[NCM] OmegaMathauS's MK4 Tanya Fixed

Post Reply
User avatar
DickChapy
Warrior
Posts: 222
Joined: Mon Feb 01, 2016 4:51 pm

[NCM] OmegaMathauS's MK4 Tanya Fixed

Post by DickChapy »

ORIGINAL MOD: http://www.mksecrets.net/forums/eng/vie ... =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
CHAR_TanyaDLC_M MK4 FIXED.7z
(36.2 MiB) Downloaded 794 times


User avatar
joven1
Immortal
Posts: 828
Joined: Wed Dec 30, 2015 3:40 am
PSN: joven4516
Location: Philippines

Re: [NCM] OmegaMathauS's MK4 Tanya Fixed

Post by joven1 »

Nice Update Chappy welcomeback to the scene.
User avatar
x7mv400
Mortal
Posts: 4
Joined: Sat Jul 15, 2017 2:37 am

Re: [NCM] OmegaMathauS's MK4 Tanya Fixed

Post by x7mv400 »

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
User avatar
DickChapy
Warrior
Posts: 222
Joined: Mon Feb 01, 2016 4:51 pm

Re: [NCM] OmegaMathauS's MK4 Tanya Fixed

Post by DickChapy »

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.
User avatar
x7mv400
Mortal
Posts: 4
Joined: Sat Jul 15, 2017 2:37 am

Re: [NCM] OmegaMathauS's MK4 Tanya Fixed

Post by x7mv400 »

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?
User avatar
DickChapy
Warrior
Posts: 222
Joined: Mon Feb 01, 2016 4:51 pm

Re: [NCM] OmegaMathauS's MK4 Tanya Fixed

Post by DickChapy »

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.
User avatar
PotatoSack222
Mortal
Posts: 1
Joined: Mon Aug 28, 2017 1:53 am

Re: [NCM] OmegaMathauS's MK4 Tanya Fixed

Post by PotatoSack222 »

How can you install this? it doesn't show up..OH BTW im on mkx
Post Reply

Return to “Mortal Kombat X PC Skins, DLCs and NPCs”