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  1. Hi, This is a second part of the tutorial I posted on adding announce names for 2k18 characters removed from 2k19 PREAMBLE: Since 2k18, there have been problems with the hometown data in a characters pofo file not being saved to memory. What then happens is when a pofo is injected and the game is restarted, the home town is not announced during the modded characters entrance. This also occurs when one is replacing an in-game character with a modded character and the pofo data including the hometown is modified . The hometown will result to the default character's when the game is restarted. My observations/discoveries are that the hometown data is read from the profile_dat.pac file when the game is restarted. When a pofo is injected into memory, the game reads the pofo data as long as the game is still running. When restarted, the game will read from the profile_dat.pac file which contains no hometown data for added slots. What I have observed is the name announcement for a character doesn't work with the hometown data missing. So let's begin. Tools and resources required: hex editor Pac editor or x-packer Data editor 2k19 Pozzum's 2k19 memory sheet/table.. The default profile_dat.pac file located in the pac/profile folder does not contain data for extra slots. @Perfectplex modified this file to include extra slots in his perfectplextra mod, which enables additional character slots, and is installed through Custom character tools or through information he provided on his thread. The profile_dat.pac file he modified is located in the mods/perfectplextra folder once the mod is installed. This is the file we need to work with. We are not deleting anything. All we will be doing is adding missing hometown data. 1. Open the file in pac editor, highlight the 8A296......pac file and select MASS EXTRACT. You will now browse into the folder created. Look in the @8A296C4C6B41CED3.pac folder. You will see a list of DAT files with hexadecimal numbers. Each dat file represents a character slot ID, not the character pac number. If you open the WWE 2K19 memory sheet, you will notice the second column on each row is the slot Hex column. If you look along each row , you will notice The slot Hex for The Rock's Character ID (100) is 64 00 (the 64.pac file in the folder) Kofi Kingston (197) The slot Hex is 8B 00 (The 8B.dat file in the folder) Tommaso Ciampa (461) The slot Hex is 02 01 (0102.pac file in the folder) Alberto Del Rio (724) The slot Hex is 86 01 (0186.pac in the folder) To modify the slot number for Alberto Del Rio's mod, So a search to locate the 0186.pac file. For illustration purposes, you can do a search for 64.pac which is the Rock's.You can open both REMEMBER IT'S THE SLOT ID NOT THE CHARACTER PAC ID. The Rock's file looks like this Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00000000 08 00 E8 01 64 00 64 00 64 00 00 10 1C 0C 00 00 ..è.d.d.d....... 64 00 in blue is the slot numer, 6400 (00 64) is the Rock 's ID in Hex 00000010 EC 13 00 00 8C 23 00 00 5C 2B 00 00 BC 1B 00 00 ì...Œ#..\+..¼... Offsets 120 to 122 contain the Hometown data in Hex in the format 00000020 FC 3A 00 00 01 00 00 00 00 01 00 0A 09 01 03 10 ü:.............. (City) (state) (Country) THE LAST BYTE 00 is untouched 00000030 27 28 29 2C 8C 48 21 3D 46 52 65 6E 00 00 00 00 '(),ŒH!=FRen.... 00000040 01 00 00 01 01 00 03 00 05 05 05 05 00 00 00 00 ................ You will need to open data editor 2k19, select the pofo section 00000050 00 00 00 00 09 09 09 09 09 00 00 00 00 00 00 00 ................ Load the Rock's pofo file (The Rock 100) from the pofo templates 00000060 00 00 00 00 00 04 00 04 00 04 00 04 00 04 00 04 ................ Click on the Announcer Settings box 00000070 00 04 00 04 00 04 00 04 11 27 00 00 12 27 00 00 .........'...'.. You will see the Rock's Hometown data listed as 93 USA, 19 Florida, 11 Miami. 00000080 13 27 00 00 14 27 00 00 00 00 00 00 00 00 00 00 .'...'.......... 00000090 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ These numbers are in decimal notation. We need to convert these numbers to HEX 000000A0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000B0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ You can use the Windows calculator in PROGRAMMER mode. On conversion 000000C0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 93 = 5D in Hex USA 000000D0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 19= 13 in Hex Florida 000000E0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 11= 0B in Hex Miami 000000F0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ Putting them all together gives you the bytes 0B 13 5D 00000100 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000110 00 00 00 00 00 00 00 00 0C 00 00 00 00 00 00 00 ................ 00000120 0B 13 5D 00 46 46 50 46 41 4B 28 41 4B 46 46 41 ..].FFPFAK(AKFFA 00000130 50 46 3C 37 5A 55 50 4B 55 5A 50 5F 55 50 3C 5F PF<7ZUPKUZP_UP<_ 00000140 3C 50 55 50 46 55 5F 00 00 00 00 00 00 00 00 00 <PUPFU_......... 00000150 00 00 00 00 00 00 00 00 64 20 18 16 16 00 00 00 ........d ...... 00000160 00 01 01 01 01 00 01 01 01 01 00 00 00 01 01 00 ................ 00000170 00 00 00 01 01 00 01 00 00 01 00 01 00 00 00 00 ................ 00000180 00 00 00 00 00 00 00 00 00 01 00 00 01 01 01 00 ................ 00000190 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ Alberto Del Rio's, which is a modded slot looks like this Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 00000000 08 00 E8 01 D4 02 86 01 D4 02 82 0F 00 00 00 00 ..è.Ô.†.Ô.‚..... 86 01 (01 86) is the slot number D4 02 (02 D4) is the character pac ID on hex (shown on the memory sheet) 00000010 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ You will notice the hometown bytes for this mod slot read 00 00 00. 00000020 00 00 00 00 00 00 00 00 00 01 00 00 00 00 01 20 ............... To add Hometown data for Alberto Del Rio, we want to find his billing data. 00000030 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ I do that most times by looking at his wiki online 00000040 00 00 00 00 00 00 00 00 03 03 03 03 00 00 00 00 ................ His billing info says SAN LOUIS POTOSI ,MEXICO. 00000050 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ We need to locate the info in Data editor to find out the hex numbers. 00000060 00 00 00 00 00 04 00 04 00 04 00 04 00 04 00 04 ................ You will observe Mexico is 55, State is 0 and San Louis Potosi is 4 00000070 00 04 00 04 00 04 00 04 01 00 00 00 65 00 00 00 ............e... 55 = 37 in hex 00000080 A1 0F 00 00 69 10 00 00 00 00 00 00 00 00 00 00 ¡...i........... 0 = 0 in Hex 00000090 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 4 is 4 in hex 000000A0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ The data will now be 04 00 37 as shown in the 3rd illustration 000000B0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000C0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000D0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000E0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000F0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000100 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000110 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000120 00 00 00 00 37 32 1E 1F 32 32 32 21 1E 1F 2F 2A ....72..222!../* 00000130 2C 32 1E 36 3C 3C 3C 3C 3C 21 1E 3E 22 25 26 28 ,2.6<<<<<!.>"%&( 00000140 34 27 28 25 1E 21 37 00 00 00 00 00 00 00 00 00 4'(%.!7......... 00000150 00 00 00 00 00 00 00 00 64 19 19 19 19 00 00 00 ........d....... 00000160 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000170 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000180 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000190 00 00 00 00 00 00 00 00 00 00 00 00 ............ The only modification we are making is to offsets 120 - 122 Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 000000E0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 000000F0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000100 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000110 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000120 04 00 37 00 37 32 1E 1F 32 32 32 21 1E 1F 2F 2A ..7.72..222!../* 00000130 2C 32 1E 36 3C 3C 3C 3C 3C 21 1E 3E 22 25 26 28 ,2.6<<<<<!.>"%&( 00000140 34 27 28 25 1E 21 37 00 00 00 00 00 00 00 00 00 4'(%.!7......... 00000150 00 00 00 00 00 00 00 00 64 19 19 19 19 00 00 00 ........d....... 00000160 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000170 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000180 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 00000190 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ Some other examples of hometown data in hex are shown below London England 05 00 1B Venice Beach California USA 10 0F 5D After the change, save the file. Open the 8A296C4C6B41CED3.pac file in pac editor, locate 0186.pac and inject the modified one into it. Open the Profile_dat.pac file and inject the modified 8A296C4C6B41CED3.pac into it. Place a copy of the modified profile_dat.pac in the mods/perfectplextra/pac/profile folder. If you haven't got a mods folder, you can place it in the pac/profile folder. Do backup the original file first. Restart your game and play a game with the character you have modified. You don't need to perform any save in-game. That's it. Good luck.
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  2. Render Rig for C4D: http://www.mediafire.com/file/tvqaadwj3px61f6/Render+Rig+2K19.c4d Sorry for no audio. I had issues with my sound recordings. This is pretty much me going through the steps. The rig setup allows you to use my file as a reference and create better quality ingame renders. Any questions, feel free to ask.
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  3. First of all, I need to give a shoutout to @hovathagod32 & those who were talking about fonts in his Arena Information thead, That is what led me down this rabbit hole. The OP of this thread is going to get tech heavy for awhile, as it raises more questions than answers, but it's necessary in order to get anywhere with fonts. I have my theory, but it's just that at this point, a theory, based on deep analysis and knowledge I have from past experiences. The reason I'm putting it out there in "Tools & Resources" is because it is a resource. What is it a resource for? Fonts. Why is it a resource for fonts? Nobody knows yet, not even myself. --------------------------------------------------------------- I removed all information about .fnt files, since I've found (albeit minimal) information that a .FNTPACK and a .FNT are not the same format. --------------------------------------------------------------- Before I get in to hex stuff: 1. FTPK stands fot FNTPACK - I found, albeit minimal, information on the format here - http://www.java-gaming.org/topics/fontpacker-pack-truetype-fonts-into-your-game/30219/view.html (The tool in that post has a broken link, but I managed to dig it up - fontpackerbeta3.zip - It probably won't help with 2K19, but it's still a start to understanding these files. Turns out this tool is also open-source with a github page here.) 2. ATB0 --- the more I look in to it, is still an unknown, due to the fact I now know .fntpack is an evolution of the .fnt format from back in the day that utilizes TrueType. --------------------------------------------------------------- Looking at the .pac files for information: tag_locator_win.pac: These lines correspond with the nested pac files inside: FF FF FF FF 99 91 47 C2 A5 B5 C2 4A 00 00 00 00 0C 00 00 00 FF FF FF FF 27 E8 85 D4 76 86 64 14 00 00 00 00 18 00 00 00 FF FF FF FF ED 19 19 47 12 39 3C 5C 00 00 00 00 24 00 00 00 FF FF FF FF 3D 27 26 57 83 2B F5 B2 00 00 00 00 30 00 00 00 FF FF FF FF EF CB FD 85 47 6F 9A FE 00 00 00 00 3C 00 00 00 FF FF FF FF 73 FD 4B 0E 0D 84 D1 74 00 00 00 00 48 00 00 00 FF FF FF FF 20 C4 FE 7A 47 2F A2 A2 00 00 00 00 54 00 00 00 FF FF FF FF DC D2 D1 22 C3 91 9E 7F 00 00 00 00 60 00 00 00 FF FF FF FF FF 0E 24 40 48 C2 AD 96 00 00 00 00 6C 00 00 00 FF FF FF FF A5 0D E1 93 37 39 DE 37 00 00 00 00 78 00 00 00 FF FF FF FF 5F F6 7D 1A 4C 0F D1 05 00 00 00 00 84 00 00 00 FF FF FF FF 33 F6 C0 F2 F5 4E 60 F8 00 00 00 00 90 00 00 00 FF FF FF FF 7F 7D 40 91 5B B4 CA 84 00 00 00 00 9C 00 00 00 FF FF FF FF A9 A0 61 6C 40 D2 69 59 00 00 00 00 A8 00 00 00 FF FF FF FF D1 EC A6 AA 43 BA 46 97 00 00 00 00 B4 00 00 00 FF FF FF FF E1 DE E3 B4 35 5A 41 F2 00 00 00 00 C0 00 00 00 FF FF FF FF 8C B7 88 D9 8C EA 0A 0F 00 00 00 00 CC 00 00 00 FF FF FF FF 07 73 C5 32 AC DD D8 5C 00 00 00 00 D8 00 00 00 FF FF FF FF B5 B2 73 3F 82 F5 7F 42 00 00 00 00 E4 00 00 00 FF FF FF FF 61 B4 E9 7A 6F 92 07 50 00 00 00 00 F0 00 00 00 FF FF FF FF 6A 93 A3 B6 DE 47 75 90 00 00 00 00 FC 00 00 00 FF FF FF FF B6 A4 93 F3 87 98 37 D4 00 00 00 00 08 01 00 00 FF FF FF FF 7F D1 A0 3F 3E 06 66 91 00 00 00 00 14 01 00 00 FF FF FF FF A1 B1 69 27 54 4D 51 27 00 00 00 00 20 01 00 00 FF FF FF FF B7 CB C2 11 FA 72 27 5C 00 00 00 00 2C 01 00 00 FF FF FF FF 1E 66 32 78 93 E2 35 66 00 00 00 00 38 01 00 00 FF FF FF FF 45 8C 8F 12 1C DF 9C 0B 00 00 00 00 44 01 00 00 FF FF FF FF 4E 12 ED 70 D8 16 FA A3 00 00 00 00 50 01 00 00 FF FF FF FF CE 08 6E 65 F8 1C D0 35 00 00 00 00 5C 01 00 00 FF FF FF FF 6A 46 86 A7 07 BF F0 87 00 00 00 00 68 01 00 00 FF FF FF FF F7 C1 99 61 C4 49 E0 2C 00 00 00 00 74 01 00 00 FF FF FF FF 58 90 6A E7 F2 6B 9C FD 00 00 00 00 80 01 00 00 FF FF FF FF 27 0F 2D 55 02 34 44 63 00 00 00 00 8C 01 00 00 FF FF FF FF 6D 6E D4 ED 4A 2A 2B 8F 00 00 00 00 98 01 00 00 FF FF FF FF 6B 7D 09 5E B5 5E E2 95 00 00 00 00 A4 01 00 00 FF FF FF FF DA 7A B1 A3 D6 74 31 A0 00 00 00 00 B0 01 00 00 FF FF FF FF 77 33 5A 27 37 C3 2C 3E 00 00 00 00 BC 01 00 00 FF FF FF FF 12 FB 19 34 D9 69 53 4B 00 00 00 00 C8 01 00 00 FF FF FF FF BE 03 15 C5 5C CC 3B 63 00 00 00 00 D4 01 00 00 FF FF FF FF 78 04 51 90 5E 58 32 94 00 00 00 00 E0 01 00 00 FF FF FF FF C6 77 6E E2 F1 A6 A4 0C 00 00 00 00 EC 01 00 00 FF FF FF FF 8D F9 C0 83 3E 52 C7 E1 00 00 00 00 F8 01 00 00 FF FF FF FF 2D A0 EA 2B 7E 8C EC 6D 00 00 00 00 04 02 00 00 FF FF FF FF DA FA A3 A3 73 49 12 A6 00 00 00 00 10 02 00 00 FF FF FF FF 68 E7 47 19 8F 18 65 BF 00 00 00 00 1C 02 00 00 FF FF FF FF 0E 96 6D 75 DA 63 37 2E 00 00 00 00 28 02 00 00 FF FF FF FF 3C 93 13 A0 91 15 78 53 00 00 00 00 34 02 00 00 FF FF FF FF AC 1F 26 60 FC 0B 9F 84 00 00 00 00 40 02 00 00 FF FF FF FF 66 97 D7 32 8E 99 2B 6C 00 00 00 00 4C 02 00 00 FF FF FF FF 7E 6C E0 13 FD 80 4B 3D 00 00 00 00 58 02 00 00 FF FF FF FF 4E 32 25 D4 AC 73 3F 21 00 00 00 00 64 02 00 00 FF FF FF FF FF AF B1 C6 B4 64 8F 92 00 00 00 00 70 02 00 00 FF FF FF FF B9 C5 A0 3C A0 2D 8F 2B 00 00 00 00 7C 02 00 00 FF FF FF FF F1 40 D1 B7 02 3A 55 A8 00 00 00 00 88 02 00 00 FF FF FF FF DE 46 7B EB 09 1E 57 38 00 00 00 00 94 02 00 00 FF FF FF FF DE 28 B9 D0 CE FB 39 AF 00 00 00 00 A0 02 00 00 FF FF FF FF A4 E8 F2 99 FC EE 9F CF 00 00 00 00 AC 02 00 00 FF FF FF FF 32 F7 5B 1C 67 CC D0 C6 00 00 00 00 B8 02 00 00 FF FF FF FF Here's a single line in relation to a .pac file inside (The one I will dig through below), in this case, the .pac file would be 0E966D75DA63372E.pac: 0E 96 6D 75 DA 63 37 2E 00 00 00 00 28 02 00 00 0E966D75DA63372E.pac: I don't know what the first set of lines stands for, but these are the only ones that stand out before path & DDS file information inside the .pac. FF FF FF FF 65 66 4F 30 B6 84 38 9D 00 00 00 00 10 00 00 00 FF FF FF FF F9 63 8D 08 3A 09 31 51 00 00 00 00 20 00 00 00 FF FF FF FF 5C E0 D9 9F AF B0 16 C5 00 00 00 00 30 00 00 00 FF FF FF FF B0 04 5C 14 64 B4 82 C4 00 00 00 00 40 00 00 00 FF FF FF FF C4 70 DE 4C A8 BE 39 5B 00 00 00 00 50 00 00 00 FF FF FF FF 8A 1D 78 CE 9D 72 11 3E 00 00 00 00 60 00 00 00 FF FF FF FF F0 A4 C9 3E EC D7 69 3E 00 00 00 00 70 00 00 00 FF FF FF FF Right below them are lines corresponding with files: 00 00 00 00 70 01 00 00 87 00 00 00 00 00 00 00 01 00 00 00 00 02 00 00 B8 04 00 00 00 00 00 00 02 00 00 00 C0 06 00 00 EE 00 00 00 00 00 00 00 03 00 00 00 B0 07 00 00 EE 00 00 00 00 00 00 00 04 00 00 00 A0 08 00 00 59 D1 01 00 00 00 00 00 05 00 00 00 00 DA 01 00 24 CE 00 00 00 00 00 00 06 00 00 00 30 A8 02 00 DC AC 00 00 00 00 00 00 07 00 00 00 10 55 03 00 D5 A5 00 00 00 00 00 00 And down below them a little bit is a chunk of hex related to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ll dissect the .FTPK files from this pac later when I get time, wanted to update what's here so far for now before I went to work. --------------------------------------------------------------- Besides that, I'm stuck, and don't know what to do now... It's driving me insane and has been for a week. Everything here is just a theory, an educated guess based on what I can find, for all that I know, I could be completely wrong, the info in this thread so far could be for nothing, that's why I wanted to release this R&D topic in its ongoing state, that way maybe you guys out there could help. Of course, as always, I will update this with anything I find as I find it, and try to pick as much information as I can out of game files that might help and put it here, got any questions for me, please ask, I'll answer them, and pms are always open, until then, if you try to figure it out and decide to jump down my rabbit hole, then good luck!
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  4. You need to install the super string. I don't know. Maybe rebuild the def? if it doesn't show up try a new slot. you have to find the hex color code in the atb0 and change it
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  5. Maybe because you changed the # in SelectNum 2? This is what my misc01 looks like right now(the highlighted ones are all added arenas that were left out from 2k18) All I did was change the # in SelectNum and A2 columns to match their /entrance file # and then edited the string, maybe try starting over with a fresh misc01 or try replacing one of these slots instead of an unused one like 55?
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  6. open it with hxd or any hex editor. but the 0000 file is neither a dds or video file, I'm far from being an expert, but it seems it list each versions of the "don't try this at home" for each languages, maybe to tell the game wich file to use depends of wich languages is set extract the biggest files (those over 30kb in that case) they are the dds files (for example 000B is the "don't try this at home" in spanish, 0002 in english etc... once decompressed just change the extension from uncompressed to dds.
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  7. Maybe this could help you https://smacktalks.org/forums/topic/71285-rigging-renders-for-wwe-2k19-with-cinema-4d/
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  8. I keep getting DMs and posts about the arena project so I'll just make a statement on here for those who are curious about it... YES, the arenas are still being worked on(and in a big way), in fact it's still taking up most of my modding time, otherwise I would probably focus on /ch mods a lot more. @JManny will be releasing what will essentially be V2 of the golden era arena mod pack, although he has put SO much work into it that it feels blasphemous to say it that way. That pack will be released on his page some time in July if all goes as planned. Seriously, it's going to be amazing! I have been working on yet another arena project on top of all this as well, it will focus on Attitude/Ruthless Aggression era arenas(most notably the 2k16 arenas) I am not sure yet when this one will be finished, likely a fair amount of time after @JMannys project releases. So no worries everyone there is still a LOT of work being done on arenas, nothing has been abandoned. @noobmodder Yeah I forgot to change that screen in V1 of the mod, it will likely be something different when their final forms are revealed, same with the LED banners in the stadiums. Play this video while you look at the previews PLEASE DO NOT QUOTE THIS POST IF YOU REPLY IN HERE, IT WILL JUST CLUTTER UP THE PAGES FOR PEOPLE WHO ARE LOOKING FOR THINGS!
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  9. He looks freaking awesome man! Damn, he looks good.
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  11. Well....it's definitely a good start. The needs a bit more work, but I can see Morgan in there.
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  12. Thank. I have a few more finishin touches to put onto Chono before I can release. Busy with the next release of X-Rey coming in the next week or so. I've also created renders for every mod I've released so far, will be releasing this soon as well. A quick preview:
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  13. You're welcome dude. Happy to be of service. Just a heads up though, he's also used the Claw Hold and the Powerbomb in AAA. Everything else is basically a motherload of suplexes and kicks.
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  14. Already being used for Hogan. One thing is, different users will inject over different characters , so it's a bit tricky for me to select character names to inject into as others might be using them. If you look on the first post and in the instructions text in the zip, you will see the character names which are already used. It doesn't mean they can't be assigned to another slot, in which case the sound_p30.pac file will need to be edited according to one's preference. Which is why I decided to put up a tutorial as I see that each individual will set up their game differently. I will put up the ring announcer audio files, then you can decide which audio you want to inject into and send me a PM.
    1 point
  15. @Leingod It must be something else causing the crash, I know for sure that Cena works, a few people tested it for me while I was making it, you should just be able to drap/drop it in your /ch folder, shouldn't even need to rebuild the chunk.def, you only have to do that if you add files to the game, these only replace.
    0 points
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