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Modding is a thing now

Glass Sword

Nobody
But Sothe was so broke in Radiant Dawn. He was awesome. ;__;
What get out of here. Unless you got good rolls Sothe had no power plus he had them myrmidon base stats where he is all about speed. Plus he got his class up super late. Almost all the Greil mercenaries out class him in sheer usefulness. Hell the entire Dawn Birgade sucked wind. Only Nolan was good and he was held back of the Fighters growths of having no defense which would be OK if you had a decent tank for most of their chapter. Taurnio is OK and Meg sucked bigger than how fat she was. Most of the non-returning characters sucked in general.
 

RM Truth

Unintentional Tier Whore Follow me @TruthRM
What get out of here. Unless you got good roles Sothe had no power plus he had them myrmidon base stats where he is all about speed. Plus he got his class up super late. Almost all the Greil mercenaries out class him in sheer usefulness. He'll the entire Dawn Birgade sucked wind. Only Nolan was good and he was held back of the Fighters growths of having no defense which would be OK if you had a decent tank for most of their chapter. Taurnio is OK and Meg sucked bigger than how fat she was. Most of the non-returning characters sucked in general.
From what I understand, he does a lot of damage towards the end of the game.
 

Glass Sword

Nobody
From what I understand, he does a lot of damage towards the end of the game.
Yeah, but everyone does because class three is broken straight up. Getting him to that point is a pain in the ass however since there are in fact much better units on his side if the campaign. Jill is the best unit on his side she out classes him in every single category. He simply seems outstanding since he is surrounded by suck. He is not a good Jagan archetype since he does not have calvary unit speed units. His entire role is to be the big damn hero for your paper thin units. He is OK better than Roy from 6, but that is not saying much. The late upgrade hurts him since he needs it unlike Ike who does not since he eats boulders for breakfast after working out at the gym with Chris Redfield.
 

DuBBer Kiir

Apprentice
That character in the video is not a step in the right direction... I would like to see the balance patch we all deserve. Why doesn't someone go make that instead of these mugen characters?
No offense but this kind of attitude is what deters modders from actually putting effort into projects. When somebody breaks ground, a bunch of people instead of being semi-grateful say things like "this is dumb we want something else", you people have to realize that reverse engineering games like this isn't easy, and it takes lots of time, unpaid time. Just be thankful that there are people out there making any kind of progress, Mk9's relevance right now is almost zero, and it'll be even less when MK10 comes out.
 

Konqrr

MK11 Kabal = MK9 Kitana
No offense but this kind of attitude is what deters modders from actually putting effort into projects. When somebody breaks ground, a bunch of people instead of being semi-grateful say things like "this is dumb we want something else", you people have to realize that reverse engineering games like this isn't easy, and it takes lots of time, unpaid time. Just be thankful that there are people out there making any kind of progress, Mk9's relevance right now is almost zero, and it'll be even less when MK10 comes out.
I understand all too well... you have no idea.

However, if I were to spend countless unpaid hours modding a game I love, it wouldn't be wasted time like this. Go ahead and "not" make Sub-Scorpion mods anymore, fine by me.
 

Glass Sword

Nobody
No offense but this kind of attitude is what deters modders from actually putting effort into projects. When somebody breaks ground, a bunch of people instead of being semi-grateful say things like "this is dumb we want something else", you people have to realize that reverse engineering games like this isn't easy, and it takes lots of time, unpaid time. Just be thankful that there are people out there making any kind of progress, Mk9's relevance right now is almost zero, and it'll be even less when MK10 comes out.
Yeah this may be our only chance to save MK9 unless mk10 is mk9 with new stuff which it won't since NRS has almost always tried to put a new gimmick in the games they make we should really be super positive about this. If we can get the necessary break through a we can make what we want. It would be truly amazing as long as the WB does not sue our ass or c&d us.
 

DuBBer Kiir

Apprentice
I understand all too well... you have no idea.

However, if I were to spend countless unpaid hours modding a game I love, it wouldn't be wasted time like this. Go ahead and "not" make Sub-Scorpion mods anymore, fine by me.
Well also you have to realize that there are two branches here, those who want to mod the game to be more... silly, and those of us here on TYM who want buffs/nerfs. However if you think about it, most modding communities make all of their discoveries publicly available and "open source", so that others may build upon their findings. So as long as we have some people who care about the competitive side of MK and happens to know how modding works, we may get our patch. But if they announce MK10, IDK how relevant the efforts for a community patch would be :/

And on top of that getting everybody to agree on a patch will be an endeavor too lol
 

Konqrr

MK11 Kabal = MK9 Kitana
Well also you have to realize that there are two branches here, those who want to mod the game to be more... silly, and those of us here on TYM who want buffs/nerfs. However if you think about it, most modding communities make all of their discoveries publicly available and "open source", so that others may build upon their findings. So as long as we have some people who care about the competitive side of MK and happens to know how modding works, we may get our patch. But if they announce MK10, IDK how relevant the efforts for a community patch would be :/

And on top of that getting everybody to agree on a patch will be an endeavor too lol
I've been on both sides of the fence. The "silly" aka "mugen" side of things is fun to mess around with for sure, but with how long this stuff takes, it is not worth it IMO. I'd love to see a decent balance patch hack for MK9. We already know what we want and it's not a ton of crazy changes either.
 

DuBBer Kiir

Apprentice
I've been on both sides of the fence. The "silly" aka "mugen" side of things is fun to mess around with for sure, but with how long this stuff takes, it is not worth it IMO. I'd love to see a decent balance patch hack for MK9. We already know what we want and it's not a ton of crazy changes either.
I totally agree with you man, I care care less about the silly shit, however somebody might look at how he did that and be like "oohhhh I can change this move's interpolation time using the same method" or something like that lol. Just need some creative minds, and some programming gurus. But I think the character in this video (yes, silly and Mugen like) is actually a pretty big breakthrough IMO
 

Groove Heaven

Jobber-baron
If you could alter hitboxes and frame-data, we could theoretically balance MK9. They did it with Brawl. This video looks more like Brawl Minus lol, cool stuff.
 

Glass Sword

Nobody
Well also you have to realize that there are two branches here, those who want to mod the game to be more... silly, and those of us here on TYM who want buffs/nerfs. However if you think about it, most modding communities make all of their discoveries publicly available and "open source", so that others may build upon their findings. So as long as we have some people who care about the competitive side of MK and happens to know how modding works, we may get our patch.

And on top of that getting everybody to agree on a patch will be an endeavor too lol
If it was made possible. It would ultimately be up to the moderns if it was a community project it would be play tested. Which might be more fun than anything. I would bring my laptop to AKA and we would hold a alpha tournament. It would take a long long time however. So, mk10 could kill it or not depends on how different the two are. A lot of sequels are quite different from one another. Street Fighter 3 to 4 and Marvel 2 to 3 are two prominent examples of this. Of course NRS could be like Tekken 6 to Tekken Tag 2 which is Tekken 6 with two characters and different frame data (this is over simplification of course) where they make mk9+
 

Konqrr

MK11 Kabal = MK9 Kitana
I totally agree with you man, I care care less about the silly shit, however somebody might look at how he did that and be like "oohhhh I can change this move's interpolation time using the same method" or something like that lol. Just need some creative minds, and some programming gurus. But I think the character in this video (yes, silly and Mugen like) is actually a pretty big breakthrough IMO
Yeah, we could add the Vita "Tremor" character this way.
 

DuBBer Kiir

Apprentice
If it was made possible. It would ultimately be up to the moderns if it was a community project it would be play tested. Which might be more fun than anything. I would bring my laptop to AKA and we would hold a alpha tournament. It would take a long long time however. So, mk10 could kill it or not depends on how different the two are. A lot of sequels are quite different from one another. Street Fighter 3 to 4 and Marvel 2 to 3 are two prominent examples of this. Of course NRS could be like Tekken 6 to Tekken Tag 2 which is Tekken 6 with two characters and different frame data (this is over simplification of course) where they make mk9+
Well it would be awesome if everybody could agree on the patch, and it actually happens, and the game gets new life. NRS (or WB, whoever calls the shots on stuff like this) would feel like little bitches knowing that people in the community balanced the game for them. But it's also a double edged sword because when you start changing shit in the game like this, other problems are bound to arise, so yes, I imagine this whole thing would take A LOT of testing and time lol
 

UncleFestor

Mortal
Its basically like turning turbo mode for some things. Oh you can modify the damage too.

No armor
No frame stun advantage/disadvantage
Just active frames and duration

Yes and no. Most moves have a P-move & R-move

Where p = player
r = reaction {Opponent}

So combining those 2 aspects in different ways can very much alter Stun advantage/disadvantage.

You're right about the Armor. Through the TweakVars we can NOT add armor to a move. We can only alter ones that already have it. We can make any move unblockable tho.

There is an extremely small chance that you can add armor to a move in one of the other data Tables. But the chances are extremely small & you would most likely need to run the game through assembly to see the strings & the locations in the package to determine where that type of data is stored {Good luck with that ;)}

That character in the video is not a step in the right direction... I would like to see the balance patch we all deserve. Why doesn't someone go make that instead of these mugen characters?
I made that Character for MKKE because he fit's exactly like he's intended to for the Alternate Storyline that I'm developing for the Game. IMO Scorpion in MKKE is too slow and has an extremely limited amount of combos with almost no chaining. They compensate him by making him overpowered imo.

I'm far from attempting any sort of balance Patch. And I will not create a massive Full Roster Balance Patch by myself. You need to remember that you need to make the changes for all of the costumes that each character has.
And you need to change each Character Separately and test out each change as you make them So for a single person to do tjis they need to be a player that can compete on a tournament Level With every single Character in the game so that he/she can make all the necessary adjustments you feel the game & Each character needs.
But Feel free to give it a try here's 0.001 % of scorpion's TweakVars :
Code:
0B D7 A3 3C 0B D7 A3 3C 0B D7 23 3D 90 C2 F5 3C 00 00 00 00 07 00 00 00 59 39 34 3C 00 00 88 41 00 00 A0 41 00 00 40 40 00 00 70 41 0B D7 23 3C 00 00 20 41 01 00 00 00 00 00 D8 41 96 43 8B 3C 0B 00 00 00 00 00 20 41 00 00 C0 3F AE 47 61 3D 00 00 50 41 00 00 E0 40 00 00 D8 41 66 66 E6 3F 00 00 A0 40 00 00 10 41 00 00 B0 41 00 00 00 00 00 00 54 42 96 43 8B 3C 0B 00 00 00 00 00 40 41 66 66 E6 3F AE 47 61 3D 00 00 B0 41 00 00 E0 40 00 00 54 42 9A 99 19 40 67 66 66 3F 00 00 90 41 01 00 00 00 01 00 00 00 01 00 00 00 00 00 10 42 6F 12 83 3C 0B 00 00 00 00 00 20 41 00 00 C0 3F AE 47 61 3D 00 00 A8 41 00 00 D8 41 00 00 10 42 00 00 C0 3F 00 00 90 41 00 00 F0 41 01 00 00 00 01 00 00 00 00 00 D8 41 42 60 65 3C 01 00 00 00 00 00 20 41 00 00 C0 3F 29 5C 0F 3D 00 00 80 41 00 00 C8 41 00 00 D8 41 CD CC AC 3F 00 00 40 41 01 00 00 00 00 00 D8 41 6F 12 03 3B 0B 00 00 00 00 00 00 00 9A 99 99 3F 0B D7 A3 3C 00 00 40 41 00 00 D8 41 00 00 D8 41 00 00 20 40 C3 F5 A8 3E 67 66 66 3F 00 00 10 41 01 00 00 00 01 00 00 00 01 00 00 00 00 00 F8 41 F5 FD 54 3C 0B 00 00 00 00 00 20 41 00 00 C0 3F 90 C2 F5 3C 00 00 90 41 00 00 F8 41 00 00 F8 41 9A 99 99 3F CD CC 8C 3F 00 00 70 41 00 00 F0 41 01 00 00 00 01 00 00 00 00 00 80 42 90 C2 75 3C 05 00 00 00 00 00 20 41 00 00 C0 3F CE CC 4C 3D 00 00 A8 41 00 00 80 42 00 00 80 42 00 00 80 3F 00 00 88 41 01 00 00 00 01 00 00 00 00 00 F8 41 90 C2 75 3C 01 00 00 00 00 00 20 41 00 00 C0 3F CE CC 4C 3D 00 00 60 41 00 00 F8 41 00 00 F8 41 9A 99 99 3F CD CC 8C 3F
That's what I have to separate into 4-Byte Strings which are the Floats used by the engine. I then have to convert each Float from Hex to Integer {Float Value} to get a value. Then I change that value and convert it back to Hex and test it in game to see exactly what it's used for and how the Float is applied. Then i tweak it to how I want it & move on to the next float. That Hex Code I posted above is about 0.001% of his entire TweakVars. Every Character is different some are larger some are smaller Most are about the same length

look this mod for aquaman. LOL
That's to show the difference in the TweakVars between MKKE & IGAU UE. You can change much more stuff in IGAU UE

Well also you have to realize that there are two branches here, those who want to mod the game to be more... silly, and those of us here on TYM who want buffs/nerfs. However if you think about it, most modding communities make all of their discoveries publicly available and "open source", so that others may build upon their findings. So as long as we have some people who care about the competitive side of MK and happens to know how modding works, we may get our patch. But if they announce MK10, IDK how relevant the efforts for a community patch would be :/

And on top of that getting everybody to agree on a patch will be an endeavor too lol
That's exactly why I won't even start any type of patch. All I keep hearing is "When are you gonna do it" but no one's contacted me to offer any real assistance in balancing the game how you guys want it to be.

As for me. I'm going to keep doing what I do specifically for my DLC Characters/Costumes So it still isn't making any changes to the MKKE Cast. And when other people see what I've changed to suit my mods & want to build on it, they can contact me & I would be more than happy to help them get started.

I'll provide Offset Tables for the TweakVars for each Costume they want to work on {I'll need to create these for each character} and the tools I use to extract the TweakVars & Various Tables from the Characters.
 

Konqrr

MK11 Kabal = MK9 Kitana
@UncleFestor I know how this all works very well. I don't like to convert hex to integer for smaller numbers, I skip that step and just use hex... saves time.
 

UncleFestor

Mortal
This is my Scorpion Map :



That's a Map I created using Logical Names with the aspects of each float that I could determine through Testing In Practice Mode It's about 50 % of the previous Hex String for the TweakVars that I posted above which was only 0.001 % od the entire tweakVars for Scorpion.

This Map is Different than the Offset Table Document I would Generate for ta Character {I posted one for Kitana in another thread a couple of weeks ago}
 

Glass Sword

Nobody
What it sound like what your doing is individually testing each piece of code to see the result. Is it a true shot in the dark where you change a piece of code and them see if the game still runs?
I understand what your saying you would not do a mod that big it would be unreasonable to expect as much. I'm just really intertwining a pipe dream we could get a crack team of community members to make something. Their are too many physical and social problems in the way for that, maybe.
This is really some impressive work if I understand correctly sine mk9 PC seems like a very inaccessible game to hacking.
 

DuBBer Kiir

Apprentice
This is my Scorpion Map :



That's a Map I created using Logical Names with the aspects of each float that I could determine through Testing In Practice Mode It's about 50 % of the previous Hex String for the TweakVars that I posted above which was only 0.001 % od the entire tweakVars for Scorpion.

This Map is Different than the Offset Table Document I would Generate for ta Character {I posted one for Kitana in another thread a couple of weeks ago}
If it would even help I would totally be up for testing stuff like this, and I'm sparsely versed in hex so I could toy around with other characters too. How do you find the range of the tweakvars per character?
 

UncleFestor

Mortal
I would REALLY love to get involved in this, however my only modding experience comes from older games like Halo 1 & 2, where most of the games information was stored in tags, that contained the game's metadata.
It's really not that hard to do as long as you have patience. I can set you up with everything you need to get started. I'll teach you how to quickly alter a float to different extremes so you can get an idea of what each one does, then fine tune them individually till you get it how you want it.

Conversion from Hex to Float & Back is pretty simple. There's a website that you can use for this purpose. The most time consuming part is to fully map each float. Most of them won't be noticable in regular testing in Practice mode. Every aspect of a characters move that pertains to frame data has a float. The map I just posted I made before I was able to generate Offset tables {Which contain the Script names for each string/float} That will help you slightly when it comes time to testing out a float.

You'll know if it pertains to the Character you're modding or to the opponent. You'll still need to test some of them with another player to find out exactly what some of the floats do as they'll pertain to your Character's reaction to the opponent for certain stuff {These would be Character MoveSet strings } Like Blocked reaction, Hit reaction, Stun Etc..
 

DuBBer Kiir

Apprentice
It's really not that hard to do as long as you have patience. I can set you up with everything you need to get started. I'll teach you how to quickly alter a float to different extremes so you can get an idea of what each one does, then fine tune them individually till you get it how you want it.

Conversion from Hex to Float & Back is pretty simple. There's a website that you can use for this purpose. The most time consuming part is to fully map each float. Most of them won't be noticable in regular testing in Practice mode. Every aspect of a characters move that pertains to frame data has a float. The map I just posted I made before I was able to generate Offset tables {Which contain the Script names for each string/float} That will help you slightly when it comes time to testing out a float.

You'll know if it pertains to the Character you're modding or to the opponent. You'll still need to test some of them with another player to find out exactly what some of the floats do as they'll pertain to your Character's reaction to the opponent for certain stuff {These would be Character MoveSet strings } Like Blocked reaction, Hit reaction, Stun Etc..
Yess this would be amazing, I've seen you on other forums and I know you're a busy man. But yes, if you wanted to just give me a quick showing of the ropes, I think I could take off from there. I can't promise I'll be the greatest help, but I'd still love to learn!
 

UncleFestor

Mortal
I'm about to get out of work so I'm done for the nigh.

I just wanted to point out as ar as the Armor aspect goes. It's a pipe Dream And I wouldn't get fixated on ever being able to add armor to anyone.

I highly doubt that the Devs earmarked a specific section of any of the tables as a boolean for armor {Boolean is used in UDK for on/off}

It's more likely that the Armor status of a character's move is implemented in a script {Most likely a script compiled thru UDK} Which would mean you would probably need to uncook the Char Package and hope that the readily available version of UDK can do this. Or you would need to perform some sort of reverse coding in Assembly or C++ to see what each Hex String is used for and if there's a value for Armor {Which I doubt} You could see most of the stuff in a PS3 set to Dev mode but you would still need to figure out where the information/String is located in the Char Package.

You can test on a Character that has an Armored move to see if you find that reference anywhere.

I'm not a Programmer so I can offer little to no help in this department.

My programming skillz end @ Basic {And I mean Basic that came with the Commodore Vic-20 back in 1980 }