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MK9 PC Revival Thread:

DuBBer Kiir

Apprentice
I don't think I've ever had a msg from you {Or anybody really} Concerning how I modded my Sub-Scorpion

We're still working on a ton of stuff for MKKE (PC)

We plan on creating a real Chameleon Character that can Morph into every character in the game.

I've already hacked up the Main roster to allow Alt costumes for the Costume 01 Characters and extended the amount of usable costumes for them from 27 to 53 {For the Regular Roster only}

All the bosses will also have alt Costumes {With official ones released with the next Patch}

All the stuff I did with Scorpion was through the TweakVars {It was an extremely lengthy process to map out everything} It's a little less work now cause we now have newer tools that spit out a List for the characters {Thanks to @DigitalOverdose} which I can use to narrow down where I want to map.

I'm more than happy to continue to mod MKKE as much as possible and any suggestions you all have I will do my best to make it happen :)

Anyone who wants to lend a hand with modding MKKE just let me know and we can work on some shit together :)
Decrypt packages so I can edit them in UDK :D. I really want to make some custom maps, or at least alter the current maps. And I don't mean skins, I'm talkin like actually moving things around, or adding effects, stuff like that.
 

UncleFestor

Mortal
Okay, the packages for MKKE are not encrypted. They were built on a heavily modified version UDK. You can extract all the files form the Packages using extract.exe {Unreal Engine Xtracter}.

From what I understand you'll then need to import the meshes into 3DSMax using ActorX, export from 3DSMax using the File Format that is importable into UDK then make your changes. However because the versions of UDK used by NRS & the one we can get a hold of are different the files are incompatible {I could be wrong but they've been trying to do this since the game was 1st released on PS3}

However, in theory as long as the Skeletalmesh file you export from UDK is the same size or smaller than the SkeletalMesh file you wish to replace you can swap them, then test it in game to see if it loads {Your best bet is to test in Practice Mode 1st} and to only go through the export/import/export/swap process without altering anything on the mesh to keep everything the same. This would @least allow you to verify if the process works. If it does then we can explore it further {I could have a friend a mine whip up an app that'll load external meshes on the fly}
 
Last edited:

Mikemetroid

Who hired this guy, WTF?
Lead Moderator
UncleFestor I left a comment on your profile and asked you in that IGAU Mod thread.

Anyway...So using Tweakvars we can modify the variables of moves?
 

UncleFestor

Mortal
UncleFestor I left a comment on your profile and asked you in that IGAU Mod thread.

Anyway...So using Tweakvars we can modify the variables of moves?
Yeah I just saw it on youtube. But I did reply to it 2 1/2 weeks ago :) It was just cossner who I replied to 1st.

Yes the TweakVars inside each character controls various Variables that can be modified to suit you Mod.

You'll need to adjust each 4-Byte float individually to see exactly what they're affecting. Here's my Scorpion Map so you can get a better understanding of what each float can do :

[url]http://www.mediafire.com/download/yygyodnd4mqzs4i/Scorp TweakVars Mapping.rar[/url]

Now each character will be different. Most of them are similar to Scorpion except the tweakvars starts with Special Moves 1st instead of the Combos.

The names for the Parameters that I used in my Map are Logical not Tech. {Engine}
 

Mikemetroid

Who hired this guy, WTF?
Lead Moderator
Haha soooo while everyone is busy making silly characters... we could "patch" the game on PS3 and PC?
 

SAREDODEVIL

Kombatant
I don't think I've ever had a msg from you {Or anybody really} Concerning how I modded my Sub-Scorpion

We're still working on a ton of stuff for MKKE (PC)

We plan on creating a real Chameleon Character that can Morph into every character in the game.

I've already hacked up the Main roster to allow Alt costumes for the Costume 01 Characters and extended the amount of usable costumes for them from 27 to 53 {For the Regular Roster only}

All the bosses will also have alt Costumes {With official ones released with the next Patch}

All the stuff I did with Scorpion was through the TweakVars {It was an extremely lengthy process to map out everything} It's a little less work now cause we now have newer tools that spit out a List for the characters {Thanks to @DigitalOverdose} which I can use to narrow down where I want to map.

I'm more than happy to continue to mod MKKE as much as possible and any suggestions you all have I will do my best to make it happen :)

Anyone who wants to lend a hand with modding MKKE just let me know and we can work on some shit together :)
OMG you are my hero, i dot care much the skins at all, i only care the frames, you can make the iafb of kabal more slow? just nerf that, and the ndc with more recovery frames, and nerf kenshi lol idk with kenshi but that character need nerf. and buff the low tier chars.
 

SAREDODEVIL

Kombatant
i
As fast as Scorpions recovery frame is in that video and adding top tier characters like you said that wanted an extra buff. Kabal is already fast enough in the game with his "Infinite" if its still there or ppl still call it that and Kung Lao already be fast too it would be like a wtf. What Im saying is if ppl did Mod the game and put MK9 in tournaments then it wouldnt be allowed obviously, it like NRS is saying "What the f*ck you did to my game?" if you were to take it to tournaments. Might as well make it as M.U.G.E.N just saying.
mean make kabal more slow, and kenshi all special moves with recovery frames
 

UncleFestor

Mortal
Haha soooo while everyone is busy making silly characters... we could "patch" the game on PS3 and PC?
Yes. Although the PS3 & PC versions are different. the .mko files for each are different {mko contains the TweakVars} You'll need the MKKE on Ps3 to have the most up-to-date version of the game. {Yes there are slight differences between the fully patched version and the Komplete Edition}

If you're only gonna Patch MK9 then use the Fully Patched version instead of MKKE as that's the one most people have so when you create a tweakvars Patch you'll know you're changing the correct values.

For the PC we only have MKKE so everything's compatible :)

OMG you are my hero, i dot care much the skins at all, i only care the frames, you can make the iafb of kabal more slow? just nerf that, and the ndc with more recovery frames, and nerf kenshi lol idk with kenshi but that character need nerf. and buff the low tier chars.
Thanks :) yes pretty much everything is moddable, however I'm not certain what you mean by more recovery frames. Most of the floats will not add animation frames to anything, instead they adjust timings for different aspects of each character. That's how I can get him to be on fire while doing the x-ray, or slow down the animation loop for the Spear. I'm not a combo maker so i don't have a clue what iafb or ndc is lol.

But i'm sure Mikemetroid can help with that. I will help with anything I can, just ask :)
 

SAREDODEVIL

Kombatant
Yes. Although the PS3 & PC versions are different. the .mko files for each are different {mko contains the TweakVars} You'll need the MKKE on Ps3 to have the most up-to-date version of the game. {Yes there are slight differences between the fully patched version and the Komplete Edition}

If you're only gonna Patch MK9 then use the Fully Patched version instead of MKKE as that's the one most people have so when you create a tweakvars Patch you'll know you're changing the correct values.

For the PC we only have MKKE so everything's compatible :)



Thanks :) yes pretty much everything is moddable, however I'm not certain what you mean by more recovery frames. Most of the floats will not add animation frames to anything, instead they adjust timings for different aspects of each character. That's how I can get him to be on fire while doing the x-ray, or slow down the animation loop for the Spear. I'm not a combo maker so i don't have a clue what iafb or ndc is lol.

But i'm sure Mikemetroid can help with that. I will help with anything I can, just ask :)
well iafb is this, INSTAL AIR FIRE BALL, CHECK THIS.
totally broken,

and NDC, NOMAD DASH CANCEL is this.
in 0:18 for NDC MIX UP
 

UncleFestor

Mortal
Okay now it makes more sense {Not really tho ;) }

Okay so I'll explain a little what I see when I start to map out a Character.

Here's Kitana :

Code:
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0x7B4    kitana_fan_lift_chores 
0x7B8    r_fan_lift 
0x7BC    kitana_fan_lift_chores 
0x7C0    kitana_fan_lift_chores 
0x7C4    kitana_fan_lift_chores 
0x7C8    kitana_fan_slice_chores 
0x7CC    kitana_fan_slice_chores 
0x7D0    kitana_fan_slice_chores 
0x7D4    kitana_fan_slice_chores 
0x7D8    kitana_fan_slice_chores 
0x7DC    kitana_fan_slice_chores 
0x7E0    kitana_fan_slice_chores 
0x7E4    kitana_fan_slice_chores 
0x7E8    kitana_fan_slice_chores 
0x7EC    kitana_fan_slice_chores 
0x7F0    kitana_fan_slice_chores 
0x7F4    kitana_fan_slice_chores 
0x7F8    kitana_fan_slice_chores 
0x7FC    kitana_fan_slice_chores 
0x800    kitana_fan_slice_chores 
0x804    kitana_fan_slice_chores 
0x808    kitana_fan_slice_chores 
0x80C    kitana_fan_slice_chores 
0x810    kitana_fan_slice_chores 
0x814    kitana_fan_slice_chores 
0x818    kitana_fan_slice_chores 
0x81C    kitana_fan_slice_chores 
0x820    kitana_fan_slice_chores 
0x824    kitana_fan_slice_chores 
0x828    kitana_fan_slice_chores 
0x82C    kitana_fan_slice_chores 
0x830    kitana_fan_slice_chores 
0x834    kitana_fan_slice_chores 
0x838    kitana_fan_slice_chores 
0x83C    kitana_fan_slice_chores 
0x840    kitana_fan_slice_chores 
0x844    kitana_fan_slice_chores 
0x848    kitana_fan_slice_chores 
0x84C    kitana_fan_slice_chores 
0x850    kitana_fan_slice_chores 
0x854    kitana_fan_slice_chores 
0x858    kitana_fan_slice_chores 
0x85C    kitana_fan_slice_chores 
0x860    p_kitana_fan_toss 
0x864    p_kitana_fan_toss 
0x868    p_kitana_fan_toss_ex 
0x86C    p_kitana_fan_toss_ex 
0x870    p_kitana_fan_toss_ex 
0x874    p_kitana_fan_toss_ex 
0x878    p_kitana_fan_toss_ex 
0x87C    p_kitana_fan_toss_ex 
0x880    p_kitana_fan_toss_ex 
0x884    p_kitana_fan_toss_ex 
0x888    p_kitana_fan_toss_ex 
0x88C    p_kitana_fan_toss_ex 
0x890    p_kitana_fan_toss 
0x894    p_kitana_fan_toss 
0x898    p_kitana_fan_toss 
0x89C    p_kitana_fan_toss 
0x8A0    p_kitana_fan_toss 
0x8A4    p_kitana_fan_toss 
0x8A8    p_kitana_fan_toss 
0x8AC    p_kitana_fan_toss 
0x8B0    moveset_kitana 
0x8B4    moveset_kitana 
0x8B8    moveset_kitana 
0x8BC    moveset_kitana 
0x8C0    moveset_kitana 
0x8C4    moveset_kitana 
0x8C8    moveset_kitana 
0x8CC    moveset_kitana 
0x8D0    moveset_kitana 
0x8D4    moveset_kitana 
0x8D8    moveset_kitana 
0x8DC    moveset_kitana 
0x8E0    kitana_leapkick_chores 
0x8E4    kitana_leapkick_chores 
0x8E8    kitana_leapkick_chores 
0x8EC    kitana_leapkick_chores 
0x8F0    kitana_leapkick_chores 
0x8F4    kitana_leapkick_chores 
0x8F8    kitana_leapkick_chores 
0x8FC    kitana_leapkick_chores 
0x900    kitana_leapkick_chores 
0x904    kitana_leapkick_chores 
0x908    kitana_leapkick_chores 
0x90C    kitana_leapkick_chores 
0x910    kitana_leapkick_chores 
0x914    kitana_leapkick_chores 
0x918    kitana_leapkick_chores 
0x91C    kitana_leapkick_chores 
0x920    kitana_leapkick_chores 
0x924    kitana_leapkick_chores 
0x928    kitana_leapkick_chores 
0x92C    kitana_leapkick_chores 
0x930    kitana_leapkick_chores 
0x934    kitana_leapkick_chores 
0x938    kitana_leapkick_chores 
0x93C    kitana_leapkick_chores 
0x940    kitana_leapkick_chores 
0x944    kitana_leapkick_chores 
0x948    kitana_leapkick_chores 
0x94C    kitana_leapkick_chores 
0x950    kitana_leapkick_chores 
0x954    kitana_leapkick_chores 
0x958    kitana_leapkick_chores 
0x95C    p_kitana_leapkick_low 
0x960    p_kitana_leapkick_low 
0x964    p_kitana_leapkick_low 
0x968    p_kitana_leapkick_low 
0x96C    p_kitana_leapkick_low 
0x970    p_kitana_leapkick_low 
0x974    p_kitana_leapkick_low 
0x978    p_kitana_leapkick_low 
0x97C    p_kitana_leapkick_low 
0x980    p_kitana_leapkick_low 
0x984    kitana_leapkick_chores 
0x988    kitana_leapkick_chores 
0x98C    kitana_leapkick_chores 
0x990    kitana_leapkick_chores 
0x994    kitana_square_wave_chores 
0x998    kitana_square_wave_chores 
0x99C    kitana_square_wave_chores 
0x9A0    kitana_square_wave_chores 
0x9A4    kitana_square_wave_chores 
0x9A8    kitana_square_wave_chores 
0x9AC    kitana_square_wave_chores 
0x9B0    kitana_square_wave_chores 
0x9B4    kitana_square_wave_chores 
0x9B8    kitana_square_wave_chores 
0x9BC    kitana_square_wave_chores 
0x9C0    kitana_square_wave_chores 
0x9C4    kitana_square_wave_chores 
0x9C8    kitana_square_wave_chores 
0x9CC    kitana_square_wave_chores 
0x9D0    kitana_square_wave_chores 
0x9D4    kitana_square_wave_chores 
0x9D8    kitana_square_wave_chores 
0x9DC    kitana_square_wave_chores 
0x9E0    moveset_kitana 
0x9E4    moveset_kitana 
0x9E8    moveset_kitana 
0x9EC    moveset_kitana 
0x9F0    moveset_kitana 
0x9F4    moveset_kitana 
0x9F8    moveset_kitana 
0x9FC    moveset_kitana 
0xA00    moveset_kitana 
0xA04    moveset_kitana 
0xA08    moveset_kitana 
0xA0C    p_kitana_supermove_air 
0xA10    p_kitana_supermove_air 
0xA14    p_kitana_supermove_air 
0xA18    p_kitana_supermove_air 
0xA1C    p_kitana_supermove_air 
0xA20    p_kitana_supermove_air 
0xA24    p_kitana_supermove_air 
0xA28    p_kitana_supermove_air 
0xA2C    p_kitana_supermove_air 
0xA30    p_kitana_supermove_air 
0xA34    p_kitana_supermove_air 
0xA38    p_kitana_supermove_air 
0xA3C    p_kitana_supermove 
0xA40    p_kitana_supermove 
0xA44    p_kitana_supermove 
0xA48    p_kitana_supermove 
0xA4C    p_xray_attacker 
0xA50    r_kitana_supermove_props 
0xA54    p_kitana_supermove 
0xA58    p_kitana_supermove 
0xA5C    XRayCinemaPostLoadCallback 
0xA60    XRayCinemaPostLoadCallback 
0xA64    p_xray_hit 
0xA68    p_kitana_supermove 
0xA6C    p_kitana_supermove 
0xA70    p_kitana_supermove 
0xA74    p_kitana_supermove 
0xA78    p_kitana_supermove 
0xA7C    p_kitana_supermove 
0xA80    p_xray_victim 
0xA84    p_tagassist_special 
0xA88    p_tagassist_special 
0xA8C    p_tagassist_special 
0xA90    p_tagassist_special 
0xA94    p_tagassist_special 
0xA98    p_tagassist_special 
0xA9C    p_char_throw_not_reversed 
0xAA0    p_char_throw_hit 
0xAA4    p_char_throw_hit 
0xAA8    moveset_kitana 
0xAAC    r_kitana_throw_out 
0xAB0    p_char_throw_hit 
0xAB4    p_char_throw_towards_not_reversed 
0xAB8    p_char_throw_towards_hit 
0xABC    p_char_throw_towards_hit 
0xAC0    r_kitana_throw_towards_out 
0xAC4    p_char_throw_towards_not_reversed 
0xAC8    p_char_throw_towards_not_reversed 
0xACC    p_char_throw_towards_not_reversed 
0xAD0    moveset_kitana 
0xAD4    moveset_kitana 
0xAD8    r_fan_lift 
0xADC    r_fan_lift 
0xAE0    r_fan_lift_ender 
0xAE4    r_fan_lift_ender 
0xAE8    r_fan_lift_ender 
0xAEC    r_fan_lift 
0xAF0    r_fan_slice_1st_hit 
0xAF4    r_fan_slice_1st_hit 
0xAF8    r_fan_slice_1st_hit 
0xAFC    r_fan_slice_1st_hit 
0xB00    r_fan_slice_3rd_hit 
0xB04    r_fan_slice_3rd_hit 
0xB08    r_fan_slice_3rd_hit 
0xB0C    r_kitana_air_fan_air 
0xB10    r_kitana_air_fan_air 
0xB14    r_kitana_air_fan_air_ender 
0xB18    r_kitana_air_fan_air_ender 
0xB1C    r_kitana_air_fan_air_ender 
0xB20    r_kitana_air_fan_air_ender 
0xB24    r_kitana_air_fan_air_ender 
0xB28    r_kitana_air_fan_air 
0xB2C    r_kitana_air_fan_ground 
0xB30    r_kitana_air_fan_ground 
0xB34    r_kitana_fan2_air_ex 
0xB38    r_kitana_fan2_air_ex 
0xB3C    r_kitana_fan2_ground 
0xB40    r_kitana_fan2_ground 
0xB44    r_kitana_fan2_ground 
0xB48    r_kitana_fan2_ground_ex 
0xB4C    r_kitana_fan2_ground_ex 
0xB50    r_kitana_fan2_ground 
0xB54    r_kitana_fan2_ground 
0xB58    r_kitana_fan_air2 
0xB5C    r_kitana_fan_air2 
0xB60    r_kitana_fan_air2 
0xB64    r_kitana_fan_air2 
0xB68    r_kitana_fan_air2 
0xB6C    r_kitana_fan_air 
0xB70    r_kitana_fan_air 
0xB74    r_kitana_fan_air 
0xB78    r_kitana_fan_air_ex 
0xB7C    r_kitana_fan_air_ex 
0xB80    r_kitana_fan_air_ex 
0xB84    r_kitana_fan_air_ex 
0xB88    r_kitana_fan_air_ex 
0xB8C    r_kitana_fan_air 
0xB90    r_kitana_fan_air 
0xB94    r_kitana_fan_ground 
0xB98    r_kitana_fan_ground 
0xB9C    r_kitana_fan_ground 
0xBA0    r_kitana_fan_ground_ex 
0xBA4    r_kitana_fan_ground_ex 
0xBA8    r_kitana_fan_ground_ex 
0xBAC    r_kitana_fan_ground 
0xBB0    r_kitana_fan_ground 
0xBB4    r_kitana_supermove_air 
0xBB8    r_kitana_supermove_air 
0xBBC    r_kitana_supermove 
0xBC0    r_square_wave_air 
0xBC4    r_square_wave_air 
0xBC8    r_square_wave_air 
0xBCC    r_square_wave_air 
0xBD0    r_square_wave 
0xBD4    r_square_wave 
0xBD8    r_square_wave 
0xBDC    r_square_wave 
0xBE0    r_square_wave 
0xBE4    kitana_game_init 
0xBE8    kitana_game_init
So I narrow my mapping to the addresses in that list for what I want to modify. Then I map it out and change the Tech/Script/Engine name {What is posted above} to Logical ones like I have in my scorp map.

The list I posted above is through a new script created by DigitalOverdose when I started mapping out the TweakVars for scorpion. So now the process is much easier thanks to his script. {It took me about a week to initially map out scorpion manually through Hex}
 

SAREDODEVIL

Kombatant
Okay now it makes more sense {Not really tho ;) }

Okay so I'll explain a little what I see when I start to map out a Character.

Here's Kitana :

Code:
0x000    r_kitana_air_fan_props
0x004    r_kitana_air_fan_ender_props
0x008    r_kitana_fan_props
0x00C    r_kitana_fan2_props
0x010    r_kitana_fan2_ex_props
0x014    r_kitana_fan_ex_props
0x018    r_fan_lift_props
0x01C    r_kitana_supermove_props
0x020    r_kitana_air_fan_props
0x024    r_kitana_air_fan_ender_props
0x028    r_kitana_fan_props
0x02C    r_kitana_fan2_props
0x030    r_kitana_fan2_ex_props
0x034    r_kitana_fan_ex_props
0x038    r_fan_lift_props
0x03C    r_kitana_supermove_props
0x040    p_char_throw_towards_not_reversed
0x044    p_char_throw_towards_not_reversed
0x048    r_kitana_throw_towards_out
0x04C    p_char_throw_not_reversed
0x050    r_fan_lift_rerouter
0x054    fan_rx_after_land
0x058    r_kitana_air_fan_props
0x05C    kitana_air_fan_chores
0x060    r_kitana_air_fan_ender_props
0x064    kitana_air_fan_chores
0x068    kitana_air_fan_chores
0x06C    kitana_air_fan_chores
0x070    kitana_air_fan_chores
0x074    kitana_air_fan_chores
0x078    p_kitana_air_fan_toss_after_land
0x07C    kitana_air_fan_chores
0x080    kitana_air_fan_chores
0x084    kitana_air_fan_chores
0x088    attack1_1_2
0x08C    attack1_1_2
0x090    attack1_1_2
0x094    attack1_1_2
0x098    attack1_1_2
0x09C    attack1_1_2
0x0A0    attack1_1_2
0x0A4    attack1_1_2
0x0A8    attack1_1_2
0x0AC    attack1_1_2
0x0B0    attack1_1_2
0x0B4    attack1_1_2
0x0B8    attack1_1
0x0BC    attack1_1
0x0C0    attack1_1
0x0C4    attack1_1
0x0C8    attack1_1
0x0CC    attack1_1
0x0D0    attack1_1
0x0D4    attack1_1
0x0D8    attack1_1
0x0DC    attack1_1
0x0E0    attack1_1
0x0E4    attack1_1
0x0E8    attack1_1
0x0EC    attack1_1
0x0F0    attack1
0x0F4    attack1
0x0F8    attack1
0x0FC    attack1
0x100    attack1
0x104    attack1
0x108    attack1
0x10C    attack1
0x110    attack1
0x114    attack1
0x118    attack1
0x11C    attack1
0x120    attack1
0x124    attack1
0x128    attack1away_2
0x12C    attack1away_2
0x130    attack1away_2
0x134    attack1away_2
0x138    attack1away_2
0x13C    attack1away_2
0x140    attack1away_2
0x144    attack1away_2
0x148    attack1away_2
0x14C    attack1away_2
0x150    attack1away_2
0x154    attack1away_2
0x158    attack1away_2
0x15C    attack1away
0x160    attack1away
0x164    attack1away
0x168    attack1away
0x16C    attack1away
0x170    attack1away
0x174    attack1away
0x178    attack1away
0x17C    attack1away
0x180    attack1away
0x184    attack1away
0x188    attack1away
0x18C    attack1away
0x190    attack1away
0x194    attack1away
0x198    attack1away
0x19C    attack1down
0x1A0    attack1down
0x1A4    attack1down
0x1A8    attack1down
0x1AC    attack1down
0x1B0    attack1down
0x1B4    attack1down
0x1B8    attack1down
0x1BC    attack1down
0x1C0    attack1down
0x1C4    attack1down
0x1C8    attack1down
0x1CC    attack1down
0x1D0    attack1down
0x1D4    attack1down
0x1D8    attack2_1_2
0x1DC    attack2_1_2
0x1E0    attack2_1_2
0x1E4    attack2_1_2
0x1E8    attack2_1_2
0x1EC    attack2_1_2
0x1F0    attack2_1_2
0x1F4    attack2_1_2
0x1F8    attack2_1_2
0x1FC    attack2_1_2
0x200    attack2_1_2
0x204    attack2_1_2
0x208    attack2_1_2
0x20C    attack2_1
0x210    attack2_1
0x214    attack2_1
0x218    attack2_1
0x21C    attack2_1
0x220    attack2_1
0x224    attack2_1
0x228    attack2_1
0x22C    attack2_1
0x230    attack2_1
0x234    attack2_1
0x238    attack2_1
0x23C    attack2_1
0x240    attack2_1
0x244    attack2
0x248    attack2
0x24C    attack2
0x250    attack2
0x254    attack2
0x258    attack2
0x25C    attack2
0x260    attack2
0x264    attack2
0x268    attack2
0x26C    attack2
0x270    attack2
0x274    attack2
0x278    attack2
0x27C    attack2away
0x280    attack2away
0x284    attack2away
0x288    attack2away
0x28C    attack2away
0x290    attack2away
0x294    attack2away
0x298    attack2away
0x29C    attack2away
0x2A0    attack2away
0x2A4    attack2away
0x2A8    attack2away
0x2AC    attack2away
0x2B0    attack2down
0x2B4    attack2down
0x2B8    attack2down
0x2BC    attack2down
0x2C0    attack2down
0x2C4    attack2down
0x2C8    attack2down
0x2CC    attack2down
0x2D0    attack2down
0x2D4    attack2down
0x2D8    attack2down
0x2DC    attack2down
0x2E0    attack2down
0x2E4    attack2down
0x2E8    attack2towards_1
0x2EC    attack2towards_1
0x2F0    attack2towards_1
0x2F4    attack2towards_1
0x2F8    attack2towards_1
0x2FC    attack2towards_1
0x300    attack2towards_1
0x304    attack2towards_1
0x308    attack2towards_1
0x30C    attack2towards_1
0x310    attack2towards_1
0x314    attack2towards_1
0x318    attack2towards_1
0x31C    attack2towards_1
0x320    attack2towards_1
0x324    attack2towards_1
0x328    attack2towards
0x32C    attack2towards
0x330    attack2towards
0x334    attack2towards
0x338    attack2towards
0x33C    attack2towards
0x340    attack2towards
0x344    attack2towards
0x348    attack2towards
0x34C    attack2towards
0x350    attack2towards
0x354    attack2towards
0x358    attack2towards
0x35C    attack3_3_3
0x360    attack3_3_3
0x364    attack3_3_3
0x368    attack3_3_3
0x36C    attack3_3_3
0x370    attack3_3_3
0x374    attack3_3_3
0x378    attack3_3_3
0x37C    attack3_3_3
0x380    attack3_3_3
0x384    attack3_3_3
0x388    attack3_3_3
0x38C    attack3_3
0x390    attack3_3
0x394    attack3_3
0x398    attack3_3
0x39C    attack3_3
0x3A0    attack3_3
0x3A4    attack3_3
0x3A8    attack3_3
0x3AC    attack3_3
0x3B0    attack3_3
0x3B4    attack3_3
0x3B8    attack3_3
0x3BC    attack3_3
0x3C0    attack3_3
0x3C4    attack3_3
0x3C8    attack3
0x3CC    attack3
0x3D0    attack3
0x3D4    attack3
0x3D8    attack3
0x3DC    attack3
0x3E0    attack3
0x3E4    attack3
0x3E8    attack3
0x3EC    attack3
0x3F0    attack3
0x3F4    attack3
0x3F8    attack3
0x3FC    attack3
0x400    attack3
0x404    attack3
0x408    attack3away_3
0x40C    attack3away_3
0x410    attack3away_3
0x414    attack3away_3
0x418    attack3away_3
0x41C    attack3away_3
0x420    attack3away_3
0x424    attack3away_3
0x428    attack3away_3
0x42C    attack3away_3
0x430    attack3away_3
0x434    attack3away_3
0x438    attack3away_3
0x43C    attack3away_3
0x440    attack3away
0x444    attack3away
0x448    attack3away
0x44C    attack3away
0x450    attack3away
0x454    attack3away
0x458    attack3away
0x45C    attack3away
0x460    attack3away
0x464    attack3away
0x468    attack3away
0x46C    attack3away
0x470    attack3away
0x474    attack3down
0x478    attack3down
0x47C    attack3down
0x480    attack3down
0x484    attack3down
0x488    attack3down
0x48C    attack3down
0x490    attack3down
0x494    attack3down
0x498    attack3down
0x49C    attack3down
0x4A0    attack3down
0x4A4    attack3towards_1_2
0x4A8    attack3towards_1_2
0x4AC    attack3towards_1_2
0x4B0    attack3towards_1_2
0x4B4    attack3towards_1_2
0x4B8    attack3towards_1_2
0x4BC    attack3towards_1_2
0x4C0    attack3towards_1_2
0x4C4    attack3towards_1_2
0x4C8    attack3towards_1_2
0x4CC    attack3towards_1_2
0x4D0    attack3towards_1_2
0x4D4    attack3towards_1_2
0x4D8    attack3towards_1_2
0x4DC    attack3towards_1_2
0x4E0    attack3towards_1
0x4E4    attack3towards_1
0x4E8    attack3towards_1
0x4EC    attack3towards_1
0x4F0    attack3towards_1
0x4F4    attack3towards_1
0x4F8    attack3towards_1
0x4FC    attack3towards_1
0x500    attack3towards_1
0x504    attack3towards_1
0x508    attack3towards_1
0x50C    attack3towards_1
0x510    attack3towards_1
0x514    attack3towards_1
0x518    attack3towards_1
0x51C    attack3towards_1
0x520    attack3towards_1
0x524    attack3towards_1
0x528    attack3towards_1
0x52C    attack3towards
0x530    attack3towards
0x534    attack3towards
0x538    attack3towards
0x53C    attack3towards
0x540    attack3towards
0x544    attack3towards
0x548    attack3towards
0x54C    attack3towards
0x550    attack3towards
0x554    attack3towards
0x558    attack3towards
0x55C    attack3towards
0x560    attack3towards
0x564    attack3towards
0x568    attack4
0x56C    attack4
0x570    attack4
0x574    attack4
0x578    attack4
0x57C    attack4
0x580    attack4
0x584    attack4
0x588    attack4
0x58C    attack4
0x590    attack4
0x594    attack4
0x598    attack4
0x59C    attack4
0x5A0    attack4
0x5A4    attack4
0x5A8    attack4away
0x5AC    attack4away
0x5B0    attack4away
0x5B4    attack4away
0x5B8    attack4away
0x5BC    attack4away
0x5C0    attack4away
0x5C4    attack4away
0x5C8    attack4away
0x5CC    attack4away
0x5D0    attack4away
0x5D4    attack4away
0x5D8    attack4down
0x5DC    attack4down
0x5E0    attack4down
0x5E4    attack4down
0x5E8    attack4down
0x5EC    attack4down
0x5F0    attack4down
0x5F4    attack4down
0x5F8    attack4down
0x5FC    attack4down
0x600    attack4down
0x604    attack4down
0x608    attack4towards_1
0x60C    attack4towards_1
0x610    attack4towards_1
0x614    attack4towards_1
0x618    attack4towards_1
0x61C    attack4towards_1
0x620    attack4towards_1
0x624    attack4towards_1
0x628    attack4towards_1
0x62C    attack4towards_1
0x630    attack4towards_1
0x634    attack4towards_1
0x638    attack4towards_1
0x63C    attack4towards_1
0x640    attack4towards_1
0x644    attack4towards_1
0x648    attack4towards_1
0x64C    attack4towards_1
0x650    attack4towards_1
0x654    attack4towards_1
0x658    attack4towards_3
0x65C    attack4towards_3
0x660    attack4towards_3
0x664    attack4towards_3
0x668    attack4towards_3
0x66C    attack4towards_3
0x670    attack4towards_3
0x674    attack4towards_3
0x678    attack4towards_3
0x67C    attack4towards_3
0x680    attack4towards_3
0x684    attack4towards_4away
0x688    attack4towards_4away
0x68C    attack4towards_4away
0x690    attack4towards_4away
0x694    attack4towards_4away
0x698    attack4towards_4away
0x69C    attack4towards_4away
0x6A0    attack4towards_4away
0x6A4    attack4towards_4away
0x6A8    attack4towards_4away
0x6AC    attack4towards_4away
0x6B0    attack4towards
0x6B4    attack4towards
0x6B8    attack4towards
0x6BC    attack4towards
0x6C0    attack4towards
0x6C4    attack4towards
0x6C8    attack4towards
0x6CC    attack4towards
0x6D0    attack4towards
0x6D4    attack4towards
0x6D8    attack4towards
0x6DC    attack4towards
0x6E0    attack4towards
0x6E4    attack4towards
0x6E8    moveset_kitana
0x6EC    moveset_kitana
0x6F0    moveset_kitana
0x6F4    moveset_kitana
0x6F8    moveset_kitana
0x6FC    moveset_kitana
0x700    moveset_kitana
0x704    moveset_kitana
0x708    moveset_kitana
0x70C    moveset_kitana
0x710    moveset_kitana
0x714    moveset_kitana
0x718    moveset_kitana
0x71C    moveset_kitana
0x720    moveset_kitana
0x724    moveset_kitana
0x728    moveset_kitana
0x72C    moveset_kitana
0x730    moveset_kitana
0x734    r_kitana_fan2_air_ex
0x738    r_kitana_fan2_props
0x73C    r_kitana_fan2_ex_props
0x740    p_kitana_fan2_toss
0x744    p_kitana_fan2_toss
0x748    p_kitana_fan2_toss_ex
0x74C    p_kitana_fan2_toss_ex
0x750    p_kitana_fan2_toss_ex
0x754    p_kitana_fan2_toss_ex
0x758    p_kitana_fan2_toss_ex
0x75C    p_kitana_fan2_toss_ex
0x760    p_kitana_fan2_toss_ex
0x764    p_kitana_fan2_toss_ex
0x768    p_kitana_fan2_toss
0x76C    p_kitana_fan2_toss
0x770    p_kitana_fan2_toss
0x774    p_kitana_fan2_toss
0x778    r_kitana_fan2_ground_ex
0x77C    r_kitana_fan_air_ex
0x780    r_kitana_fan_props
0x784    r_kitana_fan_ex_props
0x788    r_kitana_fan_ground_ex
0x78C    p_kitana_fan_lift_blocked
0x790    r_fan_lift_props
0x794    kitana_fan_lift_chores
0x798    kitana_fan_lift_chores
0x79C    kitana_fan_lift_chores
0x7A0    kitana_fan_lift_chores
0x7A4    kitana_fan_lift_chores
0x7A8    kitana_fan_lift_chores
0x7AC    kitana_fan_lift_chores
0x7B0    kitana_fan_lift_chores
0x7B4    kitana_fan_lift_chores
0x7B8    r_fan_lift
0x7BC    kitana_fan_lift_chores
0x7C0    kitana_fan_lift_chores
0x7C4    kitana_fan_lift_chores
0x7C8    kitana_fan_slice_chores
0x7CC    kitana_fan_slice_chores
0x7D0    kitana_fan_slice_chores
0x7D4    kitana_fan_slice_chores
0x7D8    kitana_fan_slice_chores
0x7DC    kitana_fan_slice_chores
0x7E0    kitana_fan_slice_chores
0x7E4    kitana_fan_slice_chores
0x7E8    kitana_fan_slice_chores
0x7EC    kitana_fan_slice_chores
0x7F0    kitana_fan_slice_chores
0x7F4    kitana_fan_slice_chores
0x7F8    kitana_fan_slice_chores
0x7FC    kitana_fan_slice_chores
0x800    kitana_fan_slice_chores
0x804    kitana_fan_slice_chores
0x808    kitana_fan_slice_chores
0x80C    kitana_fan_slice_chores
0x810    kitana_fan_slice_chores
0x814    kitana_fan_slice_chores
0x818    kitana_fan_slice_chores
0x81C    kitana_fan_slice_chores
0x820    kitana_fan_slice_chores
0x824    kitana_fan_slice_chores
0x828    kitana_fan_slice_chores
0x82C    kitana_fan_slice_chores
0x830    kitana_fan_slice_chores
0x834    kitana_fan_slice_chores
0x838    kitana_fan_slice_chores
0x83C    kitana_fan_slice_chores
0x840    kitana_fan_slice_chores
0x844    kitana_fan_slice_chores
0x848    kitana_fan_slice_chores
0x84C    kitana_fan_slice_chores
0x850    kitana_fan_slice_chores
0x854    kitana_fan_slice_chores
0x858    kitana_fan_slice_chores
0x85C    kitana_fan_slice_chores
0x860    p_kitana_fan_toss
0x864    p_kitana_fan_toss
0x868    p_kitana_fan_toss_ex
0x86C    p_kitana_fan_toss_ex
0x870    p_kitana_fan_toss_ex
0x874    p_kitana_fan_toss_ex
0x878    p_kitana_fan_toss_ex
0x87C    p_kitana_fan_toss_ex
0x880    p_kitana_fan_toss_ex
0x884    p_kitana_fan_toss_ex
0x888    p_kitana_fan_toss_ex
0x88C    p_kitana_fan_toss_ex
0x890    p_kitana_fan_toss
0x894    p_kitana_fan_toss
0x898    p_kitana_fan_toss
0x89C    p_kitana_fan_toss
0x8A0    p_kitana_fan_toss
0x8A4    p_kitana_fan_toss
0x8A8    p_kitana_fan_toss
0x8AC    p_kitana_fan_toss
0x8B0    moveset_kitana
0x8B4    moveset_kitana
0x8B8    moveset_kitana
0x8BC    moveset_kitana
0x8C0    moveset_kitana
0x8C4    moveset_kitana
0x8C8    moveset_kitana
0x8CC    moveset_kitana
0x8D0    moveset_kitana
0x8D4    moveset_kitana
0x8D8    moveset_kitana
0x8DC    moveset_kitana
0x8E0    kitana_leapkick_chores
0x8E4    kitana_leapkick_chores
0x8E8    kitana_leapkick_chores
0x8EC    kitana_leapkick_chores
0x8F0    kitana_leapkick_chores
0x8F4    kitana_leapkick_chores
0x8F8    kitana_leapkick_chores
0x8FC    kitana_leapkick_chores
0x900    kitana_leapkick_chores
0x904    kitana_leapkick_chores
0x908    kitana_leapkick_chores
0x90C    kitana_leapkick_chores
0x910    kitana_leapkick_chores
0x914    kitana_leapkick_chores
0x918    kitana_leapkick_chores
0x91C    kitana_leapkick_chores
0x920    kitana_leapkick_chores
0x924    kitana_leapkick_chores
0x928    kitana_leapkick_chores
0x92C    kitana_leapkick_chores
0x930    kitana_leapkick_chores
0x934    kitana_leapkick_chores
0x938    kitana_leapkick_chores
0x93C    kitana_leapkick_chores
0x940    kitana_leapkick_chores
0x944    kitana_leapkick_chores
0x948    kitana_leapkick_chores
0x94C    kitana_leapkick_chores
0x950    kitana_leapkick_chores
0x954    kitana_leapkick_chores
0x958    kitana_leapkick_chores
0x95C    p_kitana_leapkick_low
0x960    p_kitana_leapkick_low
0x964    p_kitana_leapkick_low
0x968    p_kitana_leapkick_low
0x96C    p_kitana_leapkick_low
0x970    p_kitana_leapkick_low
0x974    p_kitana_leapkick_low
0x978    p_kitana_leapkick_low
0x97C    p_kitana_leapkick_low
0x980    p_kitana_leapkick_low
0x984    kitana_leapkick_chores
0x988    kitana_leapkick_chores
0x98C    kitana_leapkick_chores
0x990    kitana_leapkick_chores
0x994    kitana_square_wave_chores
0x998    kitana_square_wave_chores
0x99C    kitana_square_wave_chores
0x9A0    kitana_square_wave_chores
0x9A4    kitana_square_wave_chores
0x9A8    kitana_square_wave_chores
0x9AC    kitana_square_wave_chores
0x9B0    kitana_square_wave_chores
0x9B4    kitana_square_wave_chores
0x9B8    kitana_square_wave_chores
0x9BC    kitana_square_wave_chores
0x9C0    kitana_square_wave_chores
0x9C4    kitana_square_wave_chores
0x9C8    kitana_square_wave_chores
0x9CC    kitana_square_wave_chores
0x9D0    kitana_square_wave_chores
0x9D4    kitana_square_wave_chores
0x9D8    kitana_square_wave_chores
0x9DC    kitana_square_wave_chores
0x9E0    moveset_kitana
0x9E4    moveset_kitana
0x9E8    moveset_kitana
0x9EC    moveset_kitana
0x9F0    moveset_kitana
0x9F4    moveset_kitana
0x9F8    moveset_kitana
0x9FC    moveset_kitana
0xA00    moveset_kitana
0xA04    moveset_kitana
0xA08    moveset_kitana
0xA0C    p_kitana_supermove_air
0xA10    p_kitana_supermove_air
0xA14    p_kitana_supermove_air
0xA18    p_kitana_supermove_air
0xA1C    p_kitana_supermove_air
0xA20    p_kitana_supermove_air
0xA24    p_kitana_supermove_air
0xA28    p_kitana_supermove_air
0xA2C    p_kitana_supermove_air
0xA30    p_kitana_supermove_air
0xA34    p_kitana_supermove_air
0xA38    p_kitana_supermove_air
0xA3C    p_kitana_supermove
0xA40    p_kitana_supermove
0xA44    p_kitana_supermove
0xA48    p_kitana_supermove
0xA4C    p_xray_attacker
0xA50    r_kitana_supermove_props
0xA54    p_kitana_supermove
0xA58    p_kitana_supermove
0xA5C    XRayCinemaPostLoadCallback
0xA60    XRayCinemaPostLoadCallback
0xA64    p_xray_hit
0xA68    p_kitana_supermove
0xA6C    p_kitana_supermove
0xA70    p_kitana_supermove
0xA74    p_kitana_supermove
0xA78    p_kitana_supermove
0xA7C    p_kitana_supermove
0xA80    p_xray_victim
0xA84    p_tagassist_special
0xA88    p_tagassist_special
0xA8C    p_tagassist_special
0xA90    p_tagassist_special
0xA94    p_tagassist_special
0xA98    p_tagassist_special
0xA9C    p_char_throw_not_reversed
0xAA0    p_char_throw_hit
0xAA4    p_char_throw_hit
0xAA8    moveset_kitana
0xAAC    r_kitana_throw_out
0xAB0    p_char_throw_hit
0xAB4    p_char_throw_towards_not_reversed
0xAB8    p_char_throw_towards_hit
0xABC    p_char_throw_towards_hit
0xAC0    r_kitana_throw_towards_out
0xAC4    p_char_throw_towards_not_reversed
0xAC8    p_char_throw_towards_not_reversed
0xACC    p_char_throw_towards_not_reversed
0xAD0    moveset_kitana
0xAD4    moveset_kitana
0xAD8    r_fan_lift
0xADC    r_fan_lift
0xAE0    r_fan_lift_ender
0xAE4    r_fan_lift_ender
0xAE8    r_fan_lift_ender
0xAEC    r_fan_lift
0xAF0    r_fan_slice_1st_hit
0xAF4    r_fan_slice_1st_hit
0xAF8    r_fan_slice_1st_hit
0xAFC    r_fan_slice_1st_hit
0xB00    r_fan_slice_3rd_hit
0xB04    r_fan_slice_3rd_hit
0xB08    r_fan_slice_3rd_hit
0xB0C    r_kitana_air_fan_air
0xB10    r_kitana_air_fan_air
0xB14    r_kitana_air_fan_air_ender
0xB18    r_kitana_air_fan_air_ender
0xB1C    r_kitana_air_fan_air_ender
0xB20    r_kitana_air_fan_air_ender
0xB24    r_kitana_air_fan_air_ender
0xB28    r_kitana_air_fan_air
0xB2C    r_kitana_air_fan_ground
0xB30    r_kitana_air_fan_ground
0xB34    r_kitana_fan2_air_ex
0xB38    r_kitana_fan2_air_ex
0xB3C    r_kitana_fan2_ground
0xB40    r_kitana_fan2_ground
0xB44    r_kitana_fan2_ground
0xB48    r_kitana_fan2_ground_ex
0xB4C    r_kitana_fan2_ground_ex
0xB50    r_kitana_fan2_ground
0xB54    r_kitana_fan2_ground
0xB58    r_kitana_fan_air2
0xB5C    r_kitana_fan_air2
0xB60    r_kitana_fan_air2
0xB64    r_kitana_fan_air2
0xB68    r_kitana_fan_air2
0xB6C    r_kitana_fan_air
0xB70    r_kitana_fan_air
0xB74    r_kitana_fan_air
0xB78    r_kitana_fan_air_ex
0xB7C    r_kitana_fan_air_ex
0xB80    r_kitana_fan_air_ex
0xB84    r_kitana_fan_air_ex
0xB88    r_kitana_fan_air_ex
0xB8C    r_kitana_fan_air
0xB90    r_kitana_fan_air
0xB94    r_kitana_fan_ground
0xB98    r_kitana_fan_ground
0xB9C    r_kitana_fan_ground
0xBA0    r_kitana_fan_ground_ex
0xBA4    r_kitana_fan_ground_ex
0xBA8    r_kitana_fan_ground_ex
0xBAC    r_kitana_fan_ground
0xBB0    r_kitana_fan_ground
0xBB4    r_kitana_supermove_air
0xBB8    r_kitana_supermove_air
0xBBC    r_kitana_supermove
0xBC0    r_square_wave_air
0xBC4    r_square_wave_air
0xBC8    r_square_wave_air
0xBCC    r_square_wave_air
0xBD0    r_square_wave
0xBD4    r_square_wave
0xBD8    r_square_wave
0xBDC    r_square_wave
0xBE0    r_square_wave
0xBE4    kitana_game_init
0xBE8    kitana_game_init
So I narrow my mapping to the addresses in that list for what I want to modify. Then I map it out and change the Tech/Script/Engine name {What is posted above} to Logical ones like I have in my scorp map.

The list I posted above is through a new script created by DigitalOverdose when I started mapping out the TweakVars for scorpion. So now the process is much easier thanks to his script. {It took me about a week to initially map out scorpion manually through Hex}
omg holy shit, xSMoKEx Mikemetroid
 

Mikemetroid

Who hired this guy, WTF?
Lead Moderator
So basically when you have the offset and the Hex String... then identify what parameter it is... we can change the value using TweakVars
 

SAREDODEVIL

Kombatant
i just want for kabal is.
slow started instal air fireball, nomad dash cancel with more revovery frames and i think he will be come a mid tier.
for kenshi lol nerf all special moves, especially the :l:rY and the :l:rA IN negative frames. and the rest Mikemetroid can help you lol
 

xSMoKEx

Coward Character User
UncleFestor First off thanks a lot for sharing your knowledge with us, appreciate it :)

Honestly there is a lot to be done if we wanted to make a patch for the game as i'm sure you know, but there is a LOT to be changed. I personally do not know much about the specifics of actually modding a game, so if you could answer some of these questions it would be very helpful to myself and others who are looking to patch the game.

When you change the speeds of moves how accurate can you be when changing the animations? For example we use frames to count the speed of attacks, and it's very important at a high level of play. Characters like Smoke and Jax's crouching jabs are 6 frames, is it possible to determine stuff like that through the coding? This would allow us to custom tweak the speed of moves accurately, because some moves literally need an adjustment of <3 frames.

Can armour be added or removed from moves? Characters like Kenshi have some pretty overpowered armor and it would be cool to remove it if possible, have you guys gotten far enough into the coding to be able to change properties like that? Is that even feasible?

And something I personally want to know, is it possible to adjust specific characters health values? Other fighting games just change health, so if a character is really good they have less life, and if a character is not so good they have more life. This could prove to be a nice alternative for us when trying to balance things and is something we could consider implementing.
 

MKF30

Fujin and Ermac for MK 11
Nerf Kabal, take away his lame block stun traps.

Nerf Kunt Lao...(his ex tp should NOT have armor should be as punishable as his normal) and doesn't need a roll, slow down the frames for his hat throw.

Nerf Cyrax's damage/remove his resets that do ridiculous damage.

Give Ermac a damn armored move!!

Buff the lower guys, then the game would be more perfectly balanced. ;)

I thought of getting it for PC until I read more about some of the issues with that version.
 

SAREDODEVIL

Kombatant
Nerf Kabal, take away his lame block stun traps.

Nerf Kunt Lao...(his ex tp should NOT have armor should be as punishable as his normal) and doesn't need a roll, slow down the frames for his hat throw.

Nerf Cyrax's damage/remove his resets that do ridiculous damage.

Give Ermac a damn armored move!!

Buff the lower guys, then the game would be more perfectly balanced. ;)

I thought of getting it for PC until I read more about some of the issues with that version.
haha is in progress i think.
 

Barrogh

Meta saltmine
Nerf Kunt Lao...(his ex tp should NOT have armor should be as punishable as his normal)...
So, basically, make EX-tp worse in every way than normal one? Ok...

If you want to fix the game, I suggest you to not listen to anyone in this thread and contact some top players instead. Create separate "mod roadmap" thread and tag them in. Try to find at leat 1 good player for every character... Then good luck making them agree on anything, it'll definitely be harder than herding cats.
 

UncleFestor

Mortal
Nerf Kabal, take away his lame block stun traps.

Nerf Kunt Lao...(his ex tp should NOT have armor should be as punishable as his normal) and doesn't need a roll, slow down the frames for his hat throw.

Nerf Cyrax's damage/remove his resets that do ridiculous damage.

Give Ermac a damn armored move!!

Buff the lower guys, then the game would be more perfectly balanced. ;)

I thought of getting it for PC until I read more about some of the issues with that version.
I don't see any problems with the game on PC. I think what you're talking about is people that want to run the game using a PC that was built for the 1st C.O.D. so of course they can't play on it.

As far as controller issues I thinks that soley depends on the type of Controller, drivers, & software. I have no problems with controller input on my PC. BTW I don't have a Console so all my Games & Vids are on my PC.

As far as Ermac goes I'm sure there are Armored floats for each special. It would just be a matter of finding the correct ones.
 

UncleFestor

Mortal
UncleFestor First off thanks a lot for sharing your knowledge with us, appreciate it :)
Thanks :)

Honestly there is a lot to be done if we wanted to make a patch for the game as i'm sure you know, but there is a LOT to be changed. I personally do not know much about the specifics of actually modding a game, so if you could answer some of these questions it would be very helpful to myself and others who are looking to patch the game.

When you change the speeds of moves how accurate can you be when changing the animations? For example we use frames to count the speed of attacks, and it's very important at a high level of play. Characters like Smoke and Jax's crouching jabs are 6 frames, is it possible to determine stuff like that through the coding? This would allow us to custom tweak the speed of moves accurately, because some moves literally need an adjustment of <3 frames.
okay UE3 will accept any Float parameter between ,if I remember correctly, 3.000000 to -3.000000 {Maybe higher or lower, extreme values default to max for either Pos. or Neg.}So there is a lot of control with how much you want to tweak it. If I understand the 2nd part our question yes we can reduce the frame Length of the HitBox for most moves for most characters usining Floats. Each Special, Combo, Attack will have a HitBox Float that determines when the attack lands {Frames from your character} So you can make it extremely small/narrow or extremely Large/wide {the latter makes it so you can hit Oppp. from anywhere on the screen}

Can armour be added or removed from moves? Characters like Kenshi have some pretty overpowered armor and it would be cool to remove it if possible, have you guys gotten far enough into the coding to be able to change properties like that? Is that even feasible?
Probably, But I'm not sure about that cause I never looked into it { TBH, I hadn't noticed that there were characters other than the Bosses that had armored moves } You would need to just adjust each float till you find the correct one.

And something I personally want to know, is it possible to adjust specific characters health values? Other fighting games just change health, so if a character is really good they have less life, and if a character is not so good they have more life. This could prove to be a nice alternative for us when trying to balance things and is something we could consider implementing.
Not 100% sure about that either. It's quite possible that there is a way of Increasing/Decreasing Default Health for each character.. I haven't looked into that really { Don't see the need }

But if there is a float for that it would probably be one of the _game_init floats {These are default multipliers used by the engine and every character has 2 of them set to 1x.
Float : 1.000000 Hex : 00 00 80 3F {Little Endian} 3F 80 00 00 {Big Endian}

The 1st _game_init is a damage Multiplier never tested the 2nd {These will be the last 2 floats in every characters TweakVars}
 
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MKF30

Fujin and Ermac for MK 11
So, basically, make EX-tp worse in every way than normal one? Ok...

If you want to fix the game, I suggest you to not listen to anyone in this thread and contact some top players instead. Create separate "mod roadmap" thread and tag them in. Try to find at leat 1 good player for every character... Then good luck making them agree on anything, it'll definitely be harder than herding cats.
When you can't escape it and your options are let's see here, eat the hit or block it while he still has the advantage since you can't stuff him out of it due to the armor that's just lame. But no I'm saying make a way to stuff KL out since he teleports 3 times and having armor on it, really can't do much against it. With any luck he'll stay dead in MK 10 anyway lol.

I am a top player, I'm just don't go all over for tournaments(I have been to a few local ones however). I'm currently 2 on Xbox leaderboard and play every day since launch. ;) to give you an idea of my experience. I just hardly post as much as I used to. I don't recall seeing your name here before, must be lots of newer guys joining.

I do agree with you on the getting everyone to agree on something, sadly the MKC has very diverse views on things like this. I felt from day one, KL was overpowered even with his "nerfs" he's still annoying to fight in general.

The PC issues apparently I'm learning about on here since it has some issues different from the console versions apparently.
I don't see any problems with the game on PC. I think what you're talking about is people that want to run the game using a PC that was built for the 1st C.O.D. so of course they can't play on it.

As far as controller issues I thinks that soley depends on the type of Controller, drivers, & software. I have no problems with controller input on my PC. BTW I don't have a Console so all my Games & Vids are on my PC.

As far as Ermac goes I'm sure there are Armored floats for each special. It would just be a matter of finding the correct ones.
Yeah, perhaps the PC has these floats you refer to, I'm talking from the Xbox version/console versions where he's never had armor on any of his moves(why I don't know lol) he's my main guy. They should have given him armor on his TK push at least IMO. Let's just say I use mids and lows in MK 9 ;)

The controller I can't speak of since I'm not familiar with which controllers work better or worse just go by what I read. I have several xbox controllers(third party and normal) just got a hori controller, the new one out it's great.

I was just considering getting MK for the PC since recently got a new PC and fighters don't run much as say WOW or something on it, just reading some of the issues here concerns me. But yeah been playing MK for a while now lol. If you are registered on themortalkombat.com you can find my stats via Xbox.
 

UncleFestor

Mortal
Yeah, perhaps the PC has these floats you refer to, I'm talking from the Xbox version/console versions where he's never had armor on any of his moves(why I don't know lol) he's my main guy. They should have given him armor on his TK push at least IMO. Let's just say I use mids and lows in MK 9 ;)
Well the Floats are part of the Game engine itself. When the devs patch a character they change the float values for balancing. It's the same across all ports of the game. The only difference {Other than Endians} is the PC only has MKKE {This is the most up-to-date version available for MK9}

The PS3 and Xbox versions both used the same Patching system, so a fully Patched MK9 game will have the same float values on both consoles. For the MKKE version the floats will be the same across all 3 platforms.

I don't have a clue of what armored attacks any characters have {if they don't have it I doubt we can add it, floats don't work like that. They are only used to adjust existing
variables so they would have had to have an armored attack @ some point which was later disabled Via float}
 

MKF30

Fujin and Ermac for MK 11
Well the Floats are part of the Game engine itself. When the devs patch a character they change the float values for balancing. It's the same across all ports of the game. The only difference {Other than Endians} is the PC only has MKKE {This is the most up-to-date version available for MK9}

The PS3 and Xbox versions both used the same Patching system, so a fully Patched MK9 game will have the same float values on both consoles. For the MKKE version the floats will be the same across all 3 platforms.

I don't have a clue of what armored attacks any characters have {if they don't have it I doubt we can add it, floats don't work like that. They are only used to adjust existing
variables so they would have had to have an armored attack @ some point which was later disabled Via float}
Oh thought you were referring to something else but yeah, I don't think Ermac has any to what you refer to. I'm just referring to his enhanced moves which none of them have armor for whatever reason.

But I hear ya, think were talking about two different things apparently. lol But I see what you're saying.
 

UncleFestor

Mortal
Oh thought you were referring to something else but yeah, I don't think Ermac has any to what you refer to. I'm just referring to his enhanced moves which none of them have armor for whatever reason.

But I hear ya, think were talking about two different things apparently. lol But I see what you're saying.

It's kool. I was mainly using your post as a reference really. I get asked alot to change Game Mechanics which are impossible to do {My fault for posting the vids I've posted lol }

There are other tables in the MKScriptBinary that affect other aspects of every character but they will take an extremely long time to map out as I have no reference to what section is floats/strings/boolean so it's a lot of trial & error using extreme Neg/Pos values to see if it changes anything.

I do know that you can change stage placement & gravity in one of the tables {Data1 I think } eventually I'll get around to mapping out scorpions which will help me with other characters.


On that note. If anyone wants to lend a hand in mapping tables {You'll need @least some Knowledge of hex editing } Let me know and I'll send you some tools which you can use to extract all the tables from a characters mko, change the variables, and reimport it back into the character for testing

EDIT : I forgot to mention I can change HitBox type for various attacks {Low, Med, High, Unblockable}