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RE2 Ultimate Character and Weapon Guide

This document contains a list of player models, costumes, weapons, items and enemies from Resident Evil 2. It includes the various models for Leon, Claire, Ada and other characters, along with their alternate costumes. Enemy models listed include different types of zombies, Mr. X, William Birkin in various forms, dogs and other creatures. Weapons listed range from handguns to shotguns to grenade launchers. Items include healing herbs and first aid sprays. Locations of additional hat accessories and further details are also provided.

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PacoJuárez
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0% found this document useful (0 votes)
256 views12 pages

RE2 Ultimate Character and Weapon Guide

This document contains a list of player models, costumes, weapons, items and enemies from Resident Evil 2. It includes the various models for Leon, Claire, Ada and other characters, along with their alternate costumes. Enemy models listed include different types of zombies, Mr. X, William Birkin in various forms, dogs and other creatures. Weapons listed range from handguns to shotguns to grenade launchers. Items include healing herbs and first aid sprays. Locations of additional hat accessories and further details are also provided.

Uploaded by

PacoJuárez
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

RE2 - Ultimate File List

Player models:
pl0000 - LEON
pl0000 (RPD)
pl0001 (RPD injured)
pl0002 (Casual)
pl0003 (Classic costume)
pl0006 (Classic costume injured)
pl0050 (Head)
pl0070 (Hair)

DLC 920561 - LEON NOIR (Costume A)


pl0004 (Body)
pl0050_04 (Noir face - textures only no mesh)
pl0074 (Hair)

DLC 920560 - LEON ARKLAY SHERRIF (Costume B)


pl0005 (Body)
pl0075 (Hat)

DLC 920565 - Leon Costume: '98 (Costume D)


pl0007 (Body)
pl0057 (Head)

PFB files:
default - Jacket
costume_1 - Remake RPD
costume_2 - Remake RPD dirt variation
costume_3 - Injured
costume_4 - Injured RPD dirt variation
costume_5 - Classic police
costume_6 - Classic police
costume_7 - Classic police
costume_8 - Classic wounded
costume_9 - Classic wounded
costume_A - Noir
costume_B - Arklay sherrif
costume_D - '98
pl1000 - CLAIRE
pl1000 (Jacket)
pl1001 (Tank top)
pl1002 (Classic jacket)
pl1003 (Classic tank top)
pl1050 (Head)
pl1070 (Hair)
pl?? (Motorcycle helmet + hair)

DLC 920563 - CLAIRE NOIR (Costume A)


pl1005 (Body)
pl1075 (Hat)

DLC 920562 - CLAIRE MILITARY (Costume B)


pl1006 (Body)
pl1050_04 (Head - no mesh only textures)
pl1071 (Hair + headband)

DLC 920564 - ELZA WALKER COSTUME (Costume C)


pl1004 (Body)

DLC 920566 - Claire Costume: '98 (Costume D)


pl1007 - 98 (Body)
pl1057 - 98 (Head)

PFB files:
default - Jacket
costume_1 - Jacket dirt variation
costume_2 - Jacket dirt variation 2
costume_3 - Tank top
costume_4 - Tank top dirt variation
costume_5 - Classic jacket
costume_6 - Classic jacket
costume_7 - Classic jacket
costume_8 - Classic tank top
costume_9 - Classic tank top
costume_A - Noir
costume_B - Military
costume_C - Elza Walker
costume_D - '98
pl2000 - ADA
pl2000 (Dress)
pl2001 (Trench coat)
pl2002 (Dress injured)
pl2050 (Head)
pl2070 (Hair)

pl3000 - SHERRY
pl3000 (Schoolgirl)
pl3001 (Claire jacket)
pl3002 (Classic costume)
pl3003 (Classic costume with Claire vest)
pl3050 (Head)
pl3070 (Hair)

pl4000 - HUNK
pl4000 (Body)
pl4050 (Head)

pl4100 - TOFU
pl4100 (Tofu)
pl4101 (Uiro-Mochi)
pl4102 (Annin)
pl4103 (Konjac)
pl4104 (Flan)

pl5000 - ROBERT KENDO


pl5000 (Body)
pl5050 (Head)
pl5070 (Hair)

pl5100 - CHIEF BRIAN IRONS


pl5100 (Body)
pl5150 (Head)
pl5170 (Hair)

pl5200 - BEN BERTOLUCCI


pl5200 (Body)
pl5250 (Head)
pl5251 (Squashed head)
pl5270 (Hair)
pl5271 (Hair from squashed head)
pl5300 - ANNETTE BIRKIN
pl5300 (Body)
pl5350 (Head)
pl5370 (Hair)

pl5400 - Chris "I'm Redfield" Redfield (RE7 no helmet)


pl5400 (Body) (not direct RE7 reuse. The model is in a different pose)
pl5450 (Head)
pl5470 (Hair)

pl5500 - Ethan Winters (RE7 protag.)


> Referred to in EXE haven't found him yet

pl5600 - USS soldier (ghost survivors)


Uses Hunk body (unsure if this directly uses a new model in pl5600 or if it just calls Hunk body)
pl5650 (Head)
pl5670 (USS alpha team mask) (one glass broken)

pl5700 - MARVIN BRANAGH


pl5700 (Body)
pl5750 (Head)

pl6000 - WILLIAM BIRKIN (human)


pl6000 (Body)
pl6050 (Head)
pl6070 (Hair)

pl6?00 - "Dead man"

pl6?00 - "John"

pl6400 - MAYORS DAUGHTER (Katherine Warren)


pl6400 (Body)
pl6401 (Static lying down)
pl6402 (Static knocked down)
pl6450 (Head textures)
pl6470 (Hair textures)

pl7100 - HELICOPTER PILOT


pl7100 (Body)
pl7150 (Head)
pl7300 - TRUCK DRIVER
pl7300 (Body)
pl7350 (Head)
pl7370 (Hair + hat)

pl7400 - ZOMBIE TRUCK DRIVER HITS


pl7400 (Body)
pl7450 (Head)
pl7470 (Hair)

pl7500 - ARKLAY SHERIFF (Daniel) WHO GETS BIT AT GAS STATION


pl7500 (Body)
pl7550 (Head)
pl7570 (Hair)
pl7580 (Bitten neck)

Playable Daniel (ghost survivors)


pl7501 (Body)
pl7551 (Head)
pl7571 (Hair)

pl7600 - First zombie (gas station)


> Game exe refers to him as "Vance zombie"

pl7700 - EMMA KENDO


pl7700 (Body)
pl7750 (Head)
pl7770 (Hair)

pl7800 - ELLIOT EDWARD


pl7800 (Body)
pl7850 (Head)
pl7870 (Hair)
pl7880 (Intestines)

pl8000 - BITTEN BALD GUY FROM GAS STATION (store manager)


pl8000 (Body)
pl8050 (Head)

pl8100 (Cop with ripped face in west hallway)

pl8300 (Zombie male)


pl8300 (Body and head)
pl8400 - DEAD GUY
pl8400 (Body and head) (zombie body Annette burns with a G-parasite sticking out of it)

pl8500 (Generic scientist man - found dead in a few locations, has slightly chubby face)
pl8500 (Body)
pl8550 (Head)

pl8600 - TRUCK DRIVER FROM TRUE ENDING (ending driver)


pl8600 (Body)
pl8650 (Head)

Ghost survivors hats:


Located: natives\x64\sectionroot\character\accessory\ in the pak file from the GS update

Ac0010 - Skull hat


Ac0011 - Croc hat
Ac0012 - USS helmet (Hunk style)
Ac0013 - Creepy doll hat
Ac0014 - Unicorn hat
Ac0015 - Mr. Raccoon hat
Ac0016 - Molded hat
Ac0017 - G-head
Ac0018 - Ivy head
Ac0019 - Mr. X head
Ac0020 - Licker head
Ac0021 - Tiger head
Ac0022 - Sheep/ram head
Ac0030 - Raccoon hat
Ac0032 - Cat ears

Enemies:
em0000 - Male zombie regular posture
Subfolders:
Body:
body00 - Male zombie base ("nude" body. Underpants only. Includes exploded head, after
headshots split open)
Face:
> em0050 - Male zombie face variations:
FaceXX:
00 - Zombie Matt Walker hair is textured onto the head
01 - Zombie with sunken in cheeks has short spikey hair very visible cheekbones
02 - Rounder face, no nose, missing part of cheek
03 - Wrinkeled cheeks short hair
04 - Asian face, mid long hair on top, sorter near bottom
05 - Older male, longer face, short/balding hair
06 - Bald head, hold in forehead, right cheek ripped open
07 - Older male, bald head, midlong beard, long eyebrows
10 - ??
11 - Zombie head ripped by licker
14 - Bald head (seems like base model similar to 00)
70 - Ripped mouth (no lips) mid long messy hair
71 - Ripped neck, groomed short hair. Might be one of the "just turned" zombies? could be zombie
Daniel from the gas station?
72 - Zombie Marvin head
73 - Zombie Elliot
75 - Model doesn't load. Nothing else in the folder
76 - Model doesn't load folder empty
Hat:
00 - Police hat
01 - Baseball cap
Pants:
I think you can guess these. Different sets of pants
Shirt:
Guess what's in this folder. Multiple tops.

em1000 - Female zombies


Subfolders:
Body:
body00 - Female base (underwear only. Includes exploded head, after headshots split open)
FaceXX:
00 - Scratched face. Mid-long hair (hair is kinda like Rebecca but longer)
01 - Female face with very long hair. Reaches past shoulders. Thick hair, partially covering face
02 - Face with shoulder length hair. Hair is thinner than 01. Forehead exposed
03 - Female face with dreads hairstyle
04 - Shoulder length messy hair, hair covers face no hats for the females
Pants:

Shirt:

em2000 - Male zombies (heavy male)


Subfolder:
Body:
body00 - male zombie base ("nude" body. Underpants only. Includes exploded head, after
headshots split open)
Face:
00 - bald (chubby-ish) face, hair only on the sides and back of the head. Not on top
01 - Left side of mouth is ripped. Short haired male
03 - Wide nose, short subby hair. Wounds on right side of the face next to mouth
70 - Bald chubby faced male head
Pants:

Shirt:

em3000 - Licker

em4000 - Zombie dogs:


Sub folders:
em4000_00 - Dog (body seems to be intact)
em4000_01 - Dog exposed ribs and bone on back leg
em4000_02 - Dog wounds on behind and no tail
em4000_03 - Dog with colar

em4400 - Small (but still kinda big) winged bugs


em5000 - Ivy
em6000 - G-Adult
em6100 - G-Baby "Baby G" small G-goop thing that the G-Adults sometimes drop
em6110 - "Baby G" variation

em6200 - Mr. X body


em6201 - Mr. X body but with some internal guts?
em6250 - Mr. X head
em6270 - Mr. X hat

em6300 - Super tyrant


em6400 - Aligator

em7000 - William Birkin


Subfolders:
em7000 - G-Birkin first form
em7000_01 - G-Birkin pipe
em7001 - G-Birkin second form

em7100 - G-Birkin second form but clothes more torn and looks slightly furter mutated than
em7001?

em7200 - G-Birkin 3rd form (fight after aquiring the sample as Leon)
em7201 - Same? maybe heart exposed or something. Hard to tell the difference
em7300 - G4 William
em7300 (Body)
em7301 (More body)

em7400 - G5 William
em7400 (Body)
em7410 (Circle of tentacles)

Ghost survivors:
(These enemies have models in sectionroot\character\enemy\em0000\rogue\
em8200 - "Bomb" - zombies with the explosive gas canisters (ghost survivors)
Em8400 - "Regenerate" - pale heads/mutated zombies (ghost survivors)
em8500 - "Poison" - purple poison zombies (ghost survivors)
In this folder there's also the "backpack" zombies wear and riot "armor" zombies

em9000 – Chief Brian Irons with G monster coming out of him


em9000 (Body)
em9050 (Head)
em9070 (Hair)

Weapons and ammo:


wp0000 - Matilda (handgun)
wp0001 - ? (Broken mesh)
wp0100 - M19 (handgun)
wp0100 - Also includes some of the files for upgrades for the Matilda for some reason?
wp0200 - JMB Hp3 (handgun)
wp0300 - Quickdraw Army (revolver)
wp0400 - Glock Handgun (handgun)
wp0500 - Bronwing HP textures?
wp0600 - USP (handgun)
wp0700 - Makarov (Ada handgun)
wp0800 - S&W model 649 revolver (Claire handgun)
wp1000 - W-870 (shotgun)
wp1001 - Shotgun cartridge
wp1100 - Remington 870 (shotgun)
wp2000 - MQ 11 (Claire SMG)
wp2100 - MQ 11 (textures)
wp2200 - H&K MP5 (Hunk SMG)
wp3000 - Lightning Hawk (magnum)
wp3200 - Chief Iron S&W 329 revolver/magnum thing
wp4000 - EMF visualizer hacking tool
wp4100 - Grenade launcher
wp4110 - Grenade launcher (ammo)
wp4200 - Chemical flamethrower
wp4300 - Spark shot
wp4310 - Spark shot (ammo)
wp4400 - Anti-Tank (RPG)
wp4500 - Combat knife
wp4510 - Infinite/unbreakable knife
wp4530 - Flashlight
wp4600 - M202 flash (RPG)
wp4610 - M202 flash (RPG) (again)
wp4700 - Minigun
wp4701 - Minigun (ammo)
wp4900 - Annette anti-virus gun
wp4901 - Annette anti-virus gun (ammo)
wp6200 - Grenade (defense item)
wp6202 - Grenade lever (defense item)
wp6300 - Flash grenade
wp6301 - Flash grenade lever

DLC:
DLC 920569 - Samurai Edge (Jill)
wp7020 - Jill Samurai Edge
DLC 920570 - Samurai Edge (Chris)
wp7010 - Chris Samurai Edge
DLC 920568 - Samurai Edge (Wesker)
wp7030 - Wesker Samurai Edge

Items:
sm70_000 - First aid spray
sm70_001 - Green herb
sm70_002 - Red herb
sm70_003 - Blue herb
sm70_004 - Mixed herb (green + green)
sm70_005 - Mixed herb (green + red)
sm70_006 - Mixed herb (green + blue)
sm70_007 - Mixed herb (green + green + blue)
sm70_008 - Mixed herb (green + green + green)
sm70_009 - Mixed herb (green + red + blue)
sm70_010 - Mixed herb (red + blue)
sm70_051 - Green herb (item)
sm70_052 - Red herb (item)
sm70_053 - Blue herb (item)
sm70_100 - Handgun bullets
sm70_101 - Shotgun bullets
sm70_102 - Submachinegun bullets
sm70_103 - Magnum bullets
sm70_106 - Grenade launcher - acid bullets (black?)
sm70_107 - Grenade launcher - acid bullets
sm70_108 - Grenade launcher - fire bullets
sm70_109 - Sparkshot bullets
sm70_110 - Flamethrower fueltank
sm70_111 - Big gun bullets
sm70_112 - SLS60 special bullets
sm70_201 - Ink ribbon
sm70_202 - Wood barricade
sm70_203 - C4 detonator
sm70_204 - 9V battery
sm70_205 - Gunpowder
sm70_206 - Gunpowder (large)
sm70_207 - High-Grade gunpowder (yellow)
sm70_208 - High-Grade gunpowder (white)

Models located in:


natives\x64\objectroot\setmodel\sm7x_item\sm70
Textures located in:
natives/x64/objectroot/setmodel/textures you also have to change them in streaming/objectroot
as well for the HQ textures

Stages/levels/environments:
? - Laboratory
? - "Mountain" - cut area
? - RPD
? - "Laboratory undermost"
? - "Wastewater" (sewers)
? - Gas station
? - Orphan approach
? - Orphanage
? - Greenhouse
? - Crocodiles area
? - RPD_B1
?-
Others:
SM files:
sm60_175 - Ending truck front (truck car)
sm60_180 - Ending truck trailer

DLC:
DLC 920567 - Classic OST/SFX

Common questions

Powered by AI

Character model variations like 'Claire Costume: '98' and 'Leon Costume: '98' tap into nostalgia, evoking memories of the original games and creating a bridge between past and present experiences. This enhances player connection by honoring the series' history and appealing to long-time fans, thereby strengthening emotional investment and cultural continuity within the game's legacy .

Weapons like the 'Samurai Edge' variations serve not only as tools for combat but also as strategic options that offer diverse play styles. They can provide players with advantages such as increased accuracy or damage, influencing tactics and allowing for different approaches to combat situations. This diversity encourages replayability and personal strategy development, balancing gameplay by offering both power and trade-offs in combat scenarios .

Including detailed model variations for minor characters like 'MAYOR'S DAUGHTER' and 'TRUCK DRIVER' can enhance storytelling by providing depth and context to the game world, making it feel more lived-in and immersive. These details can also serve functional purposes in the plot, such as progressing the narrative or providing clues to players, thus enriching the narrative fabric and enhancing player immersion .

The inclusion of 'explosive gas canisters' with zombies serves as an innovative gameplay element by adding dynamic environmental interaction opportunities. Players can use these canisters to deal area damage, making combat encounters more strategic, as well as allowing for more creative approaches to otherwise standard engagements. This element enhances intensity and tactical planning, offering emergent gameplay scenarios .

The costume variations for Leon and Claire, such as 'LEON NOIR' and 'CLAIRE NOIR,' provide players with visual variety and personalization options, which can enhance engagement by allowing players to either adhere to or deviate from the traditional aesthetics associated with these characters. Additionally, these variations can serve as a reward mechanism for exploring content and purchasing DLC, promoting deeper engagement through both aesthetics and gameplay incentives .

The environment settings like the 'Orphanage' and 'Crocodiles area' significantly impact player experience by establishing a tense and emotionally charged atmosphere. The 'Orphanage' setting can invoke feelings of vulnerability and innocence lost, enhancing the horror with a psychological edge, while the 'Crocodiles area' introduces primal fear elements through the threat of a giant predator, thus diversifying the emotional and atmospheric tone of the game .

The 'ghost survivors' enemies like 'Poison' and 'Regenerate' zombies introduce unique challenges that require players to adapt their conventional strategies. 'Poison' zombies demand cautious resource management and positioning due to their toxic attacks, while 'Regenerate' zombies require players to focus on stopping their revival abilities, promoting strategic depth and diversifying the combat approach beyond typical confrontation tactics .

The design choices for zombie enemies, such as the 'sunken cheeks' and 'ripped mouth' variations, are deliberately grotesque and visually unsettling, enhancing the game’s horror atmosphere. These specific features contribute to a sense of unpredictability and fear, as players cannot easily anticipate enemy behavior, heightening the tension and reinforcing the horror theme by playing on deep-seated fears of decay and death .

William Birkin’s transformation into various forms, such as G-Birkin first form and G-Birkin second form, illustrates the consequences of uncontrolled bio-experimentation and the loss of humanity, which ties into the game’s broader themes of corporate malfeasance and the dangers of playing God. Each form elevates tension and provides an escalating challenge reflective of the character's deteriorating humanity and increased monstrosity .

The 'G-Birkin' transformations serve a dual role as both a gameplay mechanic and a narrative device. Mechanically, each transformation presents a progressively harder boss fight, requiring players to adapt their strategies and resource management. Narratively, the transformations portray Birkin’s loss of control and descent into monstrosity, visually communicating the consequences of Umbrella's unethical experiments, thus integrating story and mechanics in a cohesive manner .

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