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Injustice Custom DLCs/Mods Thread. First post always updated

wyruzzah

Apprentice
You can still name him KT Smith by changing the Zod base name in the Char Package. From what I can tell this game doesn't seem to track stats like MKKE does. So it won't prevent the DLC Costume from tracking stats for Zod :)[/quote]

..and how can i exactly rename him with longer name.. in hex edit... there is no much room..its like >>> ...Zod. ,i tried name him like Wraith, Shade etc. but BUG_NAME was still there in testing fight :( anyway i need fix him.. i wanna add Doomsday screams, i already changed his intro, victory to doomsday' but his laughting and etc. are still from Zod... and he dont have legs but footsteps are there :)
 

heymanjack

Injustice modder
You can still name him KT Smith by changing the Zod base name in the Char Package. From what I can tell this game doesn't seem to track stats like MKKE does. So it won't prevent the DLC Costume from tracking stats for Zod :)
..and how can i exactly rename him with longer name.. in hex edit... there is no much room..its like >>> ...Zod. ,i tried name him like Wraith, Shade etc. but BUG_NAME was still there in testing fight :( anyway i need fix him.. i wanna add Doomsday screams, i already changed his intro, victory to doomsday' but his laughting and etc. are still from Zod... and he dont have legs but footsteps are there :)[/quote]

You change the lifebar name using the dcfgame.eng. Rizzn goes through this in the lifebar tutorial and I believe this is how UncleFestor named his NPC's in his mod.

Oh man that Wraith will be a literal freaking monster. Invisible f2 all day. You literally won't see it coming LOL.
 

heymanjack

Injustice modder
TakeAChance what letter did you use for Nightwing? So I can add him to the char letter database. Thanks. Gonna download your mod as soon I get home from work lol. It looks professionally done. Great work :)
 

UncleFestor

Mortal
You can still name him KT Smith by changing the Zod base name in the Char Package. From what I can tell this game doesn't seem to track stats like MKKE does. So it won't prevent the DLC Costume from tracking stats for Zod :)
..and how can i exactly rename him with longer name.. in hex edit... there is no much room..its like >>> ...Zod. ,i tried name him like Wraith, Shade etc. but BUG_NAME was still there in testing fight :( anyway i need fix him.. i wanna add Doomsday screams, i already changed his intro, victory to doomsday' but his laughting and etc. are still from Zod... and he dont have legs but footsteps are there :)[/quote]


Yeah you change it from Zod to KTS {Or whatever you like} then in the eng you place this @ the top of the Character/costume list

KTS=KT SMITH {or whatever name you would like} This is the same method used in MKKE to change the names of your DLC Characters & Costumes ;)
 
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UncleFestor

Mortal
Well i had another go @ trying to add alts to the DLC Characters. And the name shortening bug that was in MKKE is still in this game but, it seems to mess up how the game loads the DLCs.

!st off the game reads from all 3 Region folders {EU ,JP, & US Assets folders} If it doesn't find what it's looking for in one then it searches the next folder till it finds the required package. If it doesn't find any then it removes the Character from the DLC Slot which causes a crash when you place the Cursor over the empty space. If you add a package with a shortened name then it removes that character from the slot and shifts the characters up one slot eliminating Scorpion {Except when you do it for Scorpion it then removes him and shifts the rest} So there is another package somewhere that tells the game what should be in each slot. So, imma put this in the back burner for now and get back to other modding im working on.

I'll do some more Mapping for Red Lantern, I really want to release him soon. I'm working on enlarging the Constructs, but I can't promise that I can. I did it for my Neptune Mod with his Harpoon for his From the Deep special {I also had him attacking the Background instead of the opp.}, so I'm hoping GL has the same float variables.
 

UncleFestor

Mortal
I started to expand the Arena Select & Player Select screens this morning So we can add DLC's to them. The A.S. expanded but it's glitchy. It looks to me like there are Slot/cell #'s attached to each stage and when you expand it they get screwed up. So I'll have to look into that, with the PS screen I only tried to add a single slot and it didn't work so I'll need to expand the whole thing to see what happens. I'm also gonna try and see if I can expand the drop down list for the Costumes. I doubt that I can as the list itself isn't locked it's just limited to 10 viewable costumes, but i'll try anyway.
 

TakeAChance

TYM White Knight
I started to expand the Arena Select & Player Select screens this morning So we can add DLC's to them. The A.S. expanded but it's glitchy. It looks to me like there are Slot/cell #'s attached to each stage and when you expand it they get screwed up. So I'll have to look into that, with the PS screen I only tried to add a single slot and it didn't work so I'll need to expand the whole thing to see what happens. I'm also gonna try and see if I can expand the drop down list for the Costumes. I doubt that I can as the list itself isn't locked it's just limited to 10 viewable costumes, but i'll try anyway.
Would the slots/expansion be the areas of a single stage?
 

UncleFestor

Mortal
Would the slots/expansion be the areas of a single stage?
Yes. what I did was add another row to the list

But it locked 3 of the slots when it created the new row. Now I can scoll under the bottom row and there are 3 stages there. The thing is when the Slots locked up it pushed the stages that were there all over the grid
I need to figure out how to align them properly, and what happens if I start to add stages {I'll do this 1st in case it fixes the slots} There's also a chance that the grids are listed/defined in another package which is causing the cell locks or that there are other strings that determine the layout. This is all things I have to look into to see if I can change them.

EDIT : Sorry I misread your post. The stages are actually split apart. The files named BGND are the actual stages read by the A.S. Screen. These are the ones that need to be cloned and have an FnV1 Hash. They also contain the Zone strings to call upon when loading a stage. For my testing I only need to Clone the BGND file so that it'll be read by the game. I don't remember exactly If I added more slots or just expanded the width of the Grid {There are 2 strings used for this
 
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heymanjack

Injustice modder
Yes. what I did was add another row to the list

But it locked 3 of the slots when it created the new row. Now I can scoll under the bottom row and there are 3 stages there. The thing is when the Slots locked up it pushed the stages that were there all over the grid
I need to figure out how to align them properly, and what happens if I start to add stages {I'll do this 1st in case it fixes the slots} There's also a chance that the grids are listed/defined in another package which is causing the cell locks or that there are other strings that determine the layout. This is all things I have to look into to see if I can change them.

EDIT : Sorry I misread your post. The stages are actually split apart. The files named BGND are the actual stages read by the A.S. Screen. These are the ones that need to be cloned and have an FnV1 Hash. They also contain the Zone strings to call upon when loading a stage. For my testing I only need to Clone the BGND file so that it'll be read by the game. I don't remember exactly If I added more slots or just expanded the width of the Grid {There are 2 strings used for this
Speaking of stages. Can the global lighting in the stage be changed at all? For example change the orange light in metropolis to a bluer one. So we can make a night-time version of Metropolis.
 
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wyruzzah

Apprentice
Can we make BGND_CharacterBio (devastated Metropolis), BGND_GPD_Int_Room.xxx (very small room) as arenas? They look usable.. :)
 

UncleFestor

Mortal
Actually that Phantom Wraith its not too much overpowered.. i've tested him a lot :)
Well he should have all the same TweakVars as Zod cause it's just a Mesh Swap.


Can we make BGND_CharacterBio (devastated Metropolis), BGND_GPD_Int_Room.xxx (very small room) as arenas? They look usable.. :)
Currently they can be loaded using C.E. As far as making them new stages, I need to get the A.S. Screen sorted 1st. I can't really promise that I can succeed in expanding it. I will try my best though. And everything that I find I'll note and share with fellow modders to see if they can also help out.
 

wyruzzah

Apprentice
Well he should have all the same TweakVars as Zod cause it's just a Mesh Swap.
I know, but i have feeling that his low kicks not work same.. i know that is only mesh swap, but i tested him a lot. Model should not be problem.. i dont really know, i will check that more.. :)
 

heymanjack

Injustice modder
I know, but i have feeling that his low kicks not work same.. i know that is only mesh swap, but i tested him a lot. Model should not be problem.. i dont really know, i will check that more.. :)
Does the f213 string work? especially the first string since that is a low kick. Now I wonder if it will connect because the wraith doesn't have legs at all lol.
 

UncleFestor

Mortal
I know, but i have feeling that his low kicks not work same.. i know that is only mesh swap, but i tested him a lot. Model should not be problem.. i dont really know, i will check that more.. :)
Yeah sorry I meant as far as him being over powered. He will have all the same strength, timings, resets, etc.. as Zod.

His kicks of course are gonna be faulty {no legs lol} but the Hit Box should still be there. However it would probably cause 'attack connect' problems. It'll be funny to see how he actually plays and what combos register in the Fighting Engine.
 

wyruzzah

Apprentice
Yeah sorry I meant as far as him being over powered. He will have all the same strength, timings, resets, etc.. as Zod.

His kicks of course are gonna be faulty {no legs lol} but the Hit Box should still be there. However it would probably cause 'attack connect' problems. It'll be funny to see how he actually plays and what combos register in the Fighting Engine.
...i've played as wraith against classic zod (hard difficulty ) and it was balanced.. of course my kombos are not so good (28% is my [URL='http://slovnik.seznam.cz/en-cz/?q=average']average ).. and i got feeling that low kicks dont work on him too much :)[/URL]
 

wyruzzah

Apprentice
I need some sounds for that Wraith, i will remake all his voices, hit sounds etc. but i dont know which source should i use, cause phantom wraith never talks i think?