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[Request] Increased slider limit


nickru58

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Ok so I'm actually talking about the bust slider the max bust is just soooooo dam small and anyone who thinks otherwise doesn't know what big boobs look like. a size the same as or bigger than the max in valhalla knights 3 for the PS Vita is about what I'd prefer. there's another post here about slider editing but unfortunately no one has posted anything useful.

 

http://residentevilmodding.boards.net/thread/5770/slider-editing

 

not sure if i can upload pictures character is just in bikini let me know if i can

Edited by nickru58
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I felt the exact same way, so I tried to use the cheat engine to achieve this. Sadly I could only get it to work in character creation, outside I couldn't find the same values to edit.

 

NSFW screenies:

 

 

 

 

 

 

 

 

 

Keep in mind I exaggerated the breasts on purpose to show it working. I would have preferred to fine tune the shape more (smaller and more well rounded), but sadly I can't seem to get it to work out of the character creation.
I don't take credit for this find, because I found this posted by an anonymous individual on the net. All I did was follow his post and his screen shot:

This table showed the 5 different slider values. This is basically what he said:

 

first 2 numbers are depth second 2 numbers are width third 2 are height red numbers on the far right represent the position on the slider

 

http://i.imgur.com/xoxTYtN.png

The numbers to the right in red supposedly indicate the slider position. So what I did was do a group search for 3.59, 4, and 5 floats. Then just looked for the entry that had all 3 listed. Like so:
Again the above is a shot only in the character creation. Hopefully someone with more experience with cheat engine will be able to take this even further. The poster also stated that this method is also possible to change other slider values of the body as well.
Edited by Silvist
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@Davppd - I'll have to take a look then!

 

I also tried to use the script for max from here:

 

http://residentevilmodding.boards.net/thread/3146/hdremaster-rev2-tool-script-3dsmax

 

But sadly the mesh (mod file) imports all deformed. Like the skeleton is all wacky. Cause I'd rather edit the mesh entirely, instead of using a slider lol. But if the slider is a tad more accessible, then I guess starting there is fine.

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Lol, naw I'm not that good. I'd be nice if I could get a hold of Ehamloptiran who was actually the last coder to revise the Skyrim import/exporter for max. Last I saw of him he was working with a team of us to mod Dragon Age Inquisition. He sure proved the "You can't mod frostbite 3 engine" wrong. Sadly he disappeared into the wind.

 

In terms of the famous body modders, yea not gonna happen. I can do simple mesh edits, not make a completely high poly body from scratch lol. After what Caliente pushed out for FO4, I think that gap grows larger by the second lol.

 

The author L2dusk of the nude body texture for DDDA; claims on reddit he actually got meshes into 3ds max. So that's why I looked into it initially. From what they were saying, meshes could be imported but not exported. I figured he used the mesh as a base to make his textures. He's also working on a 4k face texture as well, that looks really amazing.

 

I just see so much potential with DDDA, I can't wait to see it come to fruition. I've been around enough times at the start of the modding storms to be familiar with exactly what steps it takes to see these things happen. The biggest thing this scene needs is an actually modding tool.

 

The guy I mentioned above Eham, actually made something pretty close for DAI. It was based on the slimdx framework, which uses directx. It actually got as far as having the ability to "replace" meshes, but they had to be the same vert count as the originals. He was also working with a guy from the ME3 boards, Warrantyvoider, who had made his own framework for a tool such as that :D

Edited by Silvist
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Just to throw my 2 cents into here, I tried to do something similar with save edits. The DDsavetool allows you to turn PC saves into .xmls, edit and repack. I primarily wanted to mess with height parameters (I think it'd be cool to have super short or super tall characters) so I grabbed 2 saves, one with the shortest character and one with the tallest, and used notepad++ to scout for the differences. Turns out the character information is the set listed near the very bottom. Anyway, what I found was that you can make the numbers as big or small as you'd like for any of the catagories, but all it will do is give you values in between the notches on the sliders. These values can't be achieved otherwise, but no numbers through save editting can bring the sliders past their min/max.

 

Hopefully someone can figure out how to make this work. I've also been trying to figure out how to isolate a code for always/never being drenched, but while I found the proper address in CE, removing the code that writes to it massively messes up the game (every time you go in water, your character flashes in and out of visibility and has lost an arm and a leg). I'm afraid I'm not good enough at CE to go any any further than that.

 

-Edit: I researched a new way to do this. See my guide below.

Edited by koechophe
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Here's a complete guide on how to do this, if anyone's interested. It's extremely complicated ATM, and takes a little bit of finessing to do properly, but if you really want to get it done, you can. I'd post screen shots as proof, but my screen shot isn't working, so you'll just have to take my word for it. I'll try to explain as simply as possible. None of this is my work, just compiling it into a guide so people don't have to figure it out by themselves.

 

Programs needed:

-ARC unpacker/repacker: http://residentevilmodding.boards.net/thread/481/arc-unpacker-repacker-v0-26 (You HAVE to use this one, using the other one will cause errors down the line. Download the unpacker and the PC batch files (the first and second link) and extract both files to the same location.)

-Some sort of hex editor (I use hex editor neo, found here http://www.hhdsoftware.com/free-hex-editor )

Programs you could do without, but are ideal to have:

-DDsavetool https://steamcommunity.com/app/367500/discussions/8/451850849187495873/ (is needed if you want to make your morphs apply solely to you and/or pawns of your choice, which is reccommended because things look really, really weird if you make it a general option)

-Notepad++ (other notebook editors "could" work, but this one is highly, highly recommended for its compare functionality. Also only needed if you want to apply morphs solely to you and/or pawns of your choice)

-DLL hooks for Dragon's Dogma http://www.nexusmods.com/dragonsdogma/mods/96/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fdragonsdogma%2Fajax%2Fmodfiles%2F%3Fid%3D96&pUp=1 (Will allow you to access character creaton as many times as you want without a stone. This is really, really useful. Also, just generally pretty darn cool).

 

Basic explanation of what we're going to do:

Stored within certain Arc files there's a directory called "Edit/parts" which then contains a lot of folders, such as "body", "Bodyall", "Head", etc. In each of these folders, there's a crap ton of files, numbered 1-204 (skipping a few sometimes). These files represent different notches on the sliders in character creation. The general idea is that 000 would be the far left of the slider, 001 the next notch up, and so on and so forth. It's important to note that males start at 000 while females start at 50 (generally speaking, not always the case).

 

These files, when opened with a hex editor, have certain values attached that come in sets of 4. If we change these values, then it's possible to reduce or increase different scalers beyond their intended minimums and maximums. This requires a lot of tweaking and experimentation to get right.

 

However, if you edit the values for something that is on the character creation slider, it will cause all pawns and (theoretically, haven't tested this) all NPCs that use that same value for that slider to ALSO get affected, which makes for some pretty ugly and deformed things happening. So I've come up with a work-around to make this character specific. Generally speaking, the 000-0010 and 050-060 files are the values that lie on the notches of the slider. But the files above those (which don't seem to actually be used for anything) are actually values in between the notches. They're somewhat random, but they all lie on the slider at some point (not sure why they were put in the game, tbh. Maybe NPCs use them, but haven't found any examples).

 

So here's what we're going to do: with the save editor, you can manually assign your character (and main pawn, if you want) to one of the unused values (I'll go over how to do that later). Then, unpack the proper arc file, edit said unused value, repack the arc file and replace the arc file. That will cause your character to be changed, but no one else. Simple!

 

Step 1: Finding character info in your save

In this step you're going to need the DDsavetool and Notepad++. Skip this step if you just want to use a generic value instead, and risk having NPCs and Pawns look all funny.

 

First, navigate to where your saves are (Usually in users/(YOUR USER NAME)/appdata/local/steam, or something like that. If all else fails, do a search for ddda.sav and wait patiently for your cpu to find it. I'd recommend making a shortcut to this folder, we're going to visit here a few times). Make a backup of your save and don't mess with said backup. (Very important).

 

Now, grab a copy of your save and put it in the same folder that you put the DDsavetool in. Open a command line and navigate to the folder where the save and ddsavetool are ( the command is "cd \wherever the thing is. If it was in C:\Program Files (x86), then it would be "cd C:\Program Files (x86)" easiest way is to copy your locaton from the folder and paste it into the command line). After you're in the right folder, type "DDsavetool -u -pc ddda.sav" (-u means unpack, or essentially, turn this into an xml, -pc is telling it that you're using a pc save).

 

If all goes well, that should spit out a file called ddda.sav that's an xml. Open that file with notepad++ and wait patiently for it to load (it might say not responding, but I promise, it is responding). Now, this is where things get tricky. You should see a bunch of values, and the ones we're looking for start after "mGender", with values such as "bodyall" "head", etc. There's a LOT of sets of values like this, and you'd think that your character's informaton would be first or last on the list, right?

 

WRONG!

 

It's towards the end. For me, my character's info started with "mGender" on line 718769 (notepad++ will show lines on the far left). The main pawn's codes were the ones that followed directly after. I would hope that the main character/pawn's inforation is listed in the same place on every save file, but I have no way of knowing. So for now, go to line 718769, assuming that's the right place. If, down the road, you find that this doesn't work properly, here's how you find out the values on your own.

 

-to find where your character is stored in the xml sheet:

1) grab a copy of your save game

2) change some values in the character editor and save

3) grab a copy of your newly-changed save game

4) convert both to XML, open both in notepad++

5) If you haven't already, go to the plugin manager and install "Compare". Run it, wait for it to load, and then read through the document. Compare will highlight the changed text for you. The set with changed text is your character. Your pawn "should" be directly beneath that. If not, repeat this process for your pawn.

 

Keep the XML sheet open to this spot. We're going to need it.

 

Step 2: Unpacking and editing

Make sure you have that XML sheet from step one handy. If you decided to skip this step (since you're just wanting to edit for everyone) you're going to be flying blind, but hey, that's half the fun, right? (not really)

 

*Ahem. So, now you're going to need to go to your main directory and navigate to nativePC\rom. Grab game_main.arc, create a backup that you don't mess with (seriously, back everything up guys) and copy it to a folder somewhere else. Extract the ARCtool as well as all the bat files that came with it into that same folder. Then, open command line, navigate to this folder (instructons on how to do that are located in the previous step) and type "pc-dd game_main.arc" into the command line. This should spit out a bunch of text that says its decompressing, and create a new folder entitled "game_main" in the same folder. Don't rename this folder.

 

Open the new game_main folder, then navigate to \edit\parts. Inside, you'll see a few folders that say things like "Head", "body" and "bodyall". Sound familiar? That's right, this is a pretty close mirror for that XML file you should still have open. Now, here comes the part where you get to decide what you want to change. Due to the amazing pastebin of Besrodio, you can see what literally everything does inside of here (http://pastebin.com/Y260shyD). Go there, find what you want to edit, and then come back and I'll give you more info on how to do it.

 

If you don't know anything about hex, read this. If you're familiar, you can probably skip it.

Hexadecimal is a counting system that adds letters as well as numbers. So it counts 0,1,2,3,4,5,6,7,8,9,a,b,c,d,e,f,10,11,12,13,14, etc. Basically, letters ranging from a-f are added after 9, sort of like new numbers. If you want to learn more, or don't understand this, look it up. We won't need a lot of hex for this process.

 

In the hex editor you're going to see these groups of four. If you use the one I linked to, on the far lefthand side you'll see values counting up from 0. 000000, 000010, 000020, 000030, etc. Then, on the top, you'll see values going up 1 at a time, 1,2,3,4, etc. Each of these 2 sets determine where each byte is. The first set determines the first number in the location, while the last set determines the last number. So 24 would be at 000020 and 4, respectively. In the pastebin, he puts locations as 0x15, ignore the 0x and work with the 1 and the 5. It would be at 000010 and 5, respectively. If you highlight a byte, on the left hand side it will show you the number. Remember that each block of code works in sets of four. You'll see something like

"01 00 00 00", and the location pointed out in the pastebin will JUST be the 01 (or the first in the set of four). The other 3 are included in the value you need to edit. That's the basic rundown of how to manipulate the hex editor and find the right values to mess with.

 

Now, BEFORE you go and edit the values, here's a little trick. Go back the XML you opened, which should still have the original values on it. Locate the value that corrosponds to the FOLDER that contains the file you want to edit (I.E. if you want to edit height, you're going to be in the bodyall folder, which is listed as "humanbodyall" on the XML sheet). Look at the value on the XML, and then open the corrosponding file (for the value 2, open the bodyall_002 file). Then open the filler file as well (the one we're using instead of the real value. For the purposes of this guide, we'll use 204, because it's easy to find and doesn't seem to be used by anything). Now, select all of the values in the first file (the one matching your XML) by pushing ctrl+A, copy them, and paste them over the values in your filler file (henceforth to be called 204). After you've done this, save. Now 204 matches whatever your character was set on previously, so instead of just guessing, you know the starting point. This will save you a lot of time. Note that I've only tested using 204 as a male. If you have problems as a female character, try a different filler value. You really shouldn't have problems, though.

 

Now, to actually edit. Here's what Besrodio posted about how the values work in terms of editting them:

"Essentially it's good to think of two baselines and work from there:
00 00 00 3E = 0.125
00 00 00 3F = 0.5
00 00 80 3F = 1.0
FF FF FF 3F~= 2.0
00 00 00 40 = 2.0
00 00 00 BE = -0.125
00 00 00 BF = -0.5
00 00 80 BF = -1.0
FF FF FF BF~= -2
00 00 00 C0 = -2 "
Note that, in cases where the value is BE or greater, INCREASING the value will DECREASE the scale. It's completely backwards. In cases where the value is 40 or less, INCREASING the value will INCREASE the scale. Gong in between those two value sets is generally a bad idea. Also note that in most cases, you'll want to edit the third digit; editing the forth yields more extreme results. You're going to have to play around with it to get what you want, I garuntee it.
After you've made all your edits in all your files, go back to the XML, and for every file you editted, change the corrosponding number to 204 (if I editted the "bodyall_204" file, I'd need to change the number next to "Humanbodyall" to 204 in the xml. Most of these are pretty intuitive, guessing won't hurt). This will set your character on a default of the new values. Do this for the pawn if you want to as well. You dont have to edit the files twice; editting the XML for the pawn will automatically direct to the already-editted hex files.
Now the hardest part is over. (But you'll probably going to repeat this if you want to get it right).
Step 3: Repacking
First, repack your save. Go into the folder with your DDsavetool, delete your save file (NOT your XML file) and then open a command prompt. Navigate to the folder containing both DDsavetool and the xml file and type "DDsavetool -r -pc ddda.sav.xml". If everything went correctly, it should spit out a new save file. Check again to make sure your original save is backed up, then move the new save into the save folder so it's loaded.
Now, to repack. There are 3 different .arc files the game draws upon in order to decide character info: game_main.arc, title.arc and editparts_(gender).arc (located in \nativePC\rom\etc). But the character editor will only use game_main.arc. My recommendation is only to repack game_main.arc and test your edits out in character editor. Then, when you're satisfied, copy the entire contents of \edit\parts and overwrite it in the other two, and repack them as well.
To repack, first, be sure that your .arc files are all backed up. Then, go back to the folder with ARCtool in it, delete the game_main.arc file, and then open a command prompt. Navigate to this folder (which should have the bat files, the folder with your editted files, and a file called game_main.txt, as well as a few other odds and ends). Type in "pc-dd game_main". This should spit out a bunch of compresson, and end up adding a new game_main.arc. After checking once again to make sure you backed up your files like a good little boy/girl/puppy dog, copy your new arc over to nativePC\rom, and load the game. Then, (after having installed dinput8.dll hooks), hit enter on manual, and pull up character edit. Your new changes should be in place. If you mess with the sliders on any of your changes, they WILL go away and you'll have to either discard your edits or copy the save back in place from the previous steps. You can still compare your editted VS vanilla values, just dont hit enter.
Once you're satisfied with your changes, repeat the repack steps for title.arc and editparts_(gender).arc. After checking to make sure you've backed up your files, replace them in their corrosponding locations, and load the game. Congratulatons, you've now messed with the sliders!
--
Hope this helps some people out, feel free to repost somewhere as long as you give me credit. I used this to make a dwarf character (he only weighs 11 pounds) and I can confirm that reducing/increasing weight/height beyond their minimums continues the effects you'd have previously (he walks extremely slow, flies extremely far and recovers stamina extremely fast, as well as gets drenched in pretty much any water). It's pretty hilarous, to see my character fly thirty feet in the air when he gets hit by pretty much anything. Theoretically, you could make your character extremely tall so that he could walk very fast, but collsion radiuses do actually seem to increase/decrease beyond their intended minimums, so making yourself too tall could break the game. Either way, lots of fun stuff to play around with. Here's a list of weight/height effects so that you're aware of everything you do to mess with the characters:
Edited by koechophe
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