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Showing content with the highest reputation on 10/07/2022 in all areas

  1. Hello all, I decided to post here my pofos (and possibly movesets, but I do it very rarely). I would update the link so that you can recover the pofos easily. I will also take the opportunity to make an updated list of updated pofos. UPDATED on a new better link the 15/08/2024, more than 2749 files (pofos & movesets). - Link Pofos & Movesets (with stringfile updated) new .rar folder updated 15/08/2024 : Pofos & Movesets + Stringfile Don't hesitate if need to leave your requests, I would do them as soon as I could. Enjoy Ben
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  2. Hello guys. This is my modding thread for WWE 2K19. Patreon: patreon.com/REFAT If you use my mod in any video showcase credit me. DM me on Smacktalks or discord at refat#2103 for queries.
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  3. Hey Guys, I have added 49 additional caws to the legends mod, most with additional attires with their own renders, themes, titantrons and logos. I injected some and modified them, created a lot of them as well myself. There are various CAWs from the Golden to the Ruthless agg era like The Mountie, Genius, Ronnie Garvin, Barry Horowitz, Steve Blackman, A-Train, Big Evil Taker etc.. I’ve also added a few tag teams like Faces of Fear, The Orient Express, Los Guerreros, Team Angle/WGTT. To install back up your old files, for the save file remove my profile ID and add yours on. REHASH/SAVE and replace it with mine. (The CAWs we’re added after I installed Sean’s save with all the movesets) Replace the mindex folder for the themes with mine and drop the new trons in the titantron folder… Its taken me a while to put this together hope you guys enjoy the additional caws. 😀 https://mega.nz/file/3rQmBLZJ#JYI5j3I_ps2KEuMB4-TRs-kchwVv4t2oL5vEKji-8Ek https://mega.nz/file/T3JkFQAT#f5HtCUvKaoSOCbO9CXc-q7bo4K3yXcXuLWKA-FhIgGY https://mega.nz/file/nmwhQYyI#hzOd2091fRqUlkzlPouEVBzFQOOEhQyGJRhpkFlnUHE
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  4. @ebilbryan @Wolfstrike28 Don't use cct for refs. manually inject into these pacs in pac/ch folder Their renders are in this file > pac\menu\win\Assets\wwe19_texture\ltag_referee_select_win.pac
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  5. Hi, This is the first in another series of tutorials in which I will be explaining the little I know in 2k22, some which can be of benefit to hep in understanding the gam's data structure better and know whats possible and what's not . The first thing I will say here is, this game is not 2k19, therefore there are a lot of new processes you will have to learn and a lot of things will have to be done differently. The processes have changed since WWE2K20 so a lot of the procedures I will describe also apply to 2k20. In this tutorial, I will be explaining the charactermapping.jsfb file which you will find in the Characters folder in the bakedfile00.cak. You will need Caketools to open the baked file and extract the charactermapping file. First you will need to have the hex editor HxD downloaded and installed on your PC which you need to open the file. if you modded WWE2K19 and previous games, you will know the chaarcter models are in pac files and all you need to do is: Inject the chaarcter model pac files using Custom Character Tools or place them in the pac\ch folder inject a pofo and moveset file for the character through CCT or through cheatengine. Regenerate the chunk0.def file using CCT. - This is an important procedure as the names of the pac files you have injected are listed in the chunk0.def file. The game will only load files with names and folder locations listed in this file. All this has changed with 2k20 and 2k22. Each character's files are in folders which you will find listed in the Characters folder. You will find a few spread across the baked files.. This is a screenshot of the Characters folder in the bakedfile00 with the charactermapping file. To extract, double click on the file to highlight it and select the icon highlighted in the screenshot. It will only appear once you double click. This will extract the file to a location of your choice. So I'm going to be practical here. I will use Kane ID 107 to illustrate.. The folder for Kane's character is in the bakedfile02.cak. Open the file in caketools and navigate to the Characters folder. Highlight the Kane folder as shown When you highlight the filename and look on the right window, you will see there is a hash and an ID. This is an ID generated based on the folder name and the file path. This ID is unique for every folder in the game, including character folders. The 107_Kane_2018 folder has it's own hash ID 6200D2 BO87B1E360 The 107_Default_Attire folder also has it's own hash. 903510F1B4D300ED The game will need to read these hash bytes to know what folder to load Kane's basemodel and attire textures when the character selected. So what files does the game read to know which folder hash ID is linked to which character? This is where the charactermapping file comes in. Open the file In Hxd and you will presented with a lot of data which might not make any sense at first. You first need to know Kane's ID. You can lookup this ID in the list compiled here. You will need this list in the other tutorials I will post. https://docs.google.com/spreadsheets/d/1t2UK5qzkw8qqJhV1ZD7U61VYCJThjswcxw4c4YJH3I4/edit#gid=444977815 From the sheet , you can see Kane's ID is 107. The format the ID's are listed in the file are in Hexadecimal. If you look at the Bakedfile02.cak file, you will also see there is a 107_Kane_Suit file.. This is for the Myrise Kane suit attire, but is not listed as an alternate attire in the game for Kane. That folder also has its own hash. The default attire for any character will be listed in the format XXX00 Where XXX is the ID for the character. The first alternate attire or alternate attire 2 will have the ID XXX10 Attire 3 attire ID XXX20 Attire 5 ID xxx40 This is not just for 3 digit ID's. If you are using the vacant slot 1013, the default attire ID will be 101300. Kane's default character ID will be 10700 and attire 2 will be 10710. The ID has to converted to hexadecimal format. It is highly recommended you use the Windows Calculator, and set it to PROGRAMMER mode rather than an online Hex converter.. The calculator is important as you will be using it in a few of the tutorials I will post later on. Converting 10700 to hex will give you 29CC The data entered into the files is usually in the endian format so it is reversed as CC 29. Now Ive seen quite a few cases where modders are confused on inverting the ID and end up with the wrong values. A wrong value will mean the modification will not work or your game will get stuck on loading or crash when trying to load the model as it can't locate the data. So let me try to break it down a bit here. If I convert a number like 101. This is 65. This is only 2 digits. We want to make it 4 so we add 2 00's so it's 00 65 100 converted to hex 0064 123 converted to hex 00 7B. Each pair of digits is one byte so the 00 is a byte the 64 is a byte. This will be 2 bytes. When we swap, we are swapping the bytes. 00 64 becomes 64 00 00 7B becomes 7B 00. 368 converted to hex is 170. This is three digits. We need to have the number in even pairs. add one 0 before making 4 so it becomes 01 70 When you invert. remember it's in pairs. Place the 70 first and the 01 after it. You will come across ID's which have longer digits. for instance the character ID 924 Karrion Kross 92400 converted to hex gives you 1 68 F0. we are breaking down the numbers into pairs of 2. there are 5 digits here which is an odd number, we need to set it as even making 6. adding a 0 right before (not after) and the number becomes 01 68 F0. when this is written in Endian format, its written as F0 68 01. we are reversing in pairs. Other examples. 01 32 B9 in endian will be B9 32 01. String ID's for names in the pofo data are also written in endian. If you look up a string name in the Sdb file and it has the ID 45F8217B ,it will be written as 7B 21 F8 45 (This is for another tutorial) Now lets move on. We have flipped Kane's ID as CC 29. This ID is searched in the charactermapping file (Ensure you are using the Hex Values Tab) Here is a screenshot of the data. You will see here that the next 8 bytes after it is the ID for the main character folder and the next 8 is the ID for the attire folder. This is the format in which the folders are listed for character models. Lets lookup the Kane alt attire which will be 10710 converted to hex 29 D6 and written as D6 29. Search for D629 in hxd. Here is a screenshot You will notice the first hash is the same as the previous as they both share the same main folder ID but the other hash is for the Suit attire folder. The basemodel folder is not listed for main characters, only for NPC's like the security guards who haven't got an attire folder. Its good to experiment and play around with different ID's and hash bytes. At present, there is no tool to add data to the file without replacing, so if you wanted to place a model in an unused slot, you will have to replace one of the hashes for an alternate attire or unused attire in the game. It is also possible to have the model mapped to a different slot. For instance If I wanted the Kane suit model to load on Roman Reigns slot 368, I will convert 36800 to hex which is 8FC0 write in endian format as CO8F, then replace the D6290000 with C08F0000. Remember though since Roman's model will also have the C08F0000, that will have to change or the game will read any of the 2. The model can also load in an unused slot 106 for instance by CONVERTING 10600 TO HEX (2968) flip as 6829 and replace D629 with 68 29 as shown here. This model will now load in unused slot 106 if the slot is unlocked and a pofo is installed. All this and more will come in another tutorial.
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  6. Hi. This is the third in my series of tutorials. In this tutorial, I will talking about generating an alternate attire menu through modifying the charprofiletable.roster.jsfb file Before I begin I will want to state a few things : Thjis is not a beginner tutorial, so if you are just beginning to mod 2k games and do not know anything about hex editing, this tutorial is not for you. Reason is, any mistakes made in modifying the charprofiletable.roster file will result in the game crashing on strartup or not starting up. I will assume that before attempting this tutorial and the other about slot unlocking, you are comfortable with hex editing and are able to troubleshoot errors if the game does not star after making a change. I will also assume you have caketools for 2k22 modding and know how how to extract a file from one of the baked files. WHAT YOU NEED, A copy of the charprofiletable.roster which is extracted from the bakedfile00.cak file using caketools (look in the Roster folder) Hxd or any Hex editor. A copy of a list of 2k22 characters with their 6 bytes slot ID/slot number combo. https://docs.google.com/spreadsheets/d/1t2UK5qzkw8qqJhV1ZD7U61VYCJThjswcxw4c4YJH3I4/edit#gid=444977815 I will give credit to @prototype on the PWM server for his initial findings on this topic. In order to be practical here, I will show how to generate an alt attire menu for 2 characters: Goldberg who has an alt attire and Shawn Michaels, who also has 2 additional Myrise attires.. First thing to do is extract the charprofiletable.roster.jfsb file from thebakedfile00 (Roster folder). As shown in the screenshot below, the file will need to be highlighted before you see the marked icon displayed . Select this icon to extract just this file. Place is anywhere on your desktop and open with Hxd. Next we need to know Goldberg's 6 byte slot ID/ slot number combo. You can't use a full array of bytes in the profile file due to the layout being different from the standard pofo data searched in cheatengine. Goldberg's ID is 361 and looking up the sheet , you will find the bytes for his slot listed. Copy these as you will need to search for this in the Charprofile file open in Hxd. Perform a search for the bytes (hex values) and you will be presented with the following. After the highlighted ID bytes , you move forward a few bytes till you find two bytes followed by 00 00 00 00 . In this case it id FC 01. This differs for each characters slot. But it is always followed by the 00 00 00 00 bytes. There are other bits to explain in this file, but I will come to that in one of the subsequent tutorials. I have also marked a region of blank zeros which is part of the blocks for this data. This space will normally contain data for Crowd signs for alt attires but these are read from the pofo instead after you start a new gamesave. The space here is what generates the attire selection block. I did not call this topic Unlocking alt attires because the attire menu isn't locked in the first place. Also the developers used a different method to set up an attire menu for the showcase mode characters who have one by default. So what next. Place your cursor at the start of FC01 or whatever byte is in that position and drag down as shown to any point where the blank 0000's follow. As you drag down, take not of the length value shown . It shows 10E here. This means there the number of bytes from the position where FC is to where the highlight stops is 10E . This is a hexadecimal number. If I dragged down the a different postion on the same row, the value will change, so it's just not one fixed value. In this case it's 10E. We write this in Hex as 01 0E and reverse the bytes in endian format as 0E 01.. Change the FC 01 to the value 0E 01 as shown. Take note of the byte I marked right after the highlight end . This byte will be used to enable the game display the number of attire selection blocks to display. The max is 10 attires so enter 0A here if you want the full 10 attire blocks. 10 in hexadecimal format is 0A If you just want 4 attire blocks, enter 04 and you will just have 4 attire blocks. when you have done this, save and place the file in your mods folder (create a folder called Roster in your mods folder and place the file inside the folder. Bake and launch your game. You will see the alt attire menu selection blocks as shown. If the 0A is changed to 04, youll just get a 4 attire selection block. I will show the bytes for Shawn Michaels Myrise with ID 457. First lookup the 6 bytes for the slot ID/ slot number combo. C9 01 D5 00 91 00 Search for this in the charprofiletable.roster file You will notice the space and the bytes F801. Like in the previous example, drag down to any postiton around where the block begins. Here ive dragged down to F5. This is written as 00 F5. Flip the bytes as F5 00. Replace F8 01 with F5 00. Right after the highlight ends, I placed the value 02. This means the game will generate a 2 attire block for the Shawn slot. You can always go back and make any changes in the file. Now I will come to one issue you might encounter with some slots, used or unused without the block of zeros. One example is RVD's slot. If we lookup his ID , the bytes for his slot are 7400 6f 00 74 00. Search for this in the charprofile file and you will be presented with the following as shown. You will see with his slot, there is hardly any space. One workaround is to move down to the data for the slot before and locate the empty slot. The previous slot with ID 73 in hex is Mr Mcmahon's slot. So we just drag down across that region to the empty space for Mcmahon's slot as shown and note the length. You will see here I have dragged down across the data for Mr McMahon's slot will the beginning of the blank region for his slot . The length is 2CB. So change the 50 01 for RVD'S slot to CB 02 (remember we are flipping) The question is, what happens to Mr McMahon's slot.? The data we placed there will not enable an attire menu for his slot. Supposed I wanted to add 5 attires both both McMahon and RVD and wanted to use that same selector byte for both. We look up Mr McMahon's data then drag down to the 05, note the length and change it as shown. From the 0002 we drag down till we reach the byte before the 05 added for 5 attires. You will see the length for his slot is FB since it's much closer to that offset location. Change the 0002 to FB00 . One thing to take note of here is there are no attire names listed . This is the issue with the attire blocks and going by what the developers did with the showcase mode character slots, whether we will be able to get names with this method is hard to say as string names and ID's were added to the showcase mode character alt attire data which is set differently. A different method, which will not generate 10 attires, but will enable to have 4 or 5 attires max with attire names will be explained in part 2 of this tutorial.
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  7. I always loved HHH's first 2000 version!
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