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Modding is a thing now

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
You guys are failing to see something

Say you can "balance" mk9. What honestly would u do to it? And who are the powers that be that choose what is "balance"?
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
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 }
@Konqrr

U guys ever think about just asking john or Paulo?
 

UncleFestor

Mortal
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.
Well in MKKE the tweakVars doesn't contain any floats that would outright cause a crash when changing them {Som however will eventually cause a crash after repeated use of that float in a match cause the engine can't keep up. This occurs for certain floats that alter character placement after use}.

But what i meant is that when looking @ the Tweakvars all you see is Hex. So you need to change the float and test to see what it's changing and how. Even when using the Offset Table for the TweakVars which has the Scipt Names for each float & the offset they're located @ you still need to thoroughly test each float to pinpoint the exact aspect of that particular string it's being used for.

Here's scorpion's offset Table {Extracted from his Data2 table} :

Code:
0x000    p_char_throw_not_reversed 
0x004    p_char_throw_not_reversed 
0x008    p_char_throw_not_reversed 
0x00C    r_scorpion_throw_out 
0x010    scorpion_common_special_move_combo_func 
0x014    p_scorpion_air_throw 
0x018    p_scorpion_air_throw 
0x01C    p_scorpion_air_throw 
0x020    p_scorpion_air_throw 
0x024    p_scorpion_air_throw 
0x028    p_scorpion_air_throw 
0x02C    p_scorpion_air_throw 
0x030    scorpion_air_throw_hit 
0x034    attack1_1_1 
0x038    attack1_1_1 
0x03C    attack1_1_1 
0x040    attack1_1_1 
0x044    attack1_1_1 
0x048    attack1_1_1 
0x04C    attack1_1_1 
0x050    attack1_1_1 
0x054    attack1_1_1 
0x058    attack1_1_1 
0x05C    attack1_1_1 
0x060    attack1_1_1 
0x064    attack1_1_1 
0x068    attack1_1_1 
0x06C    attack1_1_4 
0x070    attack1_1_4 
0x074    attack1_1_4 
0x078    attack1_1_4 
0x07C    attack1_1_4 
0x080    attack1_1_4 
0x084    attack1_1_4 
0x088    attack1_1_4 
0x08C    attack1_1_4 
0x090    attack1_1_4 
0x094    attack1_1_4 
0x098    attack1_1_4 
0x09C    attack1_1_4 
0x0A0    attack1_1 
0x0A4    attack1_1 
0x0A8    attack1_1 
0x0AC    attack1_1 
0x0B0    attack1_1 
0x0B4    attack1_1 
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 
0x0E0    attack1 
0x0E4    attack1 
0x0E8    attack1 
0x0EC    attack1 
0x0F0    attack1 
0x0F4    attack1 
0x0F8    attack1 
0x0FC    attack1 
0x100    attack1 
0x104    attack1 
0x108    attack1 
0x10C    attack1 
0x110    attack1down 
0x114    attack1down 
0x118    attack1down 
0x11C    attack1down 
0x120    attack1down 
0x124    attack1down 
0x128    attack1down 
0x12C    attack1down 
0x130    attack1down 
0x134    attack1down 
0x138    attack1down 
0x13C    attack1down 
0x140    attack1down 
0x144    attack1down 
0x148    attack2_1 
0x14C    attack2_1 
0x150    attack2_1 
0x154    attack2_1 
0x158    attack2_1 
0x15C    attack2_1 
0x160    attack2_1 
0x164    attack2_1 
0x168    attack2_1 
0x16C    attack2_1 
0x170    attack2_1 
0x174    attack2_1 
0x178    attack2_1 
0x17C    attack2_1 
0x180    attack2_1 
0x184    attack2_1 
0x188    attack2_1n2 
0x18C    attack2_1n2 
0x190    attack2_1n2 
0x194    attack2_1n2 
0x198    attack2_1n2 
0x19C    attack2_1n2 
0x1A0    attack2_1n2 
0x1A4    attack2_1n2 
0x1A8    attack2_1n2 
0x1AC    attack2_1n2 
0x1B0    attack2_1n2 
0x1B4    attack2_1n2 
0x1B8    attack2_1n2 
0x1BC    attack2 
0x1C0    attack2 
0x1C4    attack2 
0x1C8    attack2 
0x1CC    attack2 
0x1D0    attack2 
0x1D4    attack2 
0x1D8    attack2 
0x1DC    attack2 
0x1E0    attack2 
0x1E4    attack2 
0x1E8    attack2 
0x1EC    attack2 
0x1F0    attack2 
0x1F4    attack2away 
0x1F8    attack2away 
0x1FC    attack2away 
0x200    attack2away 
0x204    attack2away 
0x208    attack2away 
0x20C    attack2away 
0x210    attack2away 
0x214    attack2away 
0x218    attack2away 
0x21C    attack2away 
0x220    attack2away 
0x224    attack2away 
0x228    attack2away 
0x22C    attack2down 
0x230    attack2down 
0x234    attack2down 
0x238    attack2down 
0x23C    attack2down 
0x240    attack2down 
0x244    attack2down 
0x248    attack2down 
0x24C    attack2down 
0x250    attack2down 
0x254    attack2down 
0x258    attack2down 
0x25C    attack2down 
0x260    attack2down 
0x264    attack2towards_1_4 
0x268    attack2towards_1_4 
0x26C    attack2towards_1_4 
0x270    attack2towards_1_4 
0x274    attack2towards_1_4 
0x278    attack2towards_1_4 
0x27C    attack2towards_1_4 
0x280    attack2towards_1_4 
0x284    attack2towards_1_4 
0x288    attack2towards_1_4 
0x28C    attack2towards_1_4 
0x290    attack2towards_1_4 
0x294    attack2towards_1_4 
0x298    attack2towards_1_4 
0x29C    attack2towards_1_4 
0x2A0    attack2towards_1 
0x2A4    attack2towards_1 
0x2A8    attack2towards_1 
0x2AC    attack2towards_1 
0x2B0    attack2towards_1 
0x2B4    attack2towards_1 
0x2B8    attack2towards_1 
0x2BC    attack2towards_1 
0x2C0    attack2towards_1 
0x2C4    attack2towards_1 
0x2C8    attack2towards_1 
0x2CC    attack2towards_1 
0x2D0    attack2towards_1 
0x2D4    attack2towards_1 
0x2D8    attack2towards_1 
0x2DC    attack2towards_1 
0x2E0    attack2towards 
0x2E4    attack2towards 
0x2E8    attack2towards 
0x2EC    r_attack2towards_props 
0x2F0    r_attack2towards_props 
0x2F4    r_attack2towards_props 
0x2F8    attack2towards 
0x2FC    attack2towards 
0x300    attack2towards 
0x304    attack2towards 
0x308    attack2towards 
0x30C    attack2towards 
0x310    attack3_3_4 
0x314    attack3_3_4 
0x318    attack3_3_4 
0x31C    attack3_3_4 
0x320    attack3_3_4 
0x324    attack3_3_4 
0x328    attack3_3_4 
0x32C    attack3_3_4 
0x330    attack3_3_4 
0x334    attack3_3_4 
0x338    attack3_3_4 
0x33C    attack3_3_4 
0x340    attack3_3_4 
0x344    attack3_3 
0x348    attack3_3 
0x34C    attack3_3 
0x350    attack3_3 
0x354    attack3_3 
0x358    attack3_3 
0x35C    attack3_3 
0x360    attack3_3 
0x364    attack3_3 
0x368    attack3_3 
0x36C    attack3_3 
0x370    attack3_3 
0x374    attack3_3 
0x378    attack3_3 
0x37C    attack3_3 
0x380    attack3 
0x384    attack3 
0x388    attack3 
0x38C    attack3 
0x390    attack3 
0x394    attack3 
0x398    attack3 
0x39C    attack3 
0x3A0    attack3 
0x3A4    attack3 
0x3A8    attack3 
0x3AC    attack3 
0x3B0    attack3 
0x3B4    attack3 
0x3B8    attack3down 
0x3BC    attack3down 
0x3C0    attack3down 
0x3C4    attack3down 
0x3C8    attack3down 
0x3CC    attack3down 
0x3D0    attack3down 
0x3D4    attack3down 
0x3D8    attack3down 
0x3DC    attack3down 
0x3E0    attack3down 
0x3E4    attack3down 
0x3E8    attack3towards 
0x3EC    attack3towards 
0x3F0    attack3towards 
0x3F4    attack3towards 
0x3F8    attack3towards 
0x3FC    attack3towards 
0x400    attack3towards 
0x404    attack3towards 
0x408    attack3towards 
0x40C    attack3towards 
0x410    attack3towards 
0x414    attack3towards 
0x418    attack3towards 
0x41C    attack3towards 
0x420    attack4 
0x424    attack4 
0x428    attack4 
0x42C    attack4 
0x430    attack4 
0x434    attack4 
0x438    attack4 
0x43C    attack4 
0x440    attack4 
0x444    attack4 
0x448    attack4 
0x44C    attack4 
0x450    attack4 
0x454    attack4 
0x458    attack4away 
0x45C    attack4away 
0x460    attack4away 
0x464    attack4away 
0x468    attack4away 
0x46C    attack4away 
0x470    attack4away 
0x474    attack4away 
0x478    attack4away 
0x47C    attack4away 
0x480    attack4away 
0x484    attack4away 
0x488    attack4down 
0x48C    attack4down 
0x490    attack4down 
0x494    attack4down 
0x498    attack4down 
0x49C    attack4down 
0x4A0    attack4down 
0x4A4    attack4down 
0x4A8    attack4down 
0x4AC    attack4down 
0x4B0    attack4down 
0x4B4    attack4down 
0x4B8    attack4towards_3 
0x4BC    attack4towards_3 
0x4C0    attack4towards_3 
0x4C4    attack4towards_3 
0x4C8    attack4towards_3 
0x4CC    attack4towards_3 
0x4D0    attack4towards_3 
0x4D4    attack4towards_3 
0x4D8    attack4towards_3 
0x4DC    attack4towards_3 
0x4E0    attack4towards_3 
0x4E4    attack4towards_3 
0x4E8    attack4towards_3 
0x4EC    attack4towards_3 
0x4F0    attack4towards 
0x4F4    attack4towards 
0x4F8    attack4towards 
0x4FC    attack4towards 
0x500    attack4towards 
0x504    attack4towards 
0x508    attack4towards 
0x50C    attack4towards 
0x510    attack4towards 
0x514    attack4towards 
0x518    attack4towards 
0x51C    attack4towards 
0x520    attack4towards 
0x524    moveset_scorpion 
0x528    moveset_scorpion 
0x52C    moveset_scorpion 
0x530    moveset_scorpion 
0x534    moveset_scorpion 
0x538    moveset_scorpion 
0x53C    r_combo_breaker 
0x540    moveset_scorpion 
0x544    moveset_scorpion 
0x548    moveset_scorpion 
0x54C    moveset_scorpion 
0x550    moveset_scorpion 
0x554    moveset_scorpion 
0x558    moveset_scorpion 
0x55C    moveset_scorpion 
0x560    moveset_scorpion 
0x564    moveset_scorpion 
0x568    moveset_scorpion 
0x56C    moveset_scorpion 
0x570    moveset_scorpion 
0x574    scorpion_summon_flames_chores 
0x578    scorpion_summon_flames_chores 
0x57C    scorpion_summon_flames_chores 
0x580    scorpion_summon_flames_chores 
0x584    scorpion_summon_flames_chores 
0x588    scorpion_summon_flames_chores 
0x58C    scorpion_summon_flames_chores 
0x590    scorpion_summon_flames_chores 
0x594    r_summon_flames_ex_props 
0x598    r_summon_flames_ex_props 
0x59C    r_summon_flames_props 
0x5A0    r_summon_flames_props 
0x5A4    r_summon_flames_props 
0x5A8    moveset_scorpion 
0x5AC    moveset_scorpion 
0x5B0    moveset_scorpion 
0x5B4    moveset_scorpion 
0x5B8    moveset_scorpion 
0x5BC    moveset_scorpion 
0x5C0    moveset_scorpion 
0x5C4    moveset_scorpion 
0x5C8    moveset_scorpion 
0x5CC    moveset_scorpion 
0x5D0    moveset_scorpion 
0x5D4    p_scorpion_legtakedown_ex 
0x5D8    p_scorpion_legtakedown_ex 
0x5DC    p_scorpion_legtakedown_ex 
0x5E0    p_scorpion_legtakedown_ex 
0x5E4    p_scorpion_legtakedown 
0x5E8    p_scorpion_legtakedown 
0x5EC    p_scorpion_legtakedown 
0x5F0    p_scorpion_legtakedown 
0x5F4    p_scorpion_legtakedown 
0x5F8    p_scorpion_legtakedown 
0x5FC    p_scorpion_legtakedown 
0x600    p_scorpion_legtakedown_ex 
0x604    p_scorpion_legtakedown_ex 
0x608    p_scorpion_legtakedown_ex 
0x60C    p_scorpion_legtakedown_ex 
0x610    p_scorpion_legtakedown_ex 
0x614    p_scorpion_legtakedown_ex 
0x618    p_scorpion_legtakedown_ex 
0x61C    p_scorpion_legtakedown_ex 
0x620    p_scorpion_legtakedown_ex 
0x624    p_scorpion_legtakedown_ex 
0x628    p_scorpion_legtakedown_ex 
0x62C    legtakedown_hit_continue 
0x630    p_scorpion_legtakedown 
0x634    p_scorpion_legtakedown 
0x638    p_scorpion_legtakedown 
0x63C    r_scorpion_air_throw_out 
0x640    r_scorpion_air_throw_out 
0x644    r_scorpion_air_throw_out 
0x648    r_summon_flames_air 
0x64C    r_summon_flames_air 
0x650    r_summon_flames_air_ex 
0x654    r_summon_flames_air_ex 
0x658    r_summon_flames_air_ex 
0x65C    r_summon_flames_air 
0x660    r_summon_flames 
0x664    r_summon_flames 
0x668    r_summon_flames_ex 
0x66C    r_summon_flames_ex 
0x670    r_summon_flames_ex 
0x674    r_summon_flames 
0x678    r_spear_chores 
0x67C    r_spear_chores 
0x680    r_spear_chores 
0x684    r_spear_ender_chores 
0x688    r_spear_ender_air_chores 
0x68C    r_spear_chores 
0x690    r_spear_chores 
0x694    r_spear_chores 
0x698    r_spear_chores 
0x69C    r_supermove 
0x6A0    r_scorpion_teleport_air 
0x6A4    r_scorpion_teleport_air 
0x6A8    r_scorpion_teleport_air 
0x6AC    r_scorpion_teleport_uppercut 
0x6B0    r_scorpion_teleport_uppercut 
0x6B4    r_scorpion_teleport_uppercut_no_juggle 
0x6B8    r_scorpion_teleport_uppercut_no_juggle 
0x6BC    r_scorpion_teleport_uppercut_no_juggle 
0x6C0    r_scorpion_teleport_uppercut 
0x6C4    scorpion_spear_block_chores 
0x6C8    scorpion_spear_block_chores 
0x6CC    scorpion_spear_chores 
0x6D0    scorpion_spear_chores 
0x6D4    scorpion_spear_chores 
0x6D8    scorpion_spear_chores 
0x6DC    scorpion_spear_chores 
0x6E0    scorpion_spear_chores 
0x6E4    scorpion_spear_chores 
0x6E8    scorpion_spear_chores 
0x6EC    scorpion_spear_chores 
0x6F0    scorpion_spear_chores 
0x6F4    r_spear_ex_props 
0x6F8    r_spear_ex_props 
0x6FC    r_spear_ex_props 
0x700    scorpion_spear_hit_chores 
0x704    scorpion_spear_hit_chores 
0x708    r_spear_props 
0x70C    r_spear_props 
0x710    r_spear_props 
0x714    moveset_scorpion 
0x718    moveset_scorpion 
0x71C    moveset_scorpion 
0x720    moveset_scorpion 
0x724    moveset_scorpion 
0x728    moveset_scorpion 
0x72C    moveset_scorpion 
0x730    moveset_scorpion 
0x734    moveset_scorpion 
0x738    moveset_scorpion 
0x73C    moveset_scorpion 
0x740    moveset_scorpion 
0x744    moveset_scorpion 
0x748    moveset_scorpion 
0x74C    moveset_scorpion 
0x750    moveset_scorpion 
0x754    p_scorpion_supermove 
0x758    p_scorpion_supermove 
0x75C    p_scorpion_supermove 
0x760    p_scorpion_supermove 
0x764    p_scorpion_supermove 
0x768    p_scorpion_supermove 
0x76C    p_scorpion_supermove 
0x770    p_scorpion_supermove 
0x774    p_scorpion_supermove 
0x778    p_scorpion_supermove 
0x77C    p_scorpion_supermove 
0x780    p_scorpion_supermove 
0x784    XRayCinemaPostLoadCallback 
0x788    XRayCinemaPostLoadCallback 
0x78C    p_scorpion_supermove 
0x790    p_scorpion_supermove 
0x794    p_scorpion_supermove 
0x798    p_scorpion_supermove 
0x79C    p_tagassist_special 
0x7A0    p_tagassist_special 
0x7A4    p_scorpion_air_teleport 
0x7A8    p_scorpion_air_teleport_ex 
0x7AC    p_scorpion_air_teleport_ex 
0x7B0    p_scorpion_air_teleport 
0x7B4    p_scorpion_teleport_continue 
0x7B8    p_scorpion_teleport_continue 
0x7BC    p_scorpion_teleport 
0x7C0    p_scorpion_teleport_continue 
0x7C4    p_scorpion_teleport_continue 
0x7C8    p_scorpion_teleport_continue 
0x7CC    p_scorpion_teleport_continue 
0x7D0    p_scorpion_teleport_continue_ex 
0x7D4    p_scorpion_teleport_continue_ex 
0x7D8    p_scorpion_teleport_continue 
0x7DC    p_scorpion_teleport_continue 
0x7E0    p_scorpion_teleport_continue 
0x7E4    p_scorpion_teleport_continue_ex 
0x7E8    p_scorpion_teleport_continue_ex 
0x7EC    p_scorpion_teleport_continue_ex 
0x7F0    p_scorpion_teleport_ex 
0x7F4    p_scorpion_teleport_continue_ex 
0x7F8    p_scorpion_teleport_continue_ex 
0x7FC    p_scorpion_teleport_continue_ex 
0x800    p_scorpion_teleport_continue_ex 
0x804    p_scorpion_teleport_ex 
0x808    p_scorpion_teleport_ex 
0x80C    p_scorpion_teleport_ex 
0x810    p_scorpion_teleport_ex 
0x814    p_scorpion_teleport 
0x818    p_scorpion_teleport 
0x81C    p_scorpion_teleport 
0x820    p_scorpion_teleport 
0x824    p_char_throw_hit 
0x828    p_char_throw_hit 
0x82C    p_char_throw_hit 
0x830    moveset_scorpion 
0x834    p_char_throw_not_reversed 
0x838    r_scorpion_throw_out 
0x83C    p_char_throw_reversed_attacker 
0x840    r_char_throw_reversed_victim 
0x844    p_char_throw_towards_hit 
0x848    p_char_throw_towards_hit 
0x84C    p_char_throw_towards_hit 
0x850    p_char_throw_towards_not_reversed 
0x854    r_scorpion_throw_towards_out 
0x858    moveset_scorpion 
0x85C    moveset_scorpion 
0x860    scorpion_game_init 
0x864    scorpion_game_init
As you can see that table is extremely helpful. It takes out most of the Guess work {When I 1st started to map out scorpion I didn't have a way to extract that table so it was all Change a float and perform every single move scorpion can do to see what it affected}

However, the table still doesn't show how each float is used {only what it pertains to} so that still needs to be mapped and tested
 

UncleFestor

Mortal
Cyrax less damage
Kenshi less meter building
Kabal less iagb
Cage less f3
Lao less bird
Sonya less cartwheel
Stryker 100% normals


You know, the basics
Cyrax less damage - This is super easy to accomplish the last 2 floats in everyone's TweakVars are used for Defaults they would be 00 00 80 3F 00 00 80 3F {Little Endian} 3f 80 00 00 3f 80 00 00 { Big Endian} the 1st one is DMG Multiplier
Kenshi less meter building - Not sure what you mean by this one
Kabal less iagb - Can be accomplished by changing several of the floats
Cage less f3 - Not sure what you mean by this one
Lao less bird - Not sure what you mean by this one
Sonya less cartwheel - Not sure what you mean by this one
Stryker 100% normals - Not sure what you mean by this one

I'm not a combo artist or pro player so I would need to see some examples of what exactly you mean & I would be able to point you in the right direction. But most of it should be tweakable
 

UncleFestor

Mortal
Okay so now I'm really outta here {Off to sleep}

Before I go just thought I would mention that my mods are, for the most part, really out there. I only started modding late last year { MKKE is the 1st game I ever attempted to Mod } And I really mainly do it to push the envelope on what can be done. Most of my mods are for stuff I want to see in the game {Characters, Costumes, Effects, Etc..} And I release it to the public to share them with others who might also enjoy my work.

Anything & Everything that I learn I make readily available to others in the hopes that it will inspire or push other modders to build upon my work and help to create a better modding community for all of us {Sharing Findings, Ideas, Techniques, Etc.. is the only I can see that we'll all benefit as a modding community} . But they're still my weird & twisted visions and will, for the most part, always be strange or horrid in some way

Here's a perfect example :

This is my Bloody Skarlet using my Gore Mod :

Edit : YouTube is in Read Only Mode so I'll need to post it in tha morning
 
Cyrax less damage - This is super easy to accomplish the last 2 floats in everyone's TweakVars are used for Defaults they would be 00 00 80 3F 00 00 80 3F {Little Endian} 3f 80 00 00 3f 80 00 00 { Big Endian} the 1st one is DMG Multiplier
Kenshi less meter building - Not sure what you mean by this one
Kabal less iagb - Can be accomplished by changing several of the floats
Cage less f3 - Not sure what you mean by this one
Lao less bird - Not sure what you mean by this one
Sonya less cartwheel - Not sure what you mean by this one
Stryker 100% normals - Not sure what you mean by this one

I'm not a combo artist or pro player so I would need to see some examples of what exactly you mean & I would be able to point you in the right direction. But most of it should be tweakable
heres a breakdown to help you lol

kenshi - when characters perform special moves, or have any attack blocked, they build super meter (used for :ex EN specials, and for :x X-Ray, and breakers). When he says less meter building, he wants kenshi's special moves to not build so much meter on block.
cage - make f3 disadvantage on block, or some other change to make that move less dominant. It's one of the best moves in the game and very spammable by Cage, for better or for worse.
Lao - half joking here. KL doesn't really have to play footsies, or more simply a ground-based game, vs a lot of characters. He is able to jump around and do crazy stuff all the time, and because of his extreme mobility and armor on EX teleport he locks a lot of characters down by never having to stay on the ground much.
sonya - her cartwheel is really really good. half-jokingly asking for a nerf to it somehow.
stryker - complete joke, he plays stryker who is considered a pretty bad character. He wants all of strykers normals to do 100% damage to make him balanced, lol
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
Cyrax less damage
Kenshi less meter building
Kabal less iagb
Cage less f3
Lao less bird
Sonya less cartwheel
Stryker 100% normals


You know, the basics
How about we get serious here

Cyrax only Ex bomb pops up and tech bomb acts like CSz bomb (resets gone)

CSz - armor on ex dive and MB bomb always freezes
 

Dizzy

False Information Police Officer
Elder God
NetherRealm Studios
I still think it's early in the modding process for a list of changes to made.

When nerfs are made, you have to consider the age of the game. If you nerf all the top chars in ways that totally change their playstyle, then no one will play. The goal would be to tweak chars to bring the relative strength down and not completely alter the way the char plays the game. The only one big change id globally push for no safe, combo starting armor to be in the game.

That would be my design philosophy on community modding a game nearing 3 years old to improve the tournament balance of the cast.
 

wyruzzah

Apprentice
Someone must finally find a way how inject new meshes (models) to MK9 or I:GAU. Thats all i wanna see, im totally bored to create only reskins :/ :( BTW: I did little research.. and i have found guy ''Andrew Welbig''on google.. who used to worked on Injustice: Gods Among Us (same engine i think) and most important on Mortal Kombat - PS Vita and Komplete Edition in Netherrealm he wrote on his site ''For Mortal Kombat Komplete Edition I helped with integrating the new DLC characters into the fleshed out version of the game as though they had always been there.''.. so maybe he can help us how properly edit meshes, tag less swaps and other stuff like that.. his site http://andrewwelbig.weebly.com/professional-work.html

We just need spam this guy for some info, i think :/ :D
 
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