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 Post subject: [NCM] OmegaMathauS's MK4 Tanya Fixed
 Post Posted: Wed Mar 22, 2017 5:58 pm 
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Warrior
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Joined: Mon Feb 01, 2016 4:51 pm
Posts: 222
ORIGINAL MOD: viewtopic.php?f=94&t=9868&hilit=mk4+Tanya

This is just my old NCM version of Omega's MK4 Tanya fixed to work with MKXL. Sorry it took so long, I've just been busy

Attachment:
CHAR_TanyaDLC_M MK4 FIXED.7z [36.2 MiB]
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 Post subject: Re: [NCM] OmegaMathauS's MK4 Tanya Fixed
 Post Posted: Wed Mar 22, 2017 10:45 pm 
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Master
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Location: Philippines
Skype: joven143
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Nice Update Chappy welcomeback to the scene.


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 Post subject: Re: [NCM] OmegaMathauS's MK4 Tanya Fixed
 Post Posted: Mon Jul 17, 2017 12:10 am 
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Mortal
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I've managed to get this on slot A & working without NCM but I cannot use the provided script asset file.
using the original one is fine except one bug. the game freezes doing her warp move :( :?:

do you have any solutions? I'm unable to use NCM do to my non-patched game

Many thanks btw


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 Post subject: Re: [NCM] OmegaMathauS's MK4 Tanya Fixed
 Post Posted: Mon Jul 17, 2017 12:22 am 
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Warrior
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x7mv400 wrote:
I've managed to get this on slot A & working without NCM but I cannot use the provided script asset file.
using the original one is fine except one bug. the game freezes doing her warp move :( :?:

do you have any solutions? I'm unable to use NCM do to my non-patched game

Many thanks btw

If you use thethiny's DLC manager you can convert the skin and the script assets to slot A. The other solution would be to unpack the script assets for Tanya A, open it with a hex editor or use the generic renamer, and rename all strings that have "spline_fx" to anything else. For example, you could change them all to say "xpline_fx" and the skin would work, just certain effects will no longer work properly.


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 Post subject: Re: [NCM] OmegaMathauS's MK4 Tanya Fixed
 Post Posted: Mon Jul 17, 2017 6:07 am 
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Mortal
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Joined: Sat Jul 15, 2017 2:37 am
Posts: 4
Hey thanks for the info
Ill give it a try, but I'm alittle lost on the hex editor part.
I've used the unreal unpacker, and this unpacks the asset into its base folder components, but I'm not sure what files I would use the hex editor on?


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 Post subject: Re: [NCM] OmegaMathauS's MK4 Tanya Fixed
 Post Posted: Mon Jul 17, 2017 12:09 pm 
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Warrior
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Joined: Mon Feb 01, 2016 4:51 pm
Posts: 222
x7mv400 wrote:
Hey thanks for the info
Ill give it a try, but I'm alittle lost on the hex editor part.
I've used the unreal unpacker, and this unpacks the asset into its base folder components, but I'm not sure what files I would use the hex editor on?

on the scriptassets.xxx file. It may be easier to just use the Generic Renamer to change the strings.


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 Post subject: Re: [NCM] OmegaMathauS's MK4 Tanya Fixed
 Post Posted: Mon Aug 28, 2017 1:57 am 
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Mortal
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Joined: Mon Aug 28, 2017 1:53 am
Posts: 1
How can you install this? it doesn't show up..OH BTW im on mkx


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