uninstall: delete the DLL (and the ini).