RE3Remake

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
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Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
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death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
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Gameplay Options

Difficulty to Play On

Assisted: ... Okay, fine. No judgment here. :) Standard: Most people should play on this. (This is the only difficulty for now) Hardcore: Slightly tougher, but not by much. Nightmare: It actually rains zombies, Kappa. Inferno: Hope your name isn't Gohan, because you need to dodge.. a lot.
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Allow Missable Locations

Accidentally skipping item locations early can lead to softlocking as certain story triggers make it impossible to backtrack. This option seeks to avoid that by limiting item placements. False: (Default) Will place items so they are not permanently missable. This severely limits where progression can be to prevent softlocking of any kind. Will also remove progression for others if multiworld. Enemies will not have progression at all if this is off, as well. True: Progression can be placed in locations that can be missed if story progresses too far, including enemies, which may require you to reload an older save or restart if you skip any.. You've been warned. NOTE - This option only affects *YOUR* game. Your progression can still be in someone else's if they have this option enabled.
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Allow Progression in NEST

While next to impossible to skip anything in NEST, it would certainly feel bad if someone's Morph Ball ended up there. This option will completely remove progression from being at your end game, including the ten locations in Nemesis Final Fight. False: (Default) Will place useful/junk items into NEST, including enemies, the non-randomized locations will stay the same. True: Progression can be placed in NEST, including enemies there, remind everyone it was your fault when you are holding them hostage.
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Add Files as Locations

Adds the 52 collectible documents found throughout the game as checks. This is only adds filler to the item pool, as documents do nothing for you. None: Keep vanilla file behavior. All: Randomize every collectible document (map pickups excluded).
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Add Enemy Kills as Locations

When enabled, multiworld items are also placed on the enemies in your world. Killing those enemies gives the item. Currently only supports Assisted / Standard difficulty / Hard difficulty. The available options are: None: You decided not to add hundreds of enemy locations to your world. Probably a good idea tbh. All: Every interactable enemy from the Subway Station to the end of the game now gives an item when killed.
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Enemy Item Kills

While the Add Enemy Kills as Locations option is enabled, this option specifies the items that each kill adds to the item pool. (The items you choose here are STILL randomized. It's just that enemies don't drop items at all in RE3R, so we have to ask what they should have *vanilla*.) The available options are: Mixed: A mix of combat-related items (healing, ammo, subweapons, gunpowder) is added to the pool in equal parts. All Weapon Related: Like Mixed, but healing items are not added. Ammo, subweapons, and gunpowder are still added. Ammo Related: Like Mixed, but healing items and subweapons are not added. Ammo and gunpowder are still added. Ammo: Only ammo is added. Gunpowder: Only gunpowder is added. Healing: Only healing items are added. Trash: Only filler items are added.
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Enemy Options

Enemy Behavior

Changes how aggressively enemies behave. Off: Vanilla enemy behavior. Doors: Enemies can interact with more doors and pursue more aggressively. Unsafe Rooms: Includes Doors, and safe rooms are no longer treated as safe for normal enemies. Full: Includes Unsafe Rooms, and Nemesis is also allowed through more doors.
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Speedy Enemy Mode

Controls whether enemies are speedy speed boys. Gasolines burning... If option is on, enemies can be much quicker than before and Nemesis can be included. This can be used in conjunction with Invisible Enemies.. Although I highly recommend that you don't do that... Off: Vanilla enemy movement speed. Enemies Only: Applies the chosen speed to all enemies except Nemesis. Including Nemesis: Applies the chosen speed to all enemies, including Nemesis.
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Speedy Enemy Multiplier

Sets the speed of enemy movement when Speedy Boy Mode is not 'Off'. The option choices should be pretty self explanatory.. but don't use "Extreme". It's not fun, and likely unbeatable on harder difficulties. You've been warned. Slow: 0.5x Normal: 1.0x Fast: 1.5x Very Fast: 2.0x Extreme: 3.0x
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Invisible Enemies

Make enemies invisible. This option is a bad idea to turn on in multiworld settings. This option is a worse idea to use with 'Enemy Behavior' on 'Full' and likely impossible and an even worser idea with 'Enemy Movement Speed' cranked up You don't want to turn this on. This isn’t like that time in Guitar Hero where they ask if you want to play Free Bird, you say yes and then they ask if you’re sure, and you say yes again. Invisible Enemy Mode means exactly what it says. The enemies are invisible. All of them. You will not see them. But they can most certainly see you. Are you absolutely sure you want to enable it? 'Man, you must really like Invisible Enemy Mode.' Off: Vanilla visible enemies. Enemies Only: All enemies except Nemesis are invisible. Including Nemesis: All enemies including Nemesis are invisible. Likely impossible to beat.
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Helpful Options

Early Fire Hose

Receiving Fire Hose late can lead to some intense BK. This option will place it early to lower the odds of BK. False: Normal, will place it anywhere in the world and you may be waiting a bit to progress. True: Will place it in Sphere 1 of the world, and should prevent lengthy BK.
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Extra Sewer Items

Not getting Battery Pack or Kendo Gate Key early can lead to the same situation. This option adds an extra set of these items so the odds of BK are lower. False: Normal, only 1 of each are in the item pool. True: Now, 2 of each are in the item pool.
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Starting Hip Pouches

The number of hip pouches you want to start the game with, to a max of 3. Any that you start with are taken out of the item pool and replaced with junk. Pockets: Equivalent of zero starting hip pouches. Fanny pack: Equivalent of one starting hip pouch. Purse: Equivalent of two starting hip pouches. Backpack: Equivalent of three starting hip pouches.
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Bonus Start

Some players might want to start with a little help in the way of a few extra heal items and packs of ammo. This will give you grenades instead of ammo if Oops All Grenades option is set. False: Normal, don't start with extra heal items and packs of ammo. True: Start with those helper items.
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Weapon Options

Local Weapons

Enabling this ensures that all of your weapons are placed in your own world instead of other players' worlds.
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Double Weapons

Enabling this ensures that a duplicate of each weapon is in the item pool, increasing the chances that you find more weapons early. If a weapon already has a duplicate (like the shotgun / grenade launcher), this option doesn't add any additional copies of that weapon.
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Ammo Pack Modifier

This option, when set, will modify the quantity of ammo in each ammo pack. This can make the game easier or much, much harder. The available options are: None: You realized that consistency in ammo pack quantities is one of the few true joys in life, and this causes you to not modify them at all. Max: Each ammo pack will contain the maximum amount of ammo that the game allows. (i.e., you will never, ever run out of ammo.) Double: Each ammo pack will contain twice as much ammo as it normally contains. Half: Each ammo pack will contain half as much ammo as it normally contains. Only Three: Each ammo pack will have an ammo count of 3. Only Two: Each ammo pack will have an ammo count of 2. Only One: Each ammo pack will have an ammo count of 1. (Yes, your Handgun Ammo pack will have a single bullet in it.) Random By Type: Each ammo type's ammo pack will have a random quantity of ammo, and you will get that same quantity of ammo from every pack for that ammo type. (For example, you receive a Shotgun Shells pack that has a random quantity of 7 ammo. All Shotgun Shells packs will have a quantity of 7.) Random Always: Each ammo pack will have a random quantity of ammo, and that quantity will be randomized every time. (For example, you receive a Shotgun Shells pack that has a random quantity of 7 ammo. Your next Shotgun Shells pack has a quantity of 4, next has 2, etc.) NOTE: The options for "Only Three", "Only Two", "Only One", "Random By Type", and "Random Always" are not guaranteed to be reasonably beatable.
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Oops! All Grenades

Enabling this swaps all weapons, ammo, subweapons, upgrades and explosive/gunpowder to Grenades. (Except your starting weapon)
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Oops! All Handguns

Enabling this swaps all weapons, ammo, subweapons, upgrades and explosive/gunpowder to Handgun Ammo. (Except your starting weapon and it's upgrades, and the G18 Handgun)
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Troll Options

No First Aid Spray

Enabling this swaps all first aid sprays to filler or less useful items.
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No Green Herbs

Enabling this swaps all green herbs to filler or less useful items.
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No Red Herbs

Enabling this swaps all red herbs to filler or less useful items.
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No Gunpowder

Enabling this swaps all gunpowder of all types to filler or less useful items.
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Trap Options

Add Damage Traps

Enabling this adds traps to your game that, when received, deal 1 health state of damage to you. e.g., if you're "Fine", first one puts you in "Caution". By default, these traps cannot kill you, but the "Damage Traps Can Kill" option can make them lethal.
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Damage Trap Count

While the "AddDamageTraps" option is enabled, this option specifies how many of this trap should be placed.
This is a range option.

Accepted values:
Normal range: 0 - 30

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 15: Half
  • 30: All
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Damage Traps Can Kill

Enabling this while "Add Damage Traps" is enabled will allow the damage traps to drop your health state below "Danger". As in, they can kill you.
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Add Parasite Traps

Enabling this adds traps that infect Jill with parasites. It's the same status that the Deimos can give you. It applies damage over time until cured like the poison status from RE2. It is Jill only, Carlos cannot puke — so they're ignored while playing as Carlos.
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Parasite Trap Count

While "Add Parasite Traps" is enabled, how many of this trap to place.
This is a range option.

Accepted values:
Normal range: 0 - 30

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 15: Half
  • 30: All
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Add Puke Traps

Enabling this adds traps that make Jill vomit (same animation as curing parasites). Mostly a nuisance, but can be disruptive during combat. It is Jill only, Carlos cannot puke — so they're ignored while playing as Carlos.
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Puke Trap Count

While "Add Puke Traps" is enabled, how many of this trap to place.
This is a range option.

Accepted values:
Normal range: 0 - 30

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 15: Half
  • 30: All
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Item & Location Options

Local Items

Forces these items to be in their native world.

Non-local Items

Forces these items to be outside their native world.

Start Inventory

Start with the specified amount of these items. Example: "Bomb: 1"

Start Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1" The game decides what the replacement items will be.

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.

Excluded Locations

Prevent these locations from having an important item.

Priority Locations

Prevent these locations from having an unimportant item.

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.