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17 hours ago, Cave Waverider said:

Have you set the weight class to something else than Diva? If you did, I don't know of anything else. It's very much possible that one of the yet unknown values in the .moveset or .pofo controls this. Check out the Data Analysis thread  for unknown values and maybe you can find out which one of the unknown values does what. If you find the byte(s) that control this, I'll gladly add a function to the Data Editor to edit them. But it's also possible that this is hardcoded/controlled elsewhere. Did you use a male's WWE 2k17 .moveset/.pofo as a base to create X-Pac's or did you just edit Naomi's/load X-Pac's WWE 2k16 files over Naomi's?

Just an update : I did try on a male superstar and then redid all for X-pac (over Naomi) and he still does Diva stuff....ugh... There must be something, otherwise we're stuck with women being woman, and man spot for man. That would be frustrating.

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Any chance of including a black color scheme in the next update? When I spend a lot of hours modding and then use your tool it really hurts my eyes and all the colors you have there are bright.

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so I want to say Thanks for this amazing tool, Cave... but I have a small issue with it. when you select a slot ID, i feel like the program should immediately bring up the existing stats of the CAS/Superstar that is in said slot when you select it. I feel like that would be a great feature for those of us who are looking to do things like making the in-game stats on wrestlers more realistic or maxxing them out on CAWs for simulations. Besides that, awesome job on the Editor this year!

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56 minutes ago, TheHenshinGamer said:

so I want to say Thanks for this amazing tool, Cave... but I have a small issue with it. when you select a slot ID, i feel like the program should immediately bring up the existing stats of the CAS/Superstar that is in said slot when you select it. I feel like that would be a great feature for those of us who are looking to do things like making the in-game stats on wrestlers more realistic or maxxing them out on CAWs for simulations. Besides that, awesome job on the Editor this year!

This isn't technically possible for the Data Editor is written in Java and Java doesn't allow direct memory access outside the Java Virtual Machine. Nor is it in the scope of what the Data Editor is designed to do. Besides that, I don't want to add any more big features, updating this thing for a new game already takes way too much work and too much time as it is, especially since it's a non-commercial tool I develop in my scarce free time.
You can still load any .pofo/.moveset/.team_Info or .attire_names you have relatively quickly or export them from the game and reinject them into the game using Custom haracter Tools 2017, it certainly isn't that big of a hassle. Memory access and manipulation is done with tools like Custom Character Tools 2017.

6 hours ago, Auday Elyafe said:

Any chance of including a black color scheme in the next update? When I spend a lot of hours modding and then use your tool it really hurts my eyes and all the colors you have there are bright.

No, because the fonts are black you wouldn't see anything and updating the fonts of all elements to use a dynamic color would take ages and some of the fonts for some of the libraries I use are just black to begin with and I can't override them well. I tried to create a black/dark gray theme (the latter wasn't really possible since I'm limited to colors Java provides unless I do a large rewrite, which I don't want to do) when I first introduced the themes in previous years, but the text wasn't legible at all.
I suggest you calibrate your monitor a litle bit better so the brighter colors aren't that bright or you use one of the darker themes like red.

Edited by Cave Waverider
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I tried again and no result... Women acts like women even if you switch their sex, weight and moveset. Must be something that can be switched for sure, but I don't know what at all. Very problematic.

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new version of the Data Editor for WWE 2k17 is now available for download in the top post as well as via the "Check for Data Editor Updates" button in the Data Editor for WWE 2k17 Settings section or the included Update.exe file.

Update Notes:

2017.03.18: Version 2017.0.3.0 Beta
+ Pofo and Moveset Editor: The Memory table button now determines whether to load the Superstars memory table or the CAW Memory table based on which Wrestler ID is selected.
+ Moveset Editor: Improved the algorithm for setting Entrance Music box.
+ Moveset Editor: Improved the algorithm for setting Victory Music box.
+ Moveset Editor: Created and coded an algorigthm that determines whether Tron parts like Header, Wall, Banner and Ribbon are turned on and off and that can read and write said information.
+ Moveset Editor: Added Checkboxes to turn Tron parts like Header, Wall, Banner and Ribbon on or off respectively.
+ Team Info Editor: Created and coded an algorigthm that determines whether Tron parts like Header, Wall, Banner and Ribbon are turned on and off and that can read and write said information.
+ Team Info Editor: Added Checkboxes to turn tron parts like Header, Wall, Banner and Ribbon on or off respectively.
+ Team Info Editor: Renamed "Memory Table" button to "Superstars Memory Table".
+ Team Info Editor: Added "Created Superstars Memory Table" button.
+ Team Info Editor: Improved the algorithm for setting Duo and Trio Entrance Music boxes.
+ Team Info Editor: Improved the algorithm for setting Duo and Trio Victory Music boxes.
+ Team Info Templates: Updated default.team_info to have Tron parts enabled and fixed some other minor issues with it.
+ Links: Updated Button that links to the Pofo/Moveset/Team Info/Attire Names Database.
+ Links: Added Button that links to @Pozzum's WWE2k17+ Information and Download.
+ Updater: The Updater now shows up in the Windows task bar when it's running.
+ Updater: The Updater no longer displays currently unused GUI elements.
+ Updater: Fixed a bunch of minor issues with the Updater.

@nicomoto2014, I hope this solves the problem with the disabled trons.
 

Edited by Cave Waverider
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new version of the Data Editor for WWE 2k17 is now available for download in the top post as well as via the "Check for Data Editor Updates" button in the Data Editor for WWE 2k17 Settings section or the included Update.exe file.

Update Notes:

2017.03.19: Version 2017.0.3.1 Beta
+ Pofo Editor: Added GUI Elements for the Mic Performance Attribute.


I guess nobody was missing the Mic Performance Attribute. I've added it anyway. ;)

 

Edited by Cave Waverider
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2 hours ago, Cave Waverider said:

new version of the Data Editor for WWE 2k17 is now available for download in the top post as well as via the "Check for Data Editor Updates" button in the Data Editor for WWE 2k17 Settings section or the included Update.exe file.

Update Notes:


2017.03.19: Version 2017.0.3.1 Beta
+ Pofo Editor: Added GUI Elements for the Mic Performance Attribute.


I guess nobody was missing the Mic Performance Attribute. I've added it anyway. ;)

 

I had this request on hold haha.

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Hi Cave, 

maybe a stupid question, but still - is it possible to set different entrance themes/trons/motions for two different attires via Data Editor? 

Say I have Faarooq (Nation of Domination) in slot 472 and APA version of him in second attire slot. Is it possible to have different entrance themes for him?

Thanks

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25 minutes ago, iamtheVP said:

Hi Cave, 

maybe a stupid question, but still - is it possible to set different entrance themes/trons/motions for two different attires via Data Editor? 

Say I have Faarooq (Nation of Domination) in slot 472 and APA version of him in second attire slot. Is it possible to have different entrance themes for him?

No. We haven't figured out how to do that yet. It likely has to do with entrance templates that are stored somewhere unknown. It's probably not in the .pofo/.moveset files so it's likely out of the scope of the Data Editor.

Edited by Cave Waverider
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Cave Waverider,

Amazing work as always. The Data Editor is such an essential tool, it and CCT really streamline the modding process.

I have some feedback and a question. So due to installing Tekken's Hogan mod, Alexa Bliss's Victory motion had been overwritten with Hogan's. So I copied her old Victory pac into evt and changed the name to an unused slot (6469), edited Bliss's moveset, injected. That worked, and I got Bliss's Victory motion back... but only for her default attire. I have a Little Miss Bliss CAW attire downloaded, and when I play as Bliss, the Victory motion for that one defaults to a Generic victory (I'm surprised it does even that instead of just crashing).

I tried using both Cheat Engine and Data Editor to change the CAW slot's Victory motion to 6469, again keeping in mind it works for the default attire, but that makes no change in the CAW attire, I guess since it's set to Use As Alt Attire.

So my question is... the same way you integrated Force Victory Music on all attires, is that something you'd be able to do for animations as well in a future version? Force the same entrance/victory animation on all attires? I'm simply curious, as working on solving this for the past five hours has brought no successes. Thanks!

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5 hours ago, Clarityman said:

Cave Waverider,

Amazing work as always. The Data Editor is such an essential tool, it and CCT really streamline the modding process.

I have some feedback and a question. So due to installing Tekken's Hogan mod, Alexa Bliss's Victory motion had been overwritten with Hogan's. So I copied her old Victory pac into evt and changed the name to an unused slot (6469), edited Bliss's moveset, injected. That worked, and I got Bliss's Victory motion back... but only for her default attire. I have a Little Miss Bliss CAW attire downloaded, and when I play as Bliss, the Victory motion for that one defaults to a Generic victory (I'm surprised it does even that instead of just crashing).

I tried using both Cheat Engine and Data Editor to change the CAW slot's Victory motion to 6469, again keeping in mind it works for the default attire, but that makes no change in the CAW attire, I guess since it's set to Use As Alt Attire.

So my question is... the same way you integrated Force Victory Music on all attires, is that something you'd be able to do for animations as well in a future version? Force the same entrance/victory animation on all attires? I'm simply curious, as working on solving this for the past five hours has brought no successes. Thanks!

Not likely, as it doesn't appear that there is a section that tells the game which victory animaitons and media template to use  in the .moveset files, just the actual victory stuff. The entrance workarounds work by zeroing out the respective entrance template sections in the moveset files. Maybe if somebody figures out in which file(s) all the entrance and victory templates are stored we'll be able to change the actual templates (although I don't know if the Data Editor will be able to do so depending on how they are structured), but until then there isn't a way.

I think your best bet is to restore Lexi's victory file to the original file and change Hogan's number to an unused one instead. Maybe It would be a good idea if @tekken57 would also revise the victory animation in his mod to be in an unused slot intsead to prevent problems for people.

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10 hours ago, Cave Waverider said:

Not likely, as it doesn't appear that there is a section that tells the game which victory animaitons and media template to use  in the .moveset files, just the actual victory stuff. The entrance workarounds work by zeroing out the respective entrance template sections in the moveset files. Maybe if somebody figures out in which file(s) all the entrance and victory templates are stored we'll be able to change the actual templates (although I don't know if the Data Editor will be able to do so depending on how they are structured), but until then there isn't a way.

I think your best bet is to restore Lexi's victory file to the original file and change Hogan's number to an unused one instead. Maybe It would be a good idea if @tekken57 would also revise the victory animation in his mod to be in an unused slot intsead to prevent problems for people.

I see, I kinda figured that was the case, but thought I'd ask.

I think you're certainly right about the best way of fixing the issue, and I've already tried that (as well as other fixes which proved unsuccessful) but I lack the knowledge of how to port entrances. As such, I don't know how to change Hogan's to an unused number and retain functionality-- my attempts resulted in the victory animation breaking.

Is there a thread or tutorial you could point me to...? Appreciate the response.

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new version of the Data Editor for WWE 2k17 is now available for download in the top post as well as via the "Check for Data Editor Updates" button in the Data Editor for WWE 2k17 Settings section or the included Update.exe file.

Update Notes:

2017.03.21: Version 2017.0.3.2 Beta
+ Moveset Editor: Fixed a bug with the Wrestler ID being incorrectly set when loading only selected .moveset file parts.
+ Team Info Editor: Fixed a bug with the Team ID being incorrectly set when loading only selected .team_info file parts.
Edited by Cave Waverider
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1 hour ago, Broskinator97 said:

When I open the tool it looks like this8VcG0iY.png

Is there a way to make it working full screen without those written that overlap?

The overlapping is due to a bug with Windows scaling. Many applications are affected by it and Java is among them. There isn't anything I can do about that. Thus you'll have to disable scaling for the Data Editor to display properly. To do so set "Change the size of text, apps and other itmes"/ "scale to this percentage of normal size" (depending on the Windows version you use) to 100% or 96dpi (again, depending on the Windows version) and it should display properly. You might have to log out of your Windows account and back in or restart Windows for the settings to be applied properly.

As for the window not maximizing, it's a limitation of the Java Swing GUI I'm using. I could possibly work around it, but I'd have to rewrite the whole GUI, which is just too much work, especially since GUI coding isn't exactly pleasant in Java.

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Playing around with Data Editor 2K17, and trying to figure out the Name String Hex Codes area.

When I load a template, for example Stardust, I double checked his hex code for his Real Name with the string table, and it checks out as Stardust.

So, I loaded Curb Stomp's CM Punk, and his hex code for his name (3609) is Reyes, based on the string table. But, in the game he is CM Punk. How does that work then?

Edited by shanafan
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1 hour ago, shanafan said:

Playing around with Data Editor 2K17, and trying to figure out the Name String Hex Codes area.

When I load a template, for example Stardust, I double checked his hex code for his Real Name with the string table, and it checks out as Stardust.

So, I loaded Curb Stomp's CM Punk, and his hex code for his name (3609) is Reyes, based on the string table. But, in the game he is CM Punk. How does that work then?

You mean 3690. 3690 is assigned to CM Punk, you need to look in the 0001 table for names that were added in the Super String. I have no idea why there is a "REYES" with 3690 in the 0000, but the 0001 is getting used. Maybe ask the Super String gurus @LordJustice17 or @pozzum about it.

Update: I've been told that @tekken57 or Rather X-Packer is to "blame", since X-Packer doesn't read all digits in the 0000 of the string_win.pac when they are longer than four and the lads used that to extract the addresses or whatever. In reality, "REYES" is supposed to be 13690 (those in the 10000s aren't usable as wrestler/attire name, by the way) while CM Punk is 3690.

Edited by Cave Waverider
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16 minutes ago, Cave Waverider said:

You mean 3690. 3690 is assigned to CM Punk, you need to look in the 0001 table for names that were added in the Super String.

Correct, my bad.

This makes sense now, I see the 0001 table. Thank you!

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new version of the Data Editor for WWE 2k17 is now available for download in the top post as well as via the "Check for Data Editor Updates" button in the Data Editor for WWE 2k17 Settings section or the included Update.exe file.

Update Notes:

2017.03.22: Version 2017.0.3.3 Beta
+ Pofo Editor: Added backend to send .pofo files to future versions of WWE 2k17+.
+ Pofo Editor: Added "Send to WWE 2k17+" button to save and send the .pofo file to WWE 2k17+.
+ Moveset Editor: Added backend to send .movesetfiles to future versions of WWE 2k17+.
+ Moveset Editor: Added "Send to WWE 2k17+" button to save and send the .moveset file to WWE 2k17+.
+ Team Info Editor: Added backend to send .team_info files to future versions of WWE 2k17+.

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Data editor is the greatest tool ever. Helps so much! Makes editing so easy.

I was wondering if there are any news on universe mode tag team import problem.

Wish I could help somehow, but my coding capabilities are limited to website development only :p 

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20 minutes ago, nicomoto2014 said:

Data editor is the greatest tool ever. Helps so much! Makes editing so easy.

I was wondering if there are any news on universe mode tag team import problem.

Wish I could help somehow, but my coding capabilities are limited to website development only :p 

No, not really. What's odd is that the slots do house Universe teams, but I'm not sure how or if they are used.

Also, the biggest problem isn't the coding. It's figuring out where in the memory the data for these teams is stored. I'm not a big expert on that myself, but you could monitor memory in Cheat Engine to make changes to these Universe teams and see near which addresses they are located or even get all the addresses for the universe teams of each universe save. That would already be very helpful, as it should allow TheVisitorX to add these slots to his excellent Custom Character Tools 2017 and make proper installation into each Universe easy, if it's in any way possible, that is. I think a web developer will probably be able to wrap their head around it with a bit of research. ;)

Edited by Cave Waverider
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I echo what @nicomoto2014said. I sat down last night, and used the Data Editor to correctly assign entrance/victory music and Titantrons to all of my movesets so when I inject them, they are right to begin with. It really has made this much easier! I liked using Cheat Engine because I felt like I had a modder hat on, haha, but this is definitely easier.

Well done @Cave Waverider!

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