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  1. T

    Mutator - CheckReplacement Functionality

    I know this was posted in another thread, but I'm hoping to call more attention to the issue and simultaneously avoid derailing the other thread further. Brief summary of the issue: I've tried, and failed, to replace the 9MM hand gun a player spawns with using a mutator and the CheckReplacement...
  2. T

    Unresolved Reference Shenanigans.

    I've done a little RO modding in the past (silly BA64s, SVT Shotgun, etc.) so I decided to give KF modding a whirl. My first project (after learning that the Trader SFX are buried so deep in the code that a "Resident Evil 4 Merchant" mod would be impractical) is porting over the STG44 from RO...