Last update: 07-04-2026
Legend:
■ Nothing
■ Minimal
■ Substantial
■ Advanced
■ Polishment
■ Finished
*Rooms with finished flag can still receive updates if needed.
Village
[ ■ ] r100
[ ■ ] r101
[ ■ ] r102
[ ■ ] r103
[ ■ ] r104
[ ■ ] r105
[ ■ ] r106
[ ■ ] r107
[ ■ ] r108
[ ■ ] r109
[ ■ ] r10A
[ ■ ] r10B
[ ■ ] r10C
[ ■ ] r10D
[ ■ ] r10E
[ ■ ] r10F
[ ■ ] r111
[ ■ ] r112
[ ■ ] r113
[ ■ ] r117
[ ■ ] r118
[ ■ ] r119
[ ■ ] r11A
[ ■ ] r11B
[ ■ ] r11C
[ ■ ] r11D
[ ■ ] r11E
[ ■ ] r11F
Castle
[ ■ ] r200
[ ■ ] r201
[ ■ ] r202
[ ■ ] r203
[ ■ ] r204
[ ■ ] r205
[ ■ ] r206
[ ■ ] r207
[ ■ ] r208
[ ■ ] r209
[ ■ ] r20A
[ ■ ] r20B
[ ■ ] r20C
[ ■ ] r20D
[ ■ ] r20E
[ ■ ] r20F
[ ■ ] r210
[ ■ ] r211
[ ■ ] r212
[ ■ ] r213
[ ■ ] r214
[ ■ ] r215
[ ■ ] r216
[ ■ ] r217
[ ■ ] r218
[ ■ ] r219
[ ■ ] r21A
[ ■ ] r21B
[ ■ ] r21D
[ ■ ] r220
[ ■ ] r221
[ ■ ] r222
[ ■ ] r223
[ ■ ] r224
[ ■ ] r225
[ ■ ] r226
[ ■ ] r227
[ ■ ] r228
[ ■ ] r229
[ ■ ] r22A
[ ■ ] r22C
Island
[ ■ ] r300
[ ■ ] r301
[ ■ ] r303
[ ■ ] r304
[ ■ ] r305
[ ■ ] r306
[ ■ ] r307
[ ■ ] r308
[ ■ ] r309
[ ■ ] r30A
[ ■ ] r30B
[ ■ ] r30C
[ ■ ] r30D
[ ■ ] r30E
[ ■ ] r30F
[ ■ ] r310
[ ■ ] r311
[ ■ ] r312
[ ■ ] r315
[ ■ ] r316
[ ■ ] r317
[ ■ ] r318
[ ■ ] r31A
[ ■ ] r31B
[ ■ ] r31C
[ ■ ] r31D
[ ■ ] r320
[ ■ ] r321
[ ■ ] r325
[ ■ ] r326
[ ■ ] r327
[ ■ ] r329
[ ■ ] r330
[ ■ ] r331
[ ■ ] r332
[ ■ ] r333
[ ■ ] r334
Mercenaries
[ ■ ] r400
[ ■ ] r402
[ ■ ] r403
[ ■ ] r404
Assigment Ada
[ ■ ] All rooms
Separate Ways
[ ■ ] All rooms
Custom Rooms
[ ■ ] r20e (Castle Cathedral Exterior)
[ ■ ] r312 (Main Village Sunset)
[ ■ ] r328 (Underground area after r103)
[ ■ ] r600 (The Evil Within Sewer)
[ ■ ] r602 (Waterworld Cave Area)
[ ■ ] r604 (Separate Ways Verdugo Fight)
[ ■ ] r605 (Separate Ways Cliff Helicopter)
[ ■ ] r606 (Castle new Area)
[ ■ ] r60b (Boat area after Bitores Cabin)
[ ■ ] r60d (Underground Mine)
Other
[ ■ ] Inventory
[ ■ ] Menus
[ ■ ] Sounds
[ ■ ] Weapons
[ ■ ] Enemies
Goals
Some of these goals are easy, and just a matter of time to be implement in the mod. Others however, may require some help from the community, as there's things that are beyond my skills. Down bellow I list some of these objectives.
Legend:
■ Done
■ WIP
■ Discarded
Achievable:
[ ■ ] Finish the Lighting improvements for all rooms / game modes.
[ ] Add Boxes, Vases variations to some rooms to increase variety.
[ ] Add new frame images instead of repetitive Saddler images through the game.
[ ■ ] Add a different typerwriter for each section, the default will be used in the Village, a second one in the castle, and a 3rd model during the Island part.
[ ■ ] Add new ambient and fight music.
[ ■ ] Add enemy variations, some with modified speed to move faster.
[ ■ ] Add vegetation to improve rooms.
[ ■ ] Tweak enemy placement, adding removing enemies if necessary, create ambushes with AEV.
[ ■ ] Tweak weapon unlock progression and upgrades, with some weapons being found during the journey, some requiring Ashley help. If missed, the weapon will be available in the next merchant.
[ ■ ] Tweak Merchant placement during the game, removing unecessary merchants like the one in the beggining of the Island, the one prior to the swords room in the castle and others like the section leading to Bitorez Fight which appear 3 times after the cabin section.
[ ■ ] Add the ink ribbon functionality to the game.
[ ■ ] Make the initial cutscene of the police car happen at night.
[ ] Restore Beta enemy quotes for the Village and Castle, without replacing default ones, relying on randomness to be played with a % set in the audio files.
[ ■ ] Port the waterworld level to the main game as a dark area inside a cave.
[ ■ ] Make the top floor accessible in Grail Room Castle.
[ ] Modify Separate Ways, which feels incomplete and rushed. Add new areas, increasing campaign length to 6h~7h instead of the traditional 3h. To improve it even further, INIT instructions are needed, campaign would begin with a chopper leaving ada in a cliff, then a forest and a cave. Ada gets a boat and leaves the cave to the church in order to hit the bell.
[ ] Make the ship in Separate Ways accessible, flooded, with flickering lights, electric sparkles and enemies inside.
[ ] Add a custom JJ Boss battle to Ada Campaign.
[ ] Add a umbrella lab section to Leon / Ada Campaign.
[ ] Port the improvements to Mercenaries, I had the idea to make alternative weathers, to change a bit from the default ones we already know.
[ ■ ] Add custom specular effect to all Las plagas.
[ ] Add custom specular effect to enemy weapons.
[ ■ ] Add custom specular effect to Salazar Boss. *It can look like plastic if the values are set too high, but in the dark it looks ok, more wet than the original.
[ ] Add custom specular effect to Novistadors.
[ ] Add custom FCVs to the pistols, porting the matilda animations to handgun, punisher, etc.
[ ] Tweak Weapons specular and bump map both in-game and inventory.
[ ] Lock some of the chests, requiring a "Old key" or "Iron key" to open it. Create situations like the hidden broken butterfly, where returning to a place can unlock things that once were locked. Make Crows have a random chance of dropping a key instead of grenades or ammo. With this some runs may be different than others making the game feel dynamic and each run unique, unless the player farm the crows, to have access to all chests. Something similar to the power noddle rooms in Dead Space.
[ ] Make the RPG more expensive, it will not be unlocked at the beginning of the game in r104, but further away.
Probably achievable, I will try in the future:
[ ■ ] Re-enable Rain for 1st El Gigante Room (night) (r119).
[ ] Re-enable Lighting for 1st El Gigante Room (night) (r119). *May be possible using AEV-EFF.
[ ■ ] Implement Immersive radio calls with Hunigan, instead of the intrusive interrupts of the Radio Screen, the audio being triggered during gameplay. *The radio skip setting in companion DLL create progression issues for the merchant, so the original radio will coexist with the dynamic calls for now. I was not able to disable some of the original calls that are scripted.
[ ■ ] Find a way to restore Beta Castle enemies with the Inca Gold Mask (maybe improve the mask to be high poly) for some rooms, while still keeping the skull mask for other enemies, not overwriting the default skull mask.
[ ] Add chicago typerwriter as a normal weapon (not infinite) that will be unlocked somewhere during the castle section, and will have upgrades in the merchant.
[ ] Change the damage attributes of some weapons, reducing firepower of magnums and increasing it for shotguns (specially striker), to test if this can affect poise for enemies. (Sometimes shotguns can't stagger enemies that Magnums can, which is unrealistic, I notice this by the channel BIO4.exe on YouTube).
[ ] Recreate some levels like the helicopter part after Krauser, and the big fight after the prison r326, removing action and focusing in a dark survival horror experience.
[ ] Expand chapter 3-4 even further, instead of collecting the puzzle piece in r20e Ashley would need to go outside, in order to get the missing piece.
[ ■ ] Implement permanent death to merchant, once is killed it will not respawn ever again. *It was implemented only up to a certain point, more work is needed for subsequent rooms.
[ ■ ] Adjust aura size to be just a bit smaller in radius.
[ ] Fix the merchant in r22c Shooting range (If we kill the merchant outside, and then enter the room it is alive in r22c).
[ ] Make the chained El Gigante be the first giant. (I personaly don't like the first El Gigante appearence).
[ ] Mix different types of enemies for example ganados em12, em13, em15 in the same room to have different appearence like outfit, face variaty. By using em side load feature in the Data folder, we can basically have a lot of possibilities by room, that are not repetitive through the game, only problem is to create all these faces, bodies and outfits.
[ ] Fix RPG projectile wrong position, originally it is spawned in Leon's head.
Beyond my skills for now:
[ ] Fix Skip Radio, for now it affects the Merchant unlockables breaking the progression, and add some black screens after some end of chapters.
[ ■ ] INIT Tables for Separate Ways (this will make possible to reimaginate Ada's campaign).
[ ] Side load PL files for example Pl08.udas.lfs (this would make possible to use custom wet textures for rooms that have rain enabled).
[ ] 60 FPS Rifles reload animation.
[ ] Add light when shooting with the rifles through the scope.
[ ■ ] Add specular effect for El Gigante making it look wet by the rain.
[ ■ ] Re-enable Leon Flashlight Lens flare effect for Night / Dark rooms that lacks it (it only worked for a few rooms for now).
[ ] Restore ganados beta animations, jumping, grabbing.
[ ■ ] Restore the beta get up animation of Leon, instead of the default Hollywood one. *Special thanks to BiohazardX who shared his tool with me! Thank you so much!
[ ] Fix the camera being locked after killing Saddler with Leon, the humanoid Separate Ways version.(I want to create a alternative final boss fight instead of big Spider Saddler). *There's a hex code shared in the community but I believe it cause side effects for Separate Ways.
[ ] Spawn an already injuried regenerator (legs).
[ ] Add new weapon entries without overwriting existent ones, with functional HUD, animations, buy / sell at the merchant (add Custom TMP for Leon Campaign, after killing krauser).
[ ■ ] Isolate Leon inventory screen Lighting from the item examime screen lighting, allowing to customize Leon Lighting without affecting examine screen.
[ ] Add new blue medallions around the castle and island, something like the BSAA emblems in RE5 present in the whole game. *The only rooms that recognize the medallions are r103 and r108 apparently, so the only way seems to add new areas in these rooms and place them later in the game.
[ ] Change the prize weapon for the medallions.
[ ] Edit the map to match the new areas and treasure locations. I thought about the possibility of creating a static noise effect to be used in new areas like r328 Mines, as the gps was not working down there, like it happen in RE5 cave level s107.
[ ] Make SAR disable lights for enemy weapons, as it disables the lights for the enemy body. *For now it only affects the enemy body, which cause issues for interiors.
[ ] Quick restrict light model reach with flags in a SAT collision or something similar, fixing lights clipping through walls (Type 2 Type 6 and Type 2 Subtype 4).
[ ■ ] Figure out how to make other rooms load models in segments like r100 .blk file. This could give us a big FPS Boost and not only that, it can also make possible to increase poly count and detail in closed areas, while maintaining good performance. *The total size of the .dat files should be under the 14,3 MB~ otherwise side effects start to happen.
[ ■ ] Dialogue with the merchant with options, and a zoom like Bethesda games. *Haven't implemented the options yet, only a single line of dialogue, may be to much work, for now I will focus on the unfinished areas first.