How To Create A DLC Mod Character

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Farshad Grayson
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How To Create A DLC Mod Character

Post by Farshad Grayson »

Hello Guys

Did Anybody Know How To Create DLC Mod Characters with Movesets ??

For Example I Want To Create Cyber Smoke With Cyber Sub Zero Model And Smoke Moves - Intros - Victory And Fatalitys

Please Get Me A Video Tutorial or PDF Files !!

Thanks.

This is Jade Model With Smoke Moveset !! named Femaile Smoke !!

Last edited by Farshad Grayson on Mon Feb 16, 2015 5:31 am, edited 2 times in total.


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Re: How To Creat A DLC Mod Character

Post by Farshad Grayson »

come on somebody answer my question i really need to do this !! :shock:

no one know that ? :(
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Re: How To Create A DLC Mod Character

Post by Farshad Grayson »

Some one Answer Me Shame on you is About 3 days i wait for Answer Come on :shock:
:x :evil:
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Re: How To Create A DLC Mod Character

Post by Farshad Grayson »

Come on What Fuck Is Giong On This Forum Why No One Answer ?
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Re: How To Create A DLC Mod Character

Post by UncleFestor »

That's a Tag Mesh Swap mod. it's not what your thinking. You can't create a custom character like you want.

It requires that 2 characters be in a match together. Either as 1 vs the other or on same team {Tag Mode} you then need to specify who uses what in the coalesced.ini which causes the game to swap the meshes giving you that Female Smoke
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Re: How To Create A DLC Mod Character

Post by sibabkombat »

Hello there fellas!
Speaking of DLC Characters, I have been trying to create one since forever but with no luck, as the game keeps crushin' on the character select screen when I reach the character I made...

The .ini file must be ok, because I used an existing one.

I figured the problem must be the Generic Renamer (bravo to the creator) steps I follow, which are the same as the PDF tutorial you have made UncleFestor with Rich246 (utmost gratitude).

So, if it's not too much trouble, please post the steps we should follow, as a reply. Like the one that wiggo posted on Extracting, Modifying and Importing MK9 Textures (respect wiggo).
I think that would fill in any gaps.

BTW I use the STEAM PATCHED version, but i don't think that makes any difference to the procedure, as long as the updated .xxx files from the ASSET folder are used.

Thanks in advance for any response.

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Re: How To Create A DLC Mod Character

Post by UncleFestor »

I would need to know what you cloned as a DLC Character, what entries you placed in the ini, and if you created a ui package which is required for DLC Characters, but not DLC Costumes.
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Re: How To Create A DLC Mod Character

Post by sibabkombat »

Hello UncleFestor,
first of all, thanx for the quick reply.

Actually, I've been trying to make any DLC Character with the whole package as the standard ones (2 fatalities, babality, character intro, victory, etc), as a test and if that works, continue to make some based on that method.

So, for the .ini fiile....

............................................


[Description]
line1=This adds character "Test" to the roster as a DLC Character.
\n\nFiles Added: \n\nTest_ui.xxx\nCHAR_Test.xxx\nTest_Fatality1.xxx\nTest_Fatality2.xxx\nTest_CharIntro.xxx\nSND_VO_Announcer_Test.xxx\nTest_Victory.xxx\nSND_SFX_Test.xxx\nNPC_Test_Baby.xxx

[Files]
line1=Test_ui.xxx
line2=CHAR_Test.xxx
line3=Test_Fatality1.xxx
line4=Test_Fatality2.xxx
line5=Test_CharIntro.xxx
line6=SND_VO_Announcer_Test.xxx
line7=Test_Victory.xxx
line8=SND_SFX_Test.xxx
line9=NPC_Test_Baby.xxx

[ini]
AddID=test

line1=Mk9Game.ini|Player|IsDLC|test|0
line2=MK9Game.ini|Player.DownloadContentUnlocked|test|TRUE|1

[eng]
line1=MK9Game.eng|PlayerSelect|test|Test|1
line2=MK9Game.eng|PlayerSelect|char_test|COSTUME 1|1

........................................................

For the .xxx files I used all the filles from FreddyKrueger

CHAR_FreddyKrueger.xxx
FreddyKrueger_CharIntro.xxx
FreddyKrueger_Fatality1.xxx
FreddyKrueger_Fatality2.xxx
FreddyKrueger_ui.xxx
FreddyKrueger_Victory.xxx
NPC_FreddyKrueger_Baby.xxx
SND_SFX_FreddyKrueger.xxx
SND_VO_Announcer_FreddyKrueger.xxx

...................................................................

For Generic Renamer (congrats to the creator) steps I did the following:

For the ui file:

Archive to Search for Strings: FreddyKrueger_ui.xxx
Original String: FreddyKrueger_ui
New String: Test_ui

NO boxes checked

Press: Replace Strings!

and then rename the FreddyKrueger_ui file into Test_ui

.....................................................................

As for the rest of the .xxx files I will make an example with: CHAR_FreddyKrueger.xxx

Archive to Search for Strings: CHAR_FreddyKrueger.xxx
Original String: CHAR_FreddyKrueger
New String: CHAR_Test

CHECK the box: Fix Hashes (char_ and npc_packages ONLY)

Press: Replace Strings!

and then rename the CHAR_FreddyKrueger.xxx file into CHAR_Test.xxx

and repeat the EXACT steps I followed for CHAR_FreddyKrueger.xxx file, for all the rest of the .xxx files leading to the following:

CHAR_Test.xxx
Test_CharIntro.xxx
Test_Fatality1.xxx
Test_Fatality2.xxx
Test_ui.xxx
Test_Victory.xxx
NPC_Test_Baby.xxx
SND_SFX_Testxxx
SND_VO_Announcer_Test.xxx

I place these files into the TO INSTALL folder of DLC as well as the .ini file I created earlier.

Then use the DLC Manager (thanx to the creator) the same way I do for the DLC Costumes,
start the game, go to the DLC Character line on the bottom left of the Character select screen and the game crushes when I reach the New DLC Character I created....

So, what do you think goes wrong?

I very much appreciate the response.
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Re: How To Create A DLC Mod Character

Post by UncleFestor »

Well, the steps you took with renaming the ui file is a bit wrong.

You did :

For the ui file:

Archive to Search for Strings: FreddyKrueger_ui.xxx
Original String: FreddyKrueger_ui -------> This should be FreddyKrueger
New String: Test_ui -----------------------> This should be Test

You don't use the suffix for that package. So just delete the one you created & do a new one. No need for a new ini.

Now just a suggestion but there's really no need to do a custom SFX file unless you changed a bunch of snd FX for the character. Also Fatalities don't need to be custom unless you want to use someone elses fatility for your character.

The only files that are needed to have a working DLC Character are :

Test_ui.xxx
CHAR_Test.xxx

The rest is just 'Candy' on top. I would start with just the basics 1st to make sure you get the cloning down pat. Then go ahead & start on the rest.

Your DLC Character, no matter what you name him, will use the Intro, Fatalities, Babality, SND FX & Victory of the Character/costume he's made from if you don't create custom one's. He'll still use his own texture's, except for some babalities, so no need to make any of those extra files unless you want to use one's from different characters for yours .

Hope that helps & let me know how it turns out :)


EDIT : The SND_VO_Announcer file is only used on the Character Select screen to say the name of the Character. If you don't make one it'll just do a Laugh when u select him, so it's not required for testing purposes
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Re: How To Create A DLC Mod Character

Post by sibabkombat »

Eureka!!!

Success at last!!!

Thanx very much for the advice UncleFestor!!

Actually I had already tried what you wrote to me

For the ui file:
--------[ Archive to Search for Strings: FreddyKrueger_ui.xxx
Original String: FreddyKrueger
New String: Test ]--------

Exactly as you told me and as it is in the PDF tutorial that you and Rich246 (thanxxx a lot for that, of course) but it didn't work for me, so I tried various combinations including what I posted in my previous message.

For the ui file:
--------[ Archive to Search for Strings: FreddyKrueger_ui.xxx
Original String: FreddyKrueger_ui
New String: Test_ui ]--------

But I finally, THANX TO YOU, located the error in my ways....

The problem was that since I wanted to create a test DLC Character first and after achieving that, then start skinning one, I skipped the part that I had to drag and drop the .xxx files on the decompress.exe in the Mk9TextureTool_V3 folder in order to unpack them, which of course, caused the game to crash...

But your advice was excellent, because sometimes people miss the details.

Also, the rest of the tips you gave me are very interesting and I'm sure that they will be proven very handy.

OK, since we managed to solve that problem, do you have any idea why all attempts to create a DLC Alt COSTUME (not character) from costume 2 of SubZero cause the game to crash?
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Re: How To Create A DLC Mod Character

Post by UncleFestor »

That's a good question. I just tried it with the Tool & it crashed. I'll have to do it manually, but that'll take some time to do it string by string to find out which one breaks his package. I'll also have to manually Hash him. I'll do it over the weekend.
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Re: How To Create A DLC Mod Character

Post by sibabkombat »

Yeah, it has been troubling me since I started modding this game but I could not find any specific reason for that to happen especially with him or for how to overcome it.

If you find a way of doing this pleeeeeease do it for the Steam version also, if it's not too much trouble, I would very much appreciate it.

Also, could you show me how to manually modify the strings and Hash?

I mean, is it possible to post a tutorial or something that explains in details how to do these things?

I'll be waiting for your reply.

Thanx again.
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Re: How To Create A DLC Mod Character

Post by sibabkombat »

???????????
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Re: How To Create A DLC Mod Character

Post by UncleFestor »

Everything seems to be fine, so @ this point I'm clueless as to why it's not working.

I may look into it further, but it's not really a top priority for me @ this time
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Re: How To Create A DLC Mod Character

Post by sibabkombat »

Yeah, I know the Sub-Zero thing is not a priority issue or anything...

I am far more interested about a hex editor tutorial or something that explains in details how to do several things.

I mean, about name on the lifebar and stuff like that...

And speaking about that...

I can't get it to work...

So, I will tell you what I did and you tell me what I did wrong (hehe) OK?

Let's begin...

After I successfully created (and test-played) a Test DLC Character (with your very useful advice, of course, thanx!)

I did the following:

1) Open the "CHAR_Test.xxx" file with the "HxD" hex editor, locate the line that the character's name is between dots (..) and not linked to anything with _ before or after it, change it to "test" without changing the length of the package (by adding dots if needed, for example: ...test...) and then save it.

I used your example from Zetaboards Mortal Kombat community with "shangf" DLC Character in order to locate the correct line to edit.

(I quote you:
I made it "shangf" in hex to make it easy to find and change)

2) Copy the .ini file, the CHAR_Test.xxx I just edited and the Test_ui.xxx of the character and paste them inside the "ToInstall" folder of the DLC Manager and install the character.

3) Extract the "Coalesced.eng" file with the MK9_Tools (leave the Tool open) in a new and completely empty folder, following the Coalesced Editing Tutorial that you created with Rich246 (excellent work!!!), open the "MK9Game.eng" that is inside the MK9Game folder with Notepad++, find the line that says "test=Test" and change it to "test=TEST like your "shangf" example I mentioned above.

(Again I quote you:
shangf=WHATEVER NAME YOU WANT TO USE HERE {Must be in Capital letters} This is the name that will appear in the LifeBar).

4) Save the file, pack the "Coalesced.eng" file and close the Tool.

5) Rename the newly created ".eng" file into "Coalesced.eng" replacing the old one.

6) Start the game, select the new DLC Character and see that in the place of the name, there is the phrase "BUG ME".

I've repeated this, far too many times, to make sure I followed your tutorial for Extracting/Packing the ".eng" file correctly and I did everything right, but the "BUG ME" in the lifebar remains there...

What do you think goes wrong everytime?

Is a step by step tutorial for the name in the lifebar possible, if it's not too much trouble, i mean, in order to avoid any mistakes?

Again, thanx very very much for your time, I really appreciate your help.
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