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Simple Mod Manager 2018 [WIP] The following features will be available from the Mod Manager: - Multiple profiles (Each profile is independent and can contain multiple mod-files) - Create own mod archives (with password protection, if you want) and categorize them - Install mods directly from zip or internal smmod-archives - SMM installs pofo, moveset, team-info and match files automatically after the game has started with the tool - Organize your mods - browse, enable, disable and uninstall mods at any time - SMM doesn't overwrite game related files and keeps your vanilla game untouched - SMM uses a symbolic link to separate your modded directories/files from the vanilla game - It will load all the mods for the currently selected profile at runtime and delete the link after you've closed the game. It will also add and remove all necessary chunk cache entries automatically! - Additional command line arguments can be passed - SMM can be launched via a shortcut or command line to execute a given profile (setup a shortcut with the following: SimpleModManager.exe -profile yourprofile) - SMM will automatically launch your game with all modded files ~ more info soon I'm currently looking for some beta testers, so if you would like to test this tool, please let me know!2 points
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It's still under development but there is nothing new to show at the moment. It's mostly polishing and fixing bugs and some design decisions still need to be made. I am currently considering how I could implement this best. These are mainly structural changes, therefore the compatibility with existing mods and, for example, the question of how and if I could identify incompatibilities and how I could leave the user the choice in which slot he wants to install mods. I'm also thinking about releasing the tool for 2K19, since many mods have been released and probably will not be adapted to SMM, but I want to ensure compatibility. Currently, most character mods are "incomplete", so there are usually no movesets or pofos withing the archives. You have to download them separately. But it doesn't really make sense to have 2-3 archives per CH mod. So I need to find a way to handle that situation. Any ideas are welcome. Another idea was to grab some changes which have been made for SMM and implement them in CCT. For example instead of "injecting" movesets and pofos into memory, there could be another way.. All your movesets and pofos are locally stored and you just put them in a special folder where CCT reads and injects them automatically. That would have many advantages, for example you could easily change the files with DataEditor. And that would fix some problems where, for example, values are always reset to default values (for example, the location or DLC flag). Since all values will be injected each time you start the game.2 points
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Hi, This is the third part of the evt_data.pac tutorial of discoveries. As I have mentioned in the previous parts of this tutorial, I don't claim to know all things, but I will share as much as I know or have discovered. I also focus on aspects of the file which I believe will be of more interest to the community or which can be practically implemented in their mods. In this post, I will be discussing tag team title entrances. As you are all aware, you can't set tag team title entrances in the game (even with data editor), only tag title Victories. Tag teams in the game with separate title entrances are : The Ascention, The New Day (trio and duo combinations) and the New Age Outlaws (2k17 and the 2k18 mod). This is also good for setting alternate entrances with tag team titles With the instructions in part 1 of this tutorial, you will need to perform a mass extract of the evt_data file located in the pac / evt folder with pac editor. open the folder named @6A95E7DD7C121B66.pac and examine its contents. You will need to locate a file 02.dat which is an extracted file. the archive it is extracted from is 02.bpe. Open 02.dat in a hex editor and you will see the following data : You will discover a pattern of a pair of entrance id's . They are listed as 730 731.. 750 751.. 748 753.. 711 752.. 780 791 730 731.. 730 represents the Ascension tag entrance and 731 the Ascension tag title entrance id 750 751.... 750 represents the New Age Outlaws tag entrance and 751 represents the New Age Outlaws Title entrance. Now this is interesting because it seems the developers left the entries from wwe 2k17 since the New Age Outlaws are not in 2k18. If you are using the mods, you will notice the entrances are 00750.pac and 00751.pac. The title entrance for this mod works because the entries have been left in the evt _data file. If the 00751.pac file is not placed in the evt folder, the New Age Outlaws entrance will be skipped when they are set as tag champs in the game. This is because the game tries to locate the 00751 file and will not use the 00750 file with the tag belts around their waist which is the generic tag title motion. 748 753 … 748 is the New Day duo entrance (Big E and Woods) , 753 is their Tag title entrance 711 752 … 711 is the New Day duo entrance (Kofi and Woods) , 752 is their title entrance 780 791.... 780 is the New Day trio entrance . 791 is the New Day trio entrance 3 . This is just an alternate trio animation when they are tag champs. It can be substituted with 783 so it reads 780 783.... Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00000000 30 20 30 0D 0A 37 33 30 20 37 33 31 0D 0A 37 35 0 0..730 731..75 00000010 30 20 37 35 31 0D 0A 37 34 38 20 37 35 33 0D 0A 0 751..748 753.. 00000020 37 31 31 20 37 35 32 0D 0A 37 38 30 20 37 39 31 711 752..780 791 00000030 0D 0A 30 20 30 0D 0A 30 20 30 0D 0A 30 20 30 0D ..0 0..0 0..0 0. 00000040 0A . . Editing the file and reinjecting is the same process as outlined in parts 1. If you have any questions, do ask. Thanks.1 point
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I really require help tracking down a files origin or the file which calls for the shdc ID I have been looking for. All I know is that it relates to slot100 ch100 The Rock I am looking for the file origin or which file calls for the shdc code 09 E5 40 D3 85 BF 9E C4 I am capable of finding the memory in cheat engine, I require help tracking down what file it belongs to or which file calls it. If I can find the origins of this file I MIGHT be able to figure out adding renders for custom characters.1 point
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I feel the same.. I want this WCW/nWo project to be finished so bad because we haven't had a WCW game in a very long time and I just want to personally sit down and play it. WWF too, but on a lesser scale because we've had 2K16 and WWE '13. It's a heavy task because it's such an one man thing and each year most of the time is spent learning new things, which in turn helps you get better at your actual modding work (creators curse lmao).. and hell, we're still learning lol. It's a never ending cycle because when you get into a groove, a new game is right around the corner. Again, excuse my ignorance, but would creating a new file in itself kinda similar to the DLC files be easier to do or would that still require the same process due to the fact that the game has to pull from somewhere? Either way, that write up is definitely helpful. I'll try to mess around and search again when I get some free time. My hope is that more people get involved with experimenting with this because this is definitely something most modders want in their games.1 point
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I'm going to now walk through how I came to the original SHDC ID that I am searching for. If you want to try this you will need the game (durr) and cheat engine or dump the memory using task manager after the save has loaded (menu screen). Using the render ID list which I will post a link to at the bottom of this post lets grab The Rocks type A ID which is 82FCE94DA870BEA0 Now using the settings shown here We will find 2 entries, the first is when it loads in to the 'pool' when it reads all the data and the second is when it sorts it into memory allocations. It is the second entry we will look at so right click and choose 'Browse this memory region' You will find that the render ID is trailed by 00 00 00 00 4C 08 00 00 FF FF FF FF Now we will do a New Scan and search for "00 00 00 00 4C 08 00 00 FF FF FF FF" instead Now we find 4 entries. you can test this by browsing each entries memory region but you will find the first three entries are as so. Highlight the first entry, 'Browse this memory region', scroll up to see what is before the "00 00 00 00 4C 08 00 00 FF FF FF FF" and you will find it is The Rocks type A render ID, the second entry is the Type B and the third entry is the type C entry. The fourth is the anomaly however and this is where you will find it has the 09 E5 40 D3 85 BF 9E C4 By doing a new scan for "09 E5 40 D3 85 BF 9E C4" you will find it has two entries, The second being the current linked to renders entry and the first being 09 E5 40 D3 85 BF 9E C4 04 2E 04 00 D4 9D 06 00 FF FF FF FF Which is where it will be called in from whatever file or rule that streams it to the 'pool'. If I can figure out what this file or call is then I could technically try and follow the entries of modded characters using this entry and see if I can realign renders from one character to another, and see if saving it to memory it creates a generated SHDC ID for the render, which would then be able to be used as a new render entry for the game to read and apply to that slot just as it works for replacing renders. This is of course just a line of theory to go down and can't promise it will work but at this point I'm game to try it to at least eliminate that method from the tests. This is the dynamic entry which displays the render Also related is this entry, it also changes upon whichever character you are highlighting, I have also found that although the replaced renders end on CA 09 the default renders have C9 09, the first 2 bytes change for each character.1 point
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I haven't even got round to starting my universe mode on this years game and 2K19 is nearly out lol, I am trying to get things tied up with 2K18 and hopefully 2K19 wont prove to be a problem adapting all current findings to that game, for some reason 2K18 has been nothing but an experimentation when I'm in the mood, 2K should take a leaf out of Fire Pro's book and embrace the modding community, I only buy the games because of modding and I'm sure many follow that logic too so to keep throwing spanners in the works just deflates interest from people who just want to be able to do simple things like change names and add renders to mods. Theres a reason games from years ago retain interest and a continuous stream of people buying old games, mods, even if we manage to mod the game to the absolute current day rosters and arenas, etc we would still buy the new games, I think they fear that with mods it makes a new game redundant, a bit silly really because sports games sell well every single year despite being practically identical to the last, all they need to do is change storylines and update rosters and such things and the most important thing for me is to keep building on the universe mode and adding stories to try and head that mode in a dynamic way which offers unpredictability and keeps players interests. That and offering more and more customisable options throughout will keep people coming back year in and year out and modding will only help them in the long run. Look at games like Skyrim, been out years, still able to repackage and sell the game because of the modding community keeping the game fresh and yet we fans of the Elder Scrolls games still thirst to buy the next game in the series. Sorry to go off on a tangent, its just frustrating how something which should be so simple to do is locked behind these stupid SHDC scrambled ID's. I'll be doing a lot of tests AGAIN focussing solely on renders for the next few hours so if I find anything of interest I will post in this thread. Don't hold your breath though, been through this torture far too many times.1 point
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I understand that part, mainly because that's kinda like adding arena stuff (nameplates/locators) but just different files included. They have the same type of file structure but with videos and images except just the render dds. I figured that the DLC additions would be key to figuring out how it all works, but they didn't add to those original files, they just made completely new files just to hold a handful of assets lol... I've been kinda restricted, even more now with losing a lot of my arena project files.. but I'll keep a lookout. Common sense is telling me that file should be somewhere in pac/root or the pac/menu folders, but I didn't see it on my first run through.1 point
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I haven't Previewed or even really tried to start a CAW from scratch in about 10 years.. I couldn't find a Milano Collection AT CAW anywhere and there's 1 Gary Albright up.. I did d/l it but then I decided to give him a shot myself.. These are no where near done I still have some things to work out plus do move sets for the 2.. Milano's coat selection isn't final I kinda just slapped one on.. I still have to do all the designs on it as well.. Albright's attire is pretty much done just need to do an entrance attire for both attires and select a 2nd attire for him (I might do a UWFi attire instead of another AJPW attire)..1 point
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I went through all the obvious files last night and couldn't find anything. I'll try again tonight. Surprisingly, it wasn't anything in the root folder if I'm not mistaken. I want to double check that.1 point
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@HanleysFramer Chunk0.arc is a cache, thus it contains copies of the actual files (or at least parts). Besides that, changing anything in that file should break it's integrity and thus it's content should no longer be loaded (and when modding it needs to be changed/empty so the cache is no longer used). Maybe there are references to the actual files in there, though, although I doubt it. We'll have to find the actual files that hold those entries.1 point
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They are found in the Chunk0.arc. All SHDC and HSPC ID's are found within that file. I've tried adding ch pac's to it before and got a third of the way through the match loading screen. Did a brief dig and this is what I got for the chunk itself. 9 Since these were the only files I found referencing HSPC or SHDC pac ID's, I previously assumed this would be how we would add renders. Although there's another ID renders contain that I can't seem to crack: This from a zlib that you can find right at the bottom of hspc pac files. Hope this helps.1 point
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Man, I wish I knew... @squaredcirclefan has been coming up with some good discoveries, maybe he might know ? If you're able to add that might open up a whole can of worms to other possibilities. If that's the bytes you need.. I'll search through my mass extracted directories until I get sleepy1 point
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Super early EC3 pics. Is he too big or should I make him smaller (Also I still need to fix hair color and the 00CE).1 point
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Started on an ec3 mod yesterday. Let's see if I finish it.1 point
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