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  1. Ultimate Warrior 2k19 Default Replacement 2k16 body base with size and physique adjustments. peeling facepaint, entrance jacket, custom hairdo, face retexture. Correct Facepaint https://mega.nz/folder/VjBClR6T#0OZe6fKD1KSbdZxagZkSNQ
    11 points
  2. ERAS ➤ UPDATE hosted by @Digitill | ERA #6 ERAS INFO ▼
    7 points
  3. WWF BACKLASH 2000 by @Titavius EDDIE by @Joe Mashups WWF NO WAY OUT 2000 by @Titavius TAZZ by @Joe Mashups WWF SURVIVOR SERIES 2000 by @Titavius VAL VENIS by @Joe Mashups
    7 points
  4. Ok so with the Andre model I forgot to fix the texture color. Please re-download the Andre model if you did already. Sorry about this guys I was in such a rush to get the mod out I forgot to retouch the textures on the face. So yeah, the new links are at the top.....thanks Also here is the Andre with a clean shaved sideburns Andre the Giant V.2
    5 points
  5. WWF VENGEANCE 2001 by @Titavius Y2J by @Joe Mashups WWF ROYAL RUMBLE 2001 by @Titavius STONE COLD by @Joe Mashups
    5 points
  6. It's no secret that I'm a huge fan of Wrestling Legends for WWE2K14. In my opinion it's still the most enjoyable wrestling game, even years after its release. It's also highly moddable/customizable. I feel as though the only thing that can be added to it at this point to make it even better (aside from extra arenas/wrestlers) is revamped commentary. I know, I know....that's a lofty dream, nigh impossible. But could you imagine having Gorilla Monsoon and Jesse Ventura (or perhaps Bobby Heenan) calling the action? I literally daydream about this all the time. This forum is full of ingenious modders, much wiser and more talented than myself. So, before you automatically shoot this idea down with "it's can't be done!", let's put our heads together and figure out how it CAN be done. First off, here's what I'm willing to do: If someone else (or multiple someones) can figure out how to unpack the sound/commentary files and figure out a way to insert new wems (kind of like we do with 2K19 and the Sound Editor), I would be willing to do all the leg work in creating new wems with a new commentary team and take the time to insert them all in their proper slots (trying my best to match commentary calls up with the same moves, etc.) I realize this could be crazy time consuming. I get it. But I also think it would be worth it. And after playing a ton of WL, I honestly feel like there's not THAT many lines that Lawler and Cole actually use in the game. (Maybe 200 at most?) I also realize that the WWise version 5073 (which is apparently the tool used to edit audio files for WWE2K14 in the past) is near impossible to find. Seems like it's turned into the holy grail of modding tools. So, here's what we need: 1. Someone to find an old copy of WWise 5073 on an old computer, an old hard drive, a floppy disk, on the dark web......wherever! If we can locate that, I believe it would make this project much more plausible. This forum is huge. Surely SOMEONE has a copy of it somewhere. OR 2. Someone to figure out how to unpack the commentary files and insert new ones via hex or some other method. Like I said earlier....there are so many people here much much smarter than myself. If we can figure out how to mod and create all these different things, surely we can figure this out, right? About a year ago, I was messing around with this idea of custom commentary and I was actually able to unpack the commentary files and turn them into wav files. Don't ask me how I did it, because I can't even remember! I keep going through my old files and I had some ogg to wem extracter or something. I can't remember if it was a cmd command or what, but I'm trying to recreate how I pulled that off. However, being able to unpack them and listen to them is nothing if we can't put them back into a bnk file in the game. Give me your thoughts. It's 2022 ya'll....surely there's technology out there to help make this happen!
    3 points
  7. Yeah, I'm also using HEN and every mod works on that. Most of the testing has been done though on the RPCS3 emulator simply because it's faster for me, but everything works fine on console.
    3 points
  8. Hi everyone, I will be putting up a short tutorial on setting up the D-Generation X team using cheatengine. Ive seen a few modders ask this over the discord and in private messages so I thought to put out the info here. First my tutorials are not always as short as they could be as I like to explain a lot. So lets get on to it. First thing you want to do is create a DX team with either the current Triple H and Shawn or any of the other models or CC downloads. Go to OPTIONS-ROSTER-EDIT TEAM-CREATE. Type in the name for the team. I will suggest you use a custom unique name temporarily when creating the team so you obtain fewer results when searching for the name string in cheat engine. I will name the team D-GENERATE123 for now. Select the characters in the team. In the TAG ENTRANCE SETTING, you should find the D-Generation X tag motion listed. The ID for this motion is 1300 (514 or 14 05 when flipped) The DX Trons and theme music are not listed in the game's entrance menu data. these need to be assigned with cheatengine. For now, assign Karrion Kross theme and gfx to the DX stable being created. I've just selected Karrion Kross at random as I know the ID for his trons . SAVE. The go to VICTORY MOTION SETTINGS. You will observe the D-Generation X victory is also not listed for selection, but it's in the game. The ID is 6700. Same ID that was used in previous games. In it's place, select the DEGENERATE RENEGADES motion for the FACE and HELL victory, then select the TITLE MOTION FACE AND HEEL motions of your choice. Ensure you select what you want since you cannot edit the motions after adding the data in cheatengine or the gfx will reset since its not listed. Set the theme music and all gfx as Karrion Kross Save the team when done, then open cheatengine. What I want to do now is locate the team_info data in cheatengine. perform a search for the custom team name. In this case , its D-GENERATE123. Ensure you have the search settings as shown. You have quite a few results listed here. You will be changing the data in one or two regions. Right click on the first and select BROWSE THIS MEMORY REGION. You should see the name of the team. Scroll up a bit above as shown and you should see the data structure I have circled here. The info data is located above the name of the team not below it . The circled region in the screenshot contains the data for the entrance and victory motions. Take note of the 14 05 . I had mentioned this earlier. That is the ID for the DX entrance motion. The next screenshot shows the data we will be changing. I will explain As I mentioned before, the 14 05 is the entrance motion ID (514 = 1300 in decimal) The E1 03 or 03 E1 is the theme ID for Karrion Kross. 2K22 uses a different theme ID structure to that of previous games. In previous games, it was usually based on the character ID . In this game, things are a bit different. Also Theme music doesn't use string values like other entrance parameters. There is a file in the game which contains the ID's of the theme music and their names which is loaded in create entrance and create victory. The Theme for DX is B2 03 so we change the E1 03 to B2 03 ( remember you can't change these in game or the gfx and theme will reset ) after the E103 is F0 68 01 ( 01 68 F0) This ID converted to decimal is 92400. This is the ID for Karrion Kross Trons which is based on his character ID 924. For DX , there is the new gfx and the overlay titantron which was used in previous games. This titantron has a different ID to the ID for the new gfx. The ID for the overlay DX titantron is 101202 which converted to hex is 1 8B 52. This will be flipped as 52 8B 01 - The ID 101202 is the same ID as used in previous games. The new trons have the new ID The ID for the other gfx is 105200. Convert this to hex is 1 9A F0. Flip as F0 9A 01. The first F0 68 01 is the titantron ID so this is changes to 52 8B 01 while the others are set as F0 9A 01. You will notice I have a line drawn across where FF7F is. Below that line is the data for the victory motion. The 41 1A ( 1A 41 ) is the ID for the Degenerate Renegades victory motion selected . The ID is 6721. We need to change this to the ID for the DX victory motion which isn't selectable in the game. The ID is 6700 which is the same as previous games. Converting 6700 to hexadecimal gives 2C 1A. Replace the 41 1A with 2C 1A , the E1 03 to B2 03 for the theme, and the F0 68 01 with F0 9A 01 as shown . Then go to team edit to preview the entrance and victory motions. TAKE NOTE. You need to exit without saving when you preview. DO NOT SAVE and exit even if you don't make any changes. You can now rename the team in team edit. One thing to note is, if you name the team as D-GENERATION X. and try saving, you might get a prompt that the team name already exists. There is indeed a DX team which is locked but not really functional as there aren't any DX trio or 4 man motions assigned. If this is the case, just alter the name slightly then save the team. For Universe mode, you'll need to set up the team in team edit mode. Just follow the same process and you'll get the desired results. That's all for now.
    2 points
  9. I finally found the reason. I put 22 in turnbuckles settings instead of 2. Now, It works fine
    2 points
  10. Done with unlocking everything. If there are any suggestions what else I should add just let me know.
    2 points
  11. Hey welcome back. Great work. Just curious though. Considering the news about the game patch etc. Many people are under the impression that the game won't be moddable. If that's the case will these previews every be something usable to the community? I'm trying to word this the most polite way possible as this isn't intended to he rude. But if modding 2k22 won't be available what as a community are we to do with these previews? I'm just asking on behalf of anyone else who may be curious as to the ability to implement anyone of these. Thanks.
    2 points
  12. Yup not yet! But that's only been made possible because of the discoveries by the great jakeypearce. Without him I would've never been able to do that so huge shoutouts to him
    2 points
  13. As it stands now (and I can't see Take Two's policy about mods changing anytime soon), if modding tools, methods or even videos about modded stuff get out, 2k will render them unusable (as has been the case with current tools in the past couple of patches). If people hadn't released tools, modding methods or uploaded modded things to the Community Creations or made youtube videos about them before the last DLC/patch for the game was out, we wouldn't be in the predicament we are in right now. Hopefully the AEW game will be friendlier towards the modding community.
    2 points
  14. @denbigh7 That's kinda complex the way you do it, to be honest. It's much easier and faster to just update the arena size in the arc. Here's a tutorial video made by @Impaler on how to do the Hex stuff including updating the arc. Originally made for PS3 but most of it applies the same to 360, besides that on PS3 every arena has two bg files than just one. (one for singles and one for multi man matches)
    2 points
  15. 2 points
  16. WWF SURVIVOR SERIES 2001 by @Titavius EDGE by @Joe Mashups WWF ROYAL RUMBLE 2000 by @Titavius HHH by RipzZ
    2 points
  17. Lynch's WWE 2K22 Mods So Far [reserved] PREVIEW: The Foundation from Fortnite
    1 point
  18. These guys kind of did something similar for the Call Names in Wrestling Legends with Howard Finkel. I was one of the guys who helped organize the audio files actually. Very impressive work from the Wrestling Legends crew. This is a cool concept that I'm sure Red Rooster & the crew could help put you in the right direction with.
    1 point
  19. Hi, I think you've posted this before. You'll have to realise that things like this are often beyond the scope of what we can mod in the game. This is a new game with a lot of changes and new data structure we are still trying to get to grips with . Whether it's a bug or limitations in the CAS model structure , we can't know at this point.
    1 point
  20. IMO Andre looks amazing. 2K never got even close to his likeness, and 2K22 is no exception (even though it's their best effort yet)... your Andre runs figurative circles around 2K's 😆 ... thanks for the mod!
    1 point
  21. Hi, I will be posting a few tutorials on my discoveries in a bid to answer a few questions which have been asked by modders but haven't been provided any answers. I'm just sharing my little knowledge here so I don't claim to know anything. One question that has been asked regarding downloaded CAW alts is, 1. How do you make a downloaded Character CAS model based on one character an alternate attire for a different character in the menu. 2. is it possible to remove the annoying THE SUPERSTAR announcement for a downloaded Character CAS model if not used as an alt ? 3. Is it possible to assign in-game superstar commentary to a CAS model? 4. Is it possible to use CAS presentation names for a Character CAS model as it can't be modified in the menu. This first tutorial will answer the first question. Questions 2 to 4 are possible. All these require modifications to the data loaded into memory using cheatengine. So lets get on. For this tutorial, I have downloaded a random CAW of a modified attire for Alexa Bliss Goddess which isn't selectable in the game by default. What I will show here is how to make this CAS model selectable as an alternate for Alexa Bliss 21. What you need : Cheatengine A list of the character ID's in the game. https://smacktalks.org/wiki/index.php/WWE_2k22_Wrestler_ID_List A hexadecimal calculator (You can use the windows calculator set to PROGRAMMER mode.0 Here is a screenshot of the model I will use in this tutorial. Its just selected at Random. I will download this and save to my game. Next go to CREATE SUPERSTAR, select the downloaded model -EDIT and Select PERSONAL INFORMATION so you can view the names and social media names assigned to the model . Ive taken note of the save slot name. I will search for this name in cheat engine. Try to use a unique name. You can change the name to something unique temporarily so you get fewer search results in cheatengine. Next I will open cheat engine and using the STRING OPTION , type in ALEXA BLISS SEP I have obtained multiple entries in the search results. What you need is usually found in the first few entries . You will ned to locate one with the names and social media handle listed in this format. Take note of how the data is structured so you know the right one. When you locate this data, you ned to scroll down the memory viewer carefully as we need to locate the additional data for the CAS model right below it. Scroll down till you see the text HEY! on the right as shown. REMEMBER THE KEY WORD IS Hey! I have highlighted 3 sets of bytes here. The first one is what we will be modifying for this tutorial. B1 03 ( flip the bytes as 03 B1 or 3B1 and convert to decimal . 3B1 in decimal is 945. 945 is the ID for Alexa Bliss Goddess which is the model used for this attire. This data tells the game to place the alternate attire selector under character ID 945. It hasn't got anything to do with the character model. This can be placed anywhere else. Now we lookup the ID for Alexa Bliss 21 in this sheet https://smacktalks.org/wiki/index.php/WWE_2k22_Wrestler_ID_List . This is 620. Convert 620 to hexadecimal gives 26C which will be broken as 02 6C and flipped as 6C 02 Replace the B1 03 with 6C 02 Open the CAS model in edit Custom Superstar , then PERSONAL INFORMATION - SET AS ALTERNATE ATTIRE set to YES. When you now select Alexa Bliss 21, you will see the Alexa Bliss SEP 3 attire listed under it as shown here That's about it. If you have any questions, do post on this thread . Tutorial 2 will cover removing the SUPERSTAR announcement from a Downloaded CC model if you are not setting it as an alternate attire.
    1 point
  22. So, long story short Anyone running below 1.08 or below can use mods when mods are released. 1.09 introduced an exe block, which is easily patchable to enable mods. 1.12+ introduced a new encryption on the caks, which prevents extracting of files. 2K has since messaged folks at PWM, saying the next patch will "impact modding for everyone", what they mean by this, we have no idea. Tool development has ceased til July, until 2K makes their stance clear. In July after the last DLC, they will do another look at the tools to see if we can bring back modding. Regardless if they do or not, I am going to be posting everything by July, and people can figure out if they want to downgrade 1.08 (via cracked, or never upgrade their game) themselves.
    1 point
  23. Small update: faced an issue with the save that I've used with everything already unlocked, the DLC characters didn't have their entrances and obviously so didn't all the NPCs. Tried a lot by editing the save but couldn't get them to work, so what I have to do now is to make a new save and have to unlock everything by myself. Can't tell how long it'll take, but maybe if anyone has the KG SvR Save Editor he could unlock everything in my save. Otherwise everyone gotta be a bit more patient but well it could be worse.
    1 point
  24. Not sure why I had better success finding this today, but it appears @Cave Waverider[THANK YOU!] already answered this question some time ago. I would only add that a force save may be necessary before loading Universe Mode for the first time. Here's the link to the thread I found with the fix, in case anyone else wants to bookmark it too. 🙃 I've updated the OP as well.
    1 point
  25. why does it not work with this one?
    1 point
  26. Some plans yeah maybe, but the process of porting just one arena is taking some time so I don't know when I'll do another one
    1 point
  27. Devs love the mods, publisher and WWE don't. Sad scenario.
    1 point
  28. Alas, they probably don't care, since they've reportedly sold more copies of 2k22 already than 2k19 and 2k20 combined (of course, releasing the game right in Wrestlemania Season and skipping a game probably played into it, but still). And perhaps 2k devs care, but there is an edict from the parent company Take Two to combat mods in their games. It probably won't change until their leadership changes (and even then it may not), which could be a long time. So it's probably best to put the modability hopes into the AEW and other wrestling games in the forseeable future.
    1 point
  29. It's a shame that pwm not only seemingly gave up on modding 2K22 completely but they also refuse to release the tool. Buggy or not it'd be better than nothing. At least we'd be able to extract models/textures at the very least.
    1 point
  30. So, replacing arenas is definitely one of the simpler mods to tackle, but yeah….if you’ve never done it before it can be overwhelming. First, you need to decide what arenas in WL you want to replace. Go to red roosters Wrestling Legends Install and support thread. Scroll past all the stuff about installation and look for the link he gives for all the arena ID’s, wrestler slots, etc. You’ll see that arenas are “bg” files (bg10, bg26, etc.) Let’s say you decide to replace bg12 (whatever arena that is - I’m not looking at the list at the moment). I’m guessing you know how to access your files on your XBOX360, so do that and find the bg folder. Find bg12 and right click it to see how many mbs it is. Let’s say it 10mbs. If the Backlash 01 arena you want to replace it with is larger in mbs (even just the slightest bit) you can’t replace bg12 with it. You have to find a bg file that’s larger than the one you’re inserting. Ok, so now let’s say you’ve found one. Let’s say it’s bg14 and it’s 8.5mbs. Let’s say your Backlash arena is 7.5 mbs. We need to get your Backlash arena to be the exact size as bg14. So download a Hex program, like HxD. (By the way, before you go any further, always make a backup file of the one you’re going to replace before you edit anything. Just in case.) Drag bg14 into HxD and also your backlash arena. Scroll to the bottom of each file in HxD. You’ll see that the larger bg file goes much farther. On the left hand side, you’ll see numbers and letters. In your backlash file, start adding zeros (and only zeros) at the end of it until it matches bg14 EXACTLY. Not one zero more, not one zero less. Save it. Now, you simply need to rename it to bg14, both inside HxD and the file itself. Inside HxD, scroll your backlash arena to the very top. Look at the right hand column. Start scrolling down a bit until you see whatever bg number it has been assigned by justyn1893. Let’s say it’s bg25. Simply highlight the numbers 25 and change them to 14. Hit save. Close HxD. Now, right click your backlash arena file and rename it to bg14. That’s it. All that’s left to do is to drag it back into the bg folder in the game and you’re good to go. Now, it still won’t have the correct arena screen when you choose it in game….that’s a tutorial for another time. But you can at least use the arena in the game. Hope that helps. I’m writing this after a very long day, but I don’t think I forgot anything.
    1 point
  31. Hi, In this tutorial, we will be looking at using commentary data for a superstar on CAW model. First I will explain a few things. In WWE 2k22 , unlike previous games, the commentary data and ring announcer data is now located in the profile data (pofo file) which is injected into memory. Here is the 2k22 pofo data file for Edge (ID 349) - The bytes I have highlighted on top are the slot ID and slot number. Take note on the bottom right you have two sets of 4 bytes both ending with 00 00 The first 87 27 00 00 is the ring announcer ID while the second 77000000 is the commentary ID. Here below ids the pofo data for Roman Reigns. The ring announcer and commentary ID's are both 17 01 00 00. This is the pofo data for a Rob Van Dam CAS model downloaded from community creations. Take note of the 0400 I highlighted. We'll come back to that later. The bytes below FFFFFFFFFFFFFFFF are the offset positions where the ring announcer and commentary ID should be located, but they are not used. All CAS models and pofo data for unused and some unplayable character models without commentary or name announcement will have this set at 0. For CAS models, the presentation name data isn't located here. Its at the same region as shown in TUTORIAL 2 with the SUPERSTAR announcement. The game is coded to read presentation names for CAW's and will not read the ring announcer ID in the pofo for CAS models. Now lets move on. Lets assume I have a Rob Van Dam model and I want to assign the commentary data for Roman Reigns to this CAS model. This isn't overwriting any other data but duplicating so the commentary works with both characters. First thing to do here is search for the pofo data of the CAS model. This is the tricky part which you'll have to do carefully. Its best to temporarily change the name so its easy to search for . For the purposes of this tutorial, I will be temporarily change the name of ROB VAN DAM to ROB456 so its a bit unique and easy to search for. Open cheat engine and connect. to your game. Then perform a string search for the CAS mode name. If the name is in uppercase, the perform a string search using UPPERCASE letters. I have showed this in the previous tutorials. In the search results, you usually just need to check the first few listed. The name format should be as shown below. Take note how the data is set in the file. The first on top is the name. You will remember thnis from the previous tutorials I posted. In that example , we scrolled down till we located the text Hey! In this case, instead of scrolling down, we scroll up. The CAS name data sits right above the pofo data. Here is the pofo data for the Rob Van Dam CAW. Take note of the highlighted FFFFFFFFFFFFFFFFF bytes. This is for the ring announcer and commentary ID's. 9rem,eber its just for the commentary as the ring announcer data here is not read for CAS models) Also remember the 0400 I mentioned before. and the highlighted bytes after it. The highlighted block of bytes is the Slot ID and slot number for the CAS model. Here it's 17 00 17 00 FF 03 I will briefly explain the CAS model ID naming before moving on. The 17 here means this is the value in hex of the last model installed. so convert 17 to hex gives 23. This is the 23rd CAS model I have created/downloaded on this save. The game has storage slots/memory blocks for 100 CAS models. The first CAS model downloaded or created will have the slot number 0. This is fixed in the game. The first CAW is automatically assigned slot 0, 2nd CAW is slot 1, the 100th CAW is slot 99. Its fixed. Its not like character mods which you can just place in any slot you like. The slot number / Slot ID for the 1st CAS model will be 00 00 00 00 E803, the second 01 00 01 00 E9 03, The third, 02 00 02 00 EA 03, 4th 03 00 03 00 EB 03 etc. Moving on. What we are trying to locate is the slot ID slot number blocks as we need to search for these in memory as they are in multiple locations and assigned to different modes in the game, Exhibition. Universe mode slots 1 2,3, My GM etc. What I will do next here is highlight and copy the bytes 04 00 17 00 17 00 FF 03. In the memory viewer, highlight these bytes for you CAS model, select copy to clipboard. Now perform a hexadecimal search for the array of bytes. As shown here, you will find about 4-5 results Right click on each and BROWSE memory region. Locate the FFFFFFFFFFFFFFF block of bytes in this position as shown here for all 5 Remember from one of the previous screenshots, Roman Reigns ring announcer and commentary ID's are 17010000 17010000. Highlight and copy these , then paste over the FF FF FF FF FF FF FF FF bytes as shown. You need to do this for all 5 results. Go into CREATE SUPERSTAR EDIT mode, open the model and perform a save. That's it. I will post some ring announcer and commentary ID's of a few superstars below. If there is any you require and can't locate, do post on the forum and Ill look it up and post here. The Rock - 49 01 00 00 49 01 00 00 Triple H - 4F 01 00 00 4F 01 00 00 Hulk Hogan - 98 00 00 00 98 00 00 00 Seth Rollins - 2D 01 00 00 2D 01 00 00 The Rock 91 - 69 4F 00 00 49 01 00 00 Triple H 98 - 6F 4F 00 00 4F 01 00 00 Edge - 87 27 00 00 77 00 00 00 Becky Lynch '15 - 50 75 00 00 20 00 00 00 Becky Lynch - 20 00 00 00 20 00 00 00. That's it for tutorial 3. Tutorial 4 will cover assigning a CAS presentation name to a model and using a workaround for PC modders which will enable you assign a random presentation name to a CAS model, then inject a custom ring announcer name over the CAS presentation name using sound editor. This is for PC modders only as it will not catty over to consoles.
    1 point
  32. sended you the friend request DAN SPIVY ATTIRES THANKS TO @REFAT FOR LETTING ME USING HIS BASE
    1 point
  33. Been a while since I've added a Universe video, but I'm back! We've got World Class Championship Wrestling at the Sportatorium in Texas, with the Von Erichs in action, the Missing Link, Abdullah the Butcher, the Dingo Warrior and more!
    1 point
  34. Forgive me if this seems stupid but is this mod closed off rn or this there a way for us to access it?
    1 point
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