User friendly MKX Coalesced Extract & Repack

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UncleFestor
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Re: User friendly MKX Coalesced Extract & Repack

Post by UncleFestor »

Sablicious wrote: Ahhh! So easy! :lol:

Thanks a lot. The game is far more fun at a more measured pace... even allows for some combos that didn't work at 100% 'Benny Hill Show' pace!
Sidebar:
Is there any way to edit individual character traits - like damage, speed etc - as with the "Ono!" tool used for SFIV? Would this require unpacking the actual character asset files or are these parameters located elsewhere?
Well if you mean like what I did for my Sub-Scorpion 2.0 mod for mkke, then I would suppose so, but it's nothing that's easy to do.

Even with the scripts I had @ the time & the mapping that I did to his tweakvars{where all the float params are located} it's a lot of work. & a lot of trial & error. With IGAU UE I had no scripts, but I was already used to looking @ packages in hex & found the tweakvars in the char packages fairly quickly. It's just a matter of changing a float, test in-game, see what changes, map it in a table for reference.

Now with MKX they have the MKScriptbinary files outside the char packages, so @ least there's no need to search for that. But, you still have to locate the tweakvars inside, which should be in the data2 table if it's anything like the previous games, and start changing the floats. The MKScriptbinary are the .mko files in the folder MKScript You'll need to open them up in a hex viewer.

I took a quick look Char_Aztec_A and I see his stringblock & what looks like @ least 3 tables, but I didn't see anything that stood out like a tweakvars section. I would need sometime to really look through it. Btw the blood color string should also be inside the .mko.

Anyway you can just make a backup of one & go to town on it see what if anything you can find.

Here's a pic of a map I started for Aquaman. The offset column is the offset directly inside the char package as there's no tools for extracting the scripts for IGAU so I just dove right into the package itself. & dug around till something 'popped' Anyway this will give you an idea of what you may see in the mko
AquaMan TweakVars MAP.png


Check out my Youtube Channel : https://www.youtube.com/user/unclefestorable
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Sablicious
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Re: User friendly MKX Coalesced Extract & Repack

Post by Sablicious »

^ I take it that's just a spreadsheet you compiled to keep track of your finds (as distinct from a tool that spits out translated HEX code), right?

All I'd really like to do is change some animations speeds; in particular to the throw animations. Many characters have nicely animated throw attacks, but given how quickly they take place, it's hard to really bask in the cool-looking animations. Examples: slowing down or even pausing Goro's throw where he back-breaks his opponent across his knee; J.Cage's joint-break thrown. Changing some damage and speed parameters would be nice too... but, yeah.

This kind of thing can be accomplished relatively easily in SFIV and really adds to the cinematic feel of the game. MKX would surely benefit from such modification, too. But I think just hunting for these parameters in a muddle of HEX code would be like looking for a needle in a Grand Canyon of needles. Dunno¹ why NRS don't release tools for their games... if they really do want them to be honed and tuned to be truly competitive fighters.
(¹ Of course I know why -- the fans could make a far better fighting game than they could and it would only make the standards they're expected to attain higher for each successive iterations of the game they release.)

Too bad no one makes an "Ono!" tool for MK games... But, I guess, MK will never be considered as 'serious' a fighter as SF, so no one will likely ever bother.
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UncleFestor
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Re: User friendly MKX Coalesced Extract & Repack

Post by UncleFestor »

Okay so I'll explain a little what I see when I start to map out a Character for mkke using a bms script for the tweakvars.

Here's Kitana :

Code: Select all

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0x8DC    moveset_kitana
0x8E0    kitana_leapkick_chores
0x8E4    kitana_leapkick_chores
0x8E8    kitana_leapkick_chores
0x8EC    kitana_leapkick_chores
0x8F0    kitana_leapkick_chores
0x8F4    kitana_leapkick_chores
0x8F8    kitana_leapkick_chores
0x8FC    kitana_leapkick_chores
0x900    kitana_leapkick_chores
0x904    kitana_leapkick_chores
0x908    kitana_leapkick_chores
0x90C    kitana_leapkick_chores
0x910    kitana_leapkick_chores
0x914    kitana_leapkick_chores
0x918    kitana_leapkick_chores
0x91C    kitana_leapkick_chores
0x920    kitana_leapkick_chores
0x924    kitana_leapkick_chores
0x928    kitana_leapkick_chores
0x92C    kitana_leapkick_chores
0x930    kitana_leapkick_chores
0x934    kitana_leapkick_chores
0x938    kitana_leapkick_chores
0x93C    kitana_leapkick_chores
0x940    kitana_leapkick_chores
0x944    kitana_leapkick_chores
0x948    kitana_leapkick_chores
0x94C    kitana_leapkick_chores
0x950    kitana_leapkick_chores
0x954    kitana_leapkick_chores
0x958    kitana_leapkick_chores
0x95C    p_kitana_leapkick_low
0x960    p_kitana_leapkick_low
0x964    p_kitana_leapkick_low
0x968    p_kitana_leapkick_low
0x96C    p_kitana_leapkick_low
0x970    p_kitana_leapkick_low
0x974    p_kitana_leapkick_low
0x978    p_kitana_leapkick_low
0x97C    p_kitana_leapkick_low
0x980    p_kitana_leapkick_low
0x984    kitana_leapkick_chores
0x988    kitana_leapkick_chores
0x98C    kitana_leapkick_chores
0x990    kitana_leapkick_chores
0x994    kitana_square_wave_chores
0x998    kitana_square_wave_chores
0x99C    kitana_square_wave_chores
0x9A0    kitana_square_wave_chores
0x9A4    kitana_square_wave_chores
0x9A8    kitana_square_wave_chores
0x9AC    kitana_square_wave_chores
0x9B0    kitana_square_wave_chores
0x9B4    kitana_square_wave_chores
0x9B8    kitana_square_wave_chores
0x9BC    kitana_square_wave_chores
0x9C0    kitana_square_wave_chores
0x9C4    kitana_square_wave_chores
0x9C8    kitana_square_wave_chores
0x9CC    kitana_square_wave_chores
0x9D0    kitana_square_wave_chores
0x9D4    kitana_square_wave_chores
0x9D8    kitana_square_wave_chores
0x9DC    kitana_square_wave_chores
0x9E0    moveset_kitana
0x9E4    moveset_kitana
0x9E8    moveset_kitana
0x9EC    moveset_kitana
0x9F0    moveset_kitana
0x9F4    moveset_kitana
0x9F8    moveset_kitana
0x9FC    moveset_kitana
0xA00    moveset_kitana
0xA04    moveset_kitana
0xA08    moveset_kitana
0xA0C    p_kitana_supermove_air
0xA10    p_kitana_supermove_air
0xA14    p_kitana_supermove_air
0xA18    p_kitana_supermove_air
0xA1C    p_kitana_supermove_air
0xA20    p_kitana_supermove_air
0xA24    p_kitana_supermove_air
0xA28    p_kitana_supermove_air
0xA2C    p_kitana_supermove_air
0xA30    p_kitana_supermove_air
0xA34    p_kitana_supermove_air
0xA38    p_kitana_supermove_air
0xA3C    p_kitana_supermove
0xA40    p_kitana_supermove
0xA44    p_kitana_supermove
0xA48    p_kitana_supermove
0xA4C    p_xray_attacker
0xA50    r_kitana_supermove_props
0xA54    p_kitana_supermove
0xA58    p_kitana_supermove
0xA5C    XRayCinemaPostLoadCallback
0xA60    XRayCinemaPostLoadCallback
0xA64    p_xray_hit
0xA68    p_kitana_supermove
0xA6C    p_kitana_supermove
0xA70    p_kitana_supermove
0xA74    p_kitana_supermove
0xA78    p_kitana_supermove
0xA7C    p_kitana_supermove
0xA80    p_xray_victim
0xA84    p_tagassist_special
0xA88    p_tagassist_special
0xA8C    p_tagassist_special
0xA90    p_tagassist_special
0xA94    p_tagassist_special
0xA98    p_tagassist_special
0xA9C    p_char_throw_not_reversed
0xAA0    p_char_throw_hit
0xAA4    p_char_throw_hit
0xAA8    moveset_kitana
0xAAC    r_kitana_throw_out
0xAB0    p_char_throw_hit
0xAB4    p_char_throw_towards_not_reversed
0xAB8    p_char_throw_towards_hit
0xABC    p_char_throw_towards_hit
0xAC0    r_kitana_throw_towards_out
0xAC4    p_char_throw_towards_not_reversed
0xAC8    p_char_throw_towards_not_reversed
0xACC    p_char_throw_towards_not_reversed
0xAD0    moveset_kitana
0xAD4    moveset_kitana
0xAD8    r_fan_lift
0xADC    r_fan_lift
0xAE0    r_fan_lift_ender
0xAE4    r_fan_lift_ender
0xAE8    r_fan_lift_ender
0xAEC    r_fan_lift
0xAF0    r_fan_slice_1st_hit
0xAF4    r_fan_slice_1st_hit
0xAF8    r_fan_slice_1st_hit
0xAFC    r_fan_slice_1st_hit
0xB00    r_fan_slice_3rd_hit
0xB04    r_fan_slice_3rd_hit
0xB08    r_fan_slice_3rd_hit
0xB0C    r_kitana_air_fan_air
0xB10    r_kitana_air_fan_air
0xB14    r_kitana_air_fan_air_ender
0xB18    r_kitana_air_fan_air_ender
0xB1C    r_kitana_air_fan_air_ender
0xB20    r_kitana_air_fan_air_ender
0xB24    r_kitana_air_fan_air_ender
0xB28    r_kitana_air_fan_air
0xB2C    r_kitana_air_fan_ground
0xB30    r_kitana_air_fan_ground
0xB34    r_kitana_fan2_air_ex
0xB38    r_kitana_fan2_air_ex
0xB3C    r_kitana_fan2_ground
0xB40    r_kitana_fan2_ground
0xB44    r_kitana_fan2_ground
0xB48    r_kitana_fan2_ground_ex
0xB4C    r_kitana_fan2_ground_ex
0xB50    r_kitana_fan2_ground
0xB54    r_kitana_fan2_ground
0xB58    r_kitana_fan_air2
0xB5C    r_kitana_fan_air2
0xB60    r_kitana_fan_air2
0xB64    r_kitana_fan_air2
0xB68    r_kitana_fan_air2
0xB6C    r_kitana_fan_air
0xB70    r_kitana_fan_air
0xB74    r_kitana_fan_air
0xB78    r_kitana_fan_air_ex
0xB7C    r_kitana_fan_air_ex
0xB80    r_kitana_fan_air_ex
0xB84    r_kitana_fan_air_ex
0xB88    r_kitana_fan_air_ex
0xB8C    r_kitana_fan_air
0xB90    r_kitana_fan_air
0xB94    r_kitana_fan_ground
0xB98    r_kitana_fan_ground
0xB9C    r_kitana_fan_ground
0xBA0    r_kitana_fan_ground_ex
0xBA4    r_kitana_fan_ground_ex
0xBA8    r_kitana_fan_ground_ex
0xBAC    r_kitana_fan_ground
0xBB0    r_kitana_fan_ground
0xBB4    r_kitana_supermove_air
0xBB8    r_kitana_supermove_air
0xBBC    r_kitana_supermove
0xBC0    r_square_wave_air
0xBC4    r_square_wave_air
0xBC8    r_square_wave_air
0xBCC    r_square_wave_air
0xBD0    r_square_wave
0xBD4    r_square_wave
0xBD8    r_square_wave
0xBDC    r_square_wave
0xBE0    r_square_wave
0xBE4    kitana_game_init
0xBE8    kitana_game_init 
So I narrow my mapping to the addresses in that list for what I want to modify. Then I map it out and change the Tech/Script/Engine name {What is posted above} to Logical ones like I have in my Aqua Man map.

The list I posted above is through a script created by DigitalOverdose, he's working a new one that shows what each of those actually effect {But this is ONLY for MK9/MKKE}

Every character is different so creating a Gui tool that lists everything for every character is unlikely to occur.

On top of that MKX is different so it'll take time to figure out names & locations of everything.
Check out my Youtube Channel : https://www.youtube.com/user/unclefestorable
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TheJesusFish
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Re: User friendly MKX Coalesced Extract & Repack

Post by TheJesusFish »

Thanks UncleFester, this is awesome.

I was hoping to use this to unlock the skins you earn online only and was hoping you could give help me figure out which skins those are.

I'm looking to unlock Revenant Kitana, Revenant Kung Lao, Revenant Lui Kang, and Hotshot Johnny Cage. Which entries do I need to add to my unpacked coalesced.ini?
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UncleFestor
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Re: User friendly MKX Coalesced Extract & Repack

Post by UncleFestor »

Off the top of my head I can't remember the suffixes for those. But, all the mobile ones are _M except raiden's who's _I. All the 2nd costumes, which are unlocked in krypt or beating Klassic Ladder with each Character, are _B {Except SubZero's Alt which is _A}. So the other suffixes _C, _E, _D will unlock other costumes {You can check asset folder for the Char files & see what they have}
Check out my Youtube Channel : https://www.youtube.com/user/unclefestorable
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TheJesusFish
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Re: User friendly MKX Coalesced Extract & Repack

Post by TheJesusFish »

UncleFestor wrote:Off the top of my head I can't remember the suffixes for those. But, all the mobile ones are _M except raiden's who's _I. All the 2nd costumes, which are unlocked in krypt or beating Klassic Ladder with each Character, are _B {Except SubZero's Alt which is _A}. So the other suffixes _C, _E, _D will unlock other costumes {You can check asset folder for the Char files & see what they have}
Ok, awesome. I'm running into a small problem though. In my personal Coalesced.ini, I have an Unlocked.Characters and an Unlocked.DevCharacters. All the _A skins are in the first category, and all the other skins (ones that I have unlocked and ones that are still locked) are in Unlocked.DevCharacters.

How does the game know which skins I have unlocked? I'm trying to keep this file as legit as possible (not unlocking DLC skins, or skins that are not yet available) and I am not sure how to proceed.

Thanks again for your help, duder.
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UncleFestor
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Re: User friendly MKX Coalesced Extract & Repack

Post by UncleFestor »

Anything with Dev in it only gets loaded on Developer version of the game {What they use in the Kombat Kasts} Every Time you trigger an unlock through actual gameplay it gets saved in your save file.

So no matter what you place in the Coalesced {Which only gets accessed during initial loading} it won't get saved to your save file. Because of this, the game should still trigger the unlocks as it normally would & when they do unlock it'll save those to your Save File.

I haven't had the time to fully test it yet, but I will by leaving my custom file intact while grinding to unlock a costume. Then I'll replace my custom file with the default one to see if the unlock took effect.
Check out my Youtube Channel : https://www.youtube.com/user/unclefestorable
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Sablicious
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Re: User friendly MKX Coalesced Extract & Repack

Post by Sablicious »

UncleFestor wrote:Every character is different so creating a Gui tool that lists everything for every character is unlikely to occur.

On top of that MKX is different so it'll take time to figure out names & locations of everything.
So, given the complexity in creating such tools, who made the one for SFIV? Or was it a team of modders / enthusiasts who collaborated to come up with "Ono!"...?
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UncleFestor
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Re: User friendly MKX Coalesced Extract & Repack

Post by UncleFestor »

SFIV has a completely different game engine {Not a custom version of UE3 like MKX}

So it was easier to create tools for it & hack it.
Check out my Youtube Channel : https://www.youtube.com/user/unclefestorable
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Zeikar
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Re: User friendly MKX Coalesced Extract & Repack

Post by Zeikar »

I get an error trying to repack after editing coalesced.ini, but now I hear it doesn't matter bc of the integrity check with latest patch
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Arachnophobe
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Re: User friendly MKX Coalesced Extract & Repack

Post by Arachnophobe »

Is there a way to still unlock brutalities using this tool?
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alfamega
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Re: User friendly MKX Coalesced Extract & Repack

Post by alfamega »

Any way you can update this and the unlocker? The patch yesterday fucked everything up and maybe a small tutorial on how to use this? Thanks!!
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UncleFestor
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Re: User friendly MKX Coalesced Extract & Repack

Post by UncleFestor »

Well this particular set of tools is not affected by any patch.

As far as a tut for this it's pretty self-explanatory. You only have 2 files to use Extract & Repack.

You can NOT edit the coalesced Directly so just edit the extracted files.

The command line window that pops up when running either script gives you all the direction you need.
Check out my Youtube Channel : https://www.youtube.com/user/unclefestorable
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alfamega
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Re: User friendly MKX Coalesced Extract & Repack

Post by alfamega »

I have no idea why I cant work this properly what the hell am I doing wrong!?
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alfamega
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Re: User friendly MKX Coalesced Extract & Repack

Post by alfamega »

Never mind..my fault for not giving it more time to look at the files. I had to put the ini file in the "original" folder and then extract. Jesus! lol Im not completely stupid cuz I have used one on MK9...Thanks! You're amazing!!!
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