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Mortal Kombat 9 Trilogy Edition Mod Discussion (CURRENTLY ON VERSION 2.50)

Would you want classic/legacy music to play by default instead of the modern music?

  • Yes

    Votes: 9 90.0%
  • No

    Votes: 1 10.0%

  • Total voters
    10
  • Poll closed .

SaSSolino

Soul Stealing Loyalist
What's the reasoning for making Quan's ground burst a low? How much does it help him and why did he need it?
it helps him with mixups mostly:

-b31+2 hits low -> oh, while b3xxRune hits low -> low
-21u3 hits oh and can lead to full combo, while 21xxRune hits low

he needed it because Quan's only really strong tool in MK9 was his Rune Trap, which is now almost gone.


speaking of which, @NSR how about giving ex Rune his damage back while making it hit low? I don't think it would be neither a nerf or a buff, it would just be more fun.
 
it helps him with mixups mostly:

-b31+2 hits low -> oh, while b3xxRune hits low -> low
-21u3 hits oh and can lead to full combo, while 21xxRune hits low

he needed it because Quan's only really strong tool in MK9 was his Rune Trap, which is now almost gone.


speaking of which, @NSR how about giving ex Rune his damage back while making it hit low? I don't think it would be neither a nerf or a buff, it would just be more fun.
Ok thanks, sounds like a good change then. I don't like that the EX burst only does 3% now either. How about making it 5% but dropping the regular burst's damage down to 5% too? I like the rune trap so I'd personally prefer the EX rune to stay unblockable.
 

SaSSolino

Soul Stealing Loyalist
Ok thanks, sounds like a good change then. I don't like that the EX burst only does 3% now either. How about making it 5% but dropping the regular burst's damage down to 5% too? I like the rune trap so I'd personally prefer the EX rune to stay unblockable.
ex rune being unblockable and jailing into another string was quite stupid to begin with honestly, there's wasn't much complaining about it just because quan didn't have much else. besides, MK9 had worse balancing issues.
 

NSR

Also known as Futuretime23
No. It may be more fun, but it doesn't always translate to balanced.
Balance always comes first.
EX Rune is still good, just not nearly as good as it used to be.
 
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NSR

Also known as Futuretime23
I didn't.
No further changes are planned for Quan Chi ATM, and those changes will stay.
 

NSR

Also known as Futuretime23
What is Jade looking like
check frontpage for the changes.
BTW, I think it's worth mentioning she was supposed to get buffs for her recovery frames on 122 and B1F1 on block...and said variables are bugged and you guessed it, DO NOTHING.
Sektor's F2B1 also suffered from the same issue.
 

NSR

Also known as Futuretime23
Ok got some good news.
I was able to figure out how to edit reactions in the game.
This means that changes that require reaction edits will be featured come next patch (Kabal's F4 nerf for example) so there may be more character changes than anticipated (I do still plan to include gameplay/system changes mind you) Still though, pretty cool!

On another note, I've been trying to figure out how armor is assigned, so I took a look at the bosses to see if they did anything differently than other characters...and they did.
The way armor is normally assigned for any character is that, there's the attack (typically the chores section of it) in the data 2 part of the script (scripts are extracted into data1, data2, several index tables, the string block, and the tweakvars)
And then there's typically 3 commands assigned: character_set_attack_armor, the twkvar to determine armor duration, (and also depending on the character, an armor damage multiplier (how much damage they take) ), and a set_character_armor_off command.
However, the bosses are unique in that they feature NO tweakvars for adjusting armor duration barring the xray (for Goro/Kintaro) and the spear toss for Kahn.
Taking for example Goro's 1, he has the set armor on and turn armor off commands but that's it. No tweakvar. I was able to remove the armor, though, by turning the set armor command into a turn armor off command, FYI.
Which gave me the idea: "Maybe I can assign those commands by replacing coding and armor will be added where needed", and I tried to do that with Noob's Teleport...and it failed. It either did nothing, or the game crashed.

It's possible because the commands I replaced were from FightEngineScript.mko while the armor commands are taken from FGFightEngineScript.mko. The game maybe was expecting a command from that specific script and not FG. The only command from Noob that's from FGFightEngineScript is teleport_me_in_front_of_enemy. Replacing that causes the game to crash once Noob reaches the top of the screen during the teleport.

Just thought I'd come by and let you guys know what's up as of recently.
 

SaSSolino

Soul Stealing Loyalist
Ok got some good news.
I was able to figure out how to edit reactions in the game.
This means that changes that require reaction edits will be featured come next patch (Kabal's F4 nerf for example) so there may be more character changes than anticipated (I do still plan to include gameplay/system changes mind you) Still though, pretty cool!

On another note, I've been trying to figure out how armor is assigned, so I took a look at the bosses to see if they did anything differently than other characters...and they did.
The way armor is normally assigned for any character is that, there's the attack (typically the chores section of it) in the data 2 part of the script (scripts are extracted into data1, data2, several index tables, the string block, and the tweakvars)
And then there's typically 3 commands assigned: character_set_attack_armor, the twkvar to determine armor duration, (and also depending on the character, an armor damage multiplier (how much damage they take) ), and a set_character_armor_off command.
However, the bosses are unique in that they feature NO tweakvars for adjusting armor duration barring the xray (for Goro/Kintaro) and the spear toss for Kahn.
Taking for example Goro's 1, he has the set armor on and turn armor off commands but that's it. No tweakvar. I was able to remove the armor, though, by turning the set armor command into a turn armor off command, FYI.
Which gave me the idea: "Maybe I can assign those commands by replacing coding and armor will be added where needed", and I tried to do that with Noob's Teleport...and it failed. It either did nothing, or the game crashed.

It's possible because the commands I replaced were from FightEngineScript.mko while the armor commands are taken from FGFightEngineScript.mko. The game maybe was expecting a command from that specific script and not FG. The only command from Noob that's from FGFightEngineScript is teleport_me_in_front_of_enemy. Replacing that causes the game to crash once Noob reaches the top of the screen during the teleport.

Just thought I'd come by and let you guys know what's up as of recently.
didn't you remove armor from Kabal's dash? I'm a little ignorant in the matter, but why was that easier?

also what changes did you plan for Kabal's f4 and other strings?
 

NSR

Also known as Futuretime23
Because that was a tweakvar mod. All I did was set the armor duration to 00.
In Goro's 1, I set the command differently.

You'll see, regarding Kabal's F4 as well as other character strings. You'll have to wait :D
 

Saltea Moonspell

"Mind Over Matter" I dont mind, and X dont matter
Because that was a tweakvar mod. All I did was set the armor duration to 00.
In Goro's 1, I set the command differently.

You'll see regarding Kabal's F4 as well as other character strings. You'll have to wait :D

When do you expect to realising the new patch, like with in 6 months, more less ?
 

Saltea Moonspell

"Mind Over Matter" I dont mind, and X dont matter
Hopefully, less than 6 months. I don't want to take so long in making a new patch again.
I really wanna get back to it. But i've this problem on my laptop that for some reason the Nvidia GPU is not starting and the game is not lunching. I dont the time sit and mess around with it.
 

NSR

Also known as Futuretime23
I really wanna get back to it. But i've this problem on my laptop that for some reason the Nvidia GPU is not starting and the game is not lunching. I dont the time sit and mess around with it.
Hmm, try this:

From NVIDIA Control Panel
3D Settings->Manage 3D Settings
Tab "Global setttings"
Preferred Graphics Processor
Select : High performance NVIDIA rocessor

Let me know if it works.
 

RVB

twitch.tv/rvblacktail
@NSR hey bro are your patches standalone so I can go and get the latest version and install just that? Or do I need to download previous patches and install them in sequence until I reach the latest version?

I'm looking into hosting some tournaments using your balance patches in the future.
 

NSR

Also known as Futuretime23
@NSR hey bro are your patches standalone so I can go and get the latest version and install just that? Or do I need to download previous patches and install them in sequence until I reach the latest version?

I'm looking into hosting some tournaments using your balance patches in the future.
They are all standalone. You don't need to download the older versions.

Glad to hear that! I'm looking forward to tournaments with the mod. I should remind you that this is still a WIP.
So if there are some obvious balance concerns (Kitana's fans not scaling properly for regular, Skarlet's EX Daggers cancel) keep in mind I'm still looking at them.

Once the final main update is released (updates will still continue but will likely be minor updates) I'll likely release a postmortem on my findings, a how-to mod the scripts video. Maybe someone with more skill can continue on my work this way, because I'm sure there'll be a point where with my skills and the current tools, I'll be unable to continue to progress on planned changes simply because I'm not skilled enough. (Things like, sadly, P1 Adv. for example, or the block advantage bug)
 

SHAOLIN

内部冲突
@NSR hey bro are your patches standalone so I can go and get the latest version and install just that? Or do I need to download previous patches and install them in sequence until I reach the latest version?

I'm looking into hosting some tournaments using your balance patches in the future.
This sounds awesome! Hope to see these MK9:TE tournaments streamed as well.
 

RVB

twitch.tv/rvblacktail
@NSR man as far as I'm concerned your work on this game has been like a breath of fresh air even if we're prolly never gonna get rid of the stuff you mentioned like p1 advantage.
Do you have any rough estimate when your final major release is gonna happen?

@SHAOLIN glad you're enthusiastic about this, you're not alone on this matter I've got a bunch of mk9 junkies from back in the day that would jump at this.

MK9 Tournament Edition... yeh I like it.
 

NSR

Also known as Futuretime23
I don't have a rough estimate. I'm guessing maybe 2017, IF I had to guess.
Let me know when a tournament will show up!
 

NSR

Also known as Futuretime23
@RVB
you might want to wait on doing a tournament with 1.60
A new update will be released soon, hopefully, this month.

On another note (and this goes to everyone) I found what seems to be the netcode of the game...and there's a surprising amount of tweakvars for this file called MKOnline_SetupGamepadTweakVars and to a lesser extent, MKOnlineEngine_UpdateConfig.

After the update is released, I would like to test out these variables as it is unknown ATM what do they do. Unfortunately, my PC can't run MK9 well enough, so I would need the assistance of some volunteers. Both players would have to have the same files. The goal of this is to see what these variables do and see if the online netcode can be improved. Testing will be done only on PC, however, keep that in mind.
I'll let you know guys when this testing will begin (shortly after the new MK9 TE update is released, for sure)
 

M.D.

Spammer. Crouch walk hater.
Great work!

Could you consider making Kung Lao's teleport 3 an actual high as it is very much broken and makes some matchups as Noob unwinnable because of teleport 3 spam.

It cannot be ducked and it hits crouch even if done instant, it should be a true high and punishable by uppercut or d1 always.
 

NSR

Also known as Futuretime23
I'll keep it in mind, but I'm aware KL's teleport 3 needs to be nerfed, it's on the planned list of changes.
Unfortunately, I wasn't able to implement that change in the desired way (namely, altering the recovery frames on block so KL can't connect to regular attacks after blocking teleport 3, and thus rendering the attack punishable. Sadly, there doesn't seem to be any recovery frames variable for this move, at least on block.) but I don't rule out possibly coming back to KL and see what can be done.