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Everything posted by mxmstr
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Question to modders
mxmstr replied to macedolago's topic in Metal Gear Solid V: The Phantom Pain's Discussion
Is it possible to add female soldiers as enemies, instead of females only being prisoneers? Any attempt I've made to spawn hostages/DD soldiers as enemies through editing f30020_npc.fox2 has resulted in a crash. I imagine a better way to accomplish this would be to swap one of the varying enemy models with a female DD soldier, although they'll probably still have a male voice in gameplay... -
Spawning new soldiers via Fox2 editing
mxmstr replied to mxmstr's topic in Metal Gear Solid V: The Phantom Pain's Discussion
Hmm at line 866 there's this: local _=32 Not sure if it's relevant or not. -
Spawning new soldiers via Fox2 editing
mxmstr replied to mxmstr's topic in Metal Gear Solid V: The Phantom Pain's Discussion
The only mention of a max realized count is in the file TppEneFova.lua, which seems to set up soldiers' faces. At line 2, there's the line: local e=EnemyFova.MAX_REALIZED_COUNTAnd at line 277 there's the line: function a.GetFaceGroupTableAtGroupType(e)local t=TppEnemyFaceGroup.GetFaceGroupTable(e)local a={}local e=EnemyFova.MAX_REALIZED_COUNTPerhaps the game crashes because there are not enough faces loaded into the game? MAX_REALIZED_COUNT isn't mentioned anywhere else, but when I make the game print the variable it says its 255. Raising the assigned value at line 2 doesn't have any noticable effects, and the game still crashes when adding more soldiers. At line 277, changing the assigned value to anything but 255 causes the enemys' faces/heads to disappear. And it also doesn't prevent crashing when adding more soldiers. So altering MAX_REALIZED_COUNT at line 277 is causing an error that is preventing the face table from being constructed. What a bummer. -
Spawning new soldiers via Fox2 editing
mxmstr replied to mxmstr's topic in Metal Gear Solid V: The Phantom Pain's Discussion
Well s#*!...the solution was right in front of me the whole time. Really appreciate the help man. -
So recently I made it my mission to find a way of increasing the amount of soldiers at each CP, and I have gotten it to work...up to a point. Here's a video I recorded demonstrating what happens when assigning more than 10 soldiers to a CP: https://www.youtube.com/watch?v=ke71B6qgATQ There seems to be some sort of limit on how many soldiers can be rendered and active in the player's proximity, seeing how soldiers who are too far will turn into magical green smoke (probably used as a placeholder for inactive entities) and stop reacting to the environment around them. It's frustrating since I cannot for the life of me figure out how to increase these NPC limits. In Africa's enemy definition file, there is a variable called MAX_SOLDIER_STATE_COUNT but increasing it doesn't change anything, nor does DEFAULT_SOLDIER_STATE_COUNT in TppDefine.lua. If anyone's interested, I can give more detailed instructions on how to do this yourself, but until the limitations are taken care of such a mod would be unplayable.
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Question to modders
mxmstr replied to macedolago's topic in Metal Gear Solid V: The Phantom Pain's Discussion
It's probably possible to add new weapons/items to the game, if you can find the fox2 file that defines them. Recently I have been able to add new soldiers to each CP by opening up f30020_NPC.fox2 in chunk4 and appending new game object data to the existing soldier list, so the same can probably be done for weapons. I'll try post a topic on this soon.