wyruzzah
Apprentice
UncleFestor: Holla
Well you have the right Idea. However, The values you want to change are actually in the TweakVaars {There is one for every caharacter & stage & it's contained in the MKScriptBinary} What you're looking @ is actually the MoveSets List {This is what's showed when you go to the Move List in the Pause menu} You'll need to open up Both the Char Package and the corresponding mkscript in HxD look in the MKScript about half way down and it'll be in there somewhere. Unfortunately without a bms script to extract all the tables from the mkscript it's going to be very tedious to find them and it's just a matter of trial & error to locate the beginning of the tweakvars in each MKScript. You'll need to find a section in the mkscript that looks like it contains float values, copy a 16 - 32-Byte Hex String from the MKscript then search in the char package for that string.Yea I saw it awhile back. I'm talking about editing damage values to each individual move, editing properties such as overhead, low, knockdown type, block and hit stun, etc.
The coalesced.ini being decrypted was nice, it points to each characters .mko file having these moves in each characters CHAR package.
I just need to decrypt the file, it's for sure in the MKScriptBinary file as the header contains the .mko
Wow dude! thanks so much. This will help me A LOT. You are doing some great work man, keep it up!Well you have the right Idea. However, The values you want to change are actually in the TweakVaars {There is one for every caharacter & stage & it's contained in the MKScriptBinary} What you're looking @ is actually the MoveSets List {This is what's showed when you go to the Move List in the Pause menu} You'll need to open up Both the Char Package and the corresponding mkscript in HxD look in the MKScript about half way down and it'll be in there somewhere. Unfortunately without a bms script to extract all the tables from the mkscript it's going to be very tedious to find them and it's just a matter of trial & error to locate the beginning of the tweakvars in each MKScript. You'll need to find a section in the mkscript that looks like it contains float values, copy a 16 - 32-Byte Hex String from the MKscript then search in the char package for that string.
When you do find it you'll need to map it out to find out what each Float correlates to. The tweakvars is broken down into 4-Byte Floats, each float does something different. Some may seem like they don't do anything , But they do.
Once it's found you can start changing the Values. An easy way to find the Tweakvars is to change the values to 77 77 77 77 {Hex} this float is an extremely High value and it'll be easier to notice in game. You'll have to try every single move for the character to see what the float affects. I usually replace 128-Byte's @ a time to find the tweakvars. If the Game crashes after changing the value's you're more than likely in one of the Data Tables and the values are not floats. just replace with previous value and move forward.
Also some characters will have a SuperMove Script Binary that will allow you to adjust various parts of the supermove.
You can NOT change the button sequence for anything, only the values for a move. Here's a Pic of Solomon Grundy's Earth2 costume Tweakvars :
The Highlighted portion is the start of his TweakVars. It should look similar for the rest of the Characters in the Game. I hope this helps you out
You can veiw some of my videos of My Sub-Scorpion v2.0 Mod for MKKE to see some of what can be changed in the TweakVars here :
http://www.youtube.com/user/unclefestorable/videos
Gorgeous work pulling those out man. I'd definitely say make a run at snagging Deadshot and Parasite out of Strykers. If you come up with a mod that allows me to edit in game models and then reinsert them things are going to get awesome. At that point I could essentially mod any model with new parts and polygons and dump them back into the game with coats or whatever.wyruzzah,
How's it going I'll be releasing some mods soon. Here are pics of the remaining Playable NPC's in the game I still have some work to do to complete them so I'll release them sometime this weekend :
*SNIP!*
First thing on my list that needs fixing, not even joking.Not even trolling. How do you increase the walk speed.
i like the way you thinkUndecided on what to go for first. Things I am brainstorming ways to attempt:
- Nightwing into Daredevil
- Nightwing into Gambit
- Green Lantern into other Lanterns
- Isis into Dexstarr
- Bane into Duffman (lucha alt mod)
- Sinestro alt corp alts
- Superman into Plutonian alt
- Shazam into Thor alt
- Deathstroke into Kamen Rider alts
- Killer Frost into Frost
- Doomsday into Strong Guy (containment suit lalt mod)
- Green Lantern into The Ray (Red Son alt mod)
- Zod into Cable (Movie alt mod)
Thanks for thatGorgeous work pulling those out man. I'd definitely say make a run at snagging Deadshot and Parasite out of Strykers. If you come up with a mod that allows me to edit in game models and then reinsert them things are going to get awesome. At that point I could essentially mod any model with new parts and polygons and dump them back into the game with coats or whatever.
Looking forward to seeing your stuff.
File : UncleFestor__DCFGame.eng :
{Place the Folowing entries inside}
[PlayerSelect]
CHAR_SolomonGrundy_T=TEST {Costume Name}
; -----------------------------------------------------------------------------
; Gallery Mode
; -----------------------------------------------------------------------------
[Gallery]
CharBio_SolomonGrundy_T="Mod By UncleFestor "
CharStats_SolomonGrundy_T="Super-human speed, strength and stamina\nInvulnerability\nZomBie\nMod By UncleFestor"
File : UncleFestor__PCG-DCFGame.ini :
[Place the following entries inside}
[CharacterKeys]
CHAR_SolomonGrundy_T=SO {This is the Announcer Name}
[UnlockedDLC.Characters]
+Unlocked=CHAR_SolomonGrundy_T
[CharacterKeys]
CHAR_Aquaman=AQ
CHAR_Ares=AR
CHAR_Bane=BN
CHAR_BlackAdam=BA
CHAR_Batman=BM
CHAR_Catwoman=CW
CHAR_Cyborg=CY
CHAR_Deathstroke=DS
CHAR_Doomsday=DM
CHAR_Flash=FL
CHAR_GreenArrow=GA
CHAR_GreenLantern=GL
CHAR_HarleyQuinn=HQ
CHAR_Hawkgirl=HG
CHAR_Joker=JK
CHAR_KillerFrost=KF
CHAR_LexLuthor=LX
CHAR_Nightwing=NW
CHAR_Raven=RV
CHAR_Shazam=SH
CHAR_Sinestro=SN
CHAR_SolomonGrundy=SO
CHAR_Superman=SU
CHAR_BossSuperman=SU
CHAR_Wonderwoman=WW
CHAR_Lobo=LO
CHAR_Batgirl=BG
CHAR_Scorpion=SC
CHAR_Zod=ZO
CHAR_MartianManhunter=MM
CHAR_Zatanna=ZA
Yeah it can be easily done.. and blue constructs can be recolored by Color Picker. BTW: We can make any lantern from him (Red, Yellow, Black, White, Violet..etc. etc.)I have a question, is it possible to make a new 52 Hal Jordan skin that makes his left half a blue lantern? that way he can still look ok with the green constructs. For reference.
Any... Lanterns? Red would be awesome, i thought it wasn't possible.Yeah it can be easily done.. and blue constructs can be recolored by Color Picker. BTW: We can make any lantern from him (Red, Yellow, Black, White, Violet..etc. etc.)
Hell yeah i'd only use ice arrows then.randomdude: U wanted Cold Captain skin?!.. I think we can use The Arrow dlc skin to make proper Cold Captain, but his weapon will be still bow
!!!Hell yeah i'd only use ice arrows then.