RESIDENT EVIL 9 PS5 CO-OP — MAJOR IN-GAME MOD MENU UPDATE

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I've made some significant progress on my custom Resident Evil Requiem co-op system and in-game mod menu for PS5, and I wanted to share what's working in my latest video. For anyone unfamiliar with the project, I've been developing a custom plugin that adds local two-player co-op to the native PS5 version of Resident Evil Requiem. Two players, two controllers, vertical split-screen, and one PS5. My earlier demonstrations focused on getting independent player movement and split-screen working. Since then, I've been expanding the system to support more of the gameplay functionality required for a proper co-op experience. This update focuses on independent inventories, item transfers, weapon spawning, combat improvements, and the new in-game mod menu. 🎥 WATCH THE NEW GAMEPLAY DEMONSTRATION: https://youtu.be/baCMqp6YlD4 1. BOTH PLAYERS NOW HAVE THEIR OWN INVENTORIES When Player 2 joins, the system initializes their inventory using a copy of Player 1's inventory. From there, both players can collect and manage items independently. In the video, I demonstrate Player 2 picking up a herb while Player 1's inventory remains unchanged. I've also implemented inventory sharing directly! R3 — TRANSFER AN ITEM Select an item in your inventory and press R3 to send it to the other player. L3 — COPY AN ITEM Press L3 to give the other player a copy while keeping your original. I demonstrate both functions, including transferring herbs, duplicating inventory items, and combining item stacks. This system also supports transferring weapons with their loaded ammunition and attachments, subject to the game's inventory restrictions. Both players now have much more control over their own equipment. 2. CUSTOM IN-GAME MOD MENU — WEAPONS, AMMO & ITEMS I've also expanded my custom in-game mod menu. Either player can open it using L3 + R3. The player opening the menu controls it, and I can select which player receives the requested items. Current options include: Give weapons to Player 1 or Player 2. Give ammunition. Give healing supplies. Browse other available items and key items. Choose item quantities. Unlock additional inventory squares. Unlimited Ammo — independent P1/P2 settings. Autofire — independent P1/P2 settings. God Mode — independent P1/P2 settings. I demonstrate giving Player 2 different weapons, including a machine gun and rocket launcher. The important part is that Player 2 can actually equip, aim, and fire the weapons using the game's animations. The rocket launcher demonstration was particularly entertaining. 😂 The menu also supports expanding inventory capacity, which is important because the game still enforces its inventory restrictions. If a weapon doesn't fit, the game can reject the request until sufficient space is available. The same menu can also be used with co-op disabled, so Player 1 can access supported modifications during normal single-player gameplay. 3. ENEMIES NOW PROPERLY TARGET PLAYER 2! This was another major issue I wanted to solve. Earlier in development, certain enemies weren't responding correctly to Player 2. I've made changes to the targeting system, and the video demonstrates zombies actively pursuing and attacking Player 2. I've also addressed an issue where enemy grab and bite animations involving Player 2 could incorrectly appear on Player 1's screen. Both players can now participate in combat more independently. I demonstrate Player 2 being attacked while God Mode is enabled, along with separate autofire and ammunition settings for each player. 4. PLAYER-SPECIFIC MAPS & TELEPORTATION I've made improvements to the map system as well. When Player 1 opens the map, it displays from their perspective and shows the other player's position. When Player 2 opens the map, the view changes accordingly. Both player locations are represented. I've also added something useful for situations where players become separated. HOLD L3 + R3 TO TELEPORT TO THE OTHER PLAYER. This works in both directions. Player 1 can teleport to Player 2, and Player 2 can teleport to Player 1. A quick press of L3 + R3 opens the mod menu, while holding the combination during gameplay triggers teleportation. This should make navigating larger areas together much more convenient. 5. KEY ITEMS, DOORS & STORY INTERACTIONS One of the more interesting parts of this update involves key items. I demonstrate giving a player an ID wristband through the mod menu and using it to access an area that would normally require obtaining that item through gameplay. The menu can access supported items from the game's loaded catalog, including certain story-related items. However, having the required item doesn't necessarily mean the game has completed the story events associated with obtaining it. Some areas rely on additional progression triggers. I show this in the video because it's an important limitation when experimenting with item spawning. Giving yourself an item can unlock a door, but skipping required story events may cause unexpected behavior later. 6. CUTSCENES & PLAYER INTERACTIONS I've also been improving how co-op behaves during story sequences. The video demonstrates Player 1 initiating a cutscene, pausing it, and skipping it. Player 2 can also receive and use certain transferred key items. My goal is to preserve normal story progression while maintaining the second player's state throughout cutscenes, room transitions, and other events. This is one of the more complicated parts of developing co-op functionality in a game that wasn't originally designed around this system. 7. WHAT STILL NEEDS WORK? Most of the major systems I'm demonstrating are now functioning on my test setup, but there are still a few issues I'm investigating. CURRENTLY UNDER DEVELOPMENT: Player 2's room-loading and inventory heartbeat reliability. Occasional objects and geometry appearing late. Certain doors opening and closing unexpectedly. Item and ammunition behavior in specific save states. Additional compatibility testing with story progression and key-item spawning. For example, I encountered an ammunition issue while testing a fresh save after completing the game in co-op. I also demonstrate areas where the game doesn't load everything correctly until the player approaches. I'm continuing to work through those issues rather than claiming the system is completely finished. The core co-op, inventory sharing, weapon spawning, and player-specific menu functionality are working in the situations demonstrated. 8. WHAT'S NEXT? I'm continuing to improve the existing system, particularly the remaining room-loading and progression issues. I also want to investigate the possibility of adding an AI-controlled co-op partner in the future. The idea would be to let someone play with a second character even when another person isn't available locally. That is only a development idea right now, not an implemented feature. I even started thinking about what could eventually be possible with completely different multiplayer-style experiences using some of this functionality. But for now, my priority is finishing and stabilizing the current two-player system. PROJECT STATUS This is still a private development project, with no confirmed public release date. The plugin is being tested on my homebrew-enabled PS5 using my HAZE environment. HAZE RELAPSE EXPLOIT: https://haze7714.github.io/Relapse-Exploit/ HAZE, my desktop PS5 Mod Manager, and the Resident Evil Requiem co-op plugin are separate development projects. This is not an official Capcom feature or an official UE4SS port. I want to acknowledge the PS5 homebrew community and everyone whose work helps make this kind of experimentation possible. This project has progressed well beyond simply putting a second character on the screen. I'm now working on the inventory, combat, interaction, and gameplay systems needed to make local co-op a genuinely usable experience. I'm also going to be testing the co-op system LIVE with my wife, using two controllers on the same PS5, to show how everything works during actual gameplay. I'd be interested in hearing what the community thinks. What would you like to see me prioritize next: improving the remaining co-op stability issues, adding AI companion support, or expanding the in-game mod menu further? HAZE — PUSHING PS5 HOMEBREW FORWARD! — NoFinalLevel   submitted by   /u/TownPurple1786 [link]   [comments]