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AsteriskAmpersand

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Posts posted by AsteriskAmpersand

  1. Using vortex to install mhw mods is a fantastic way to get into install situations that make no sense and can't be debugged by the modder themselves. You should do a binary search of your mods, enable half, then enable the other half, find the problematic half and repeat that on that one till you zero in the mod that causes the issues. It's likely the skill indicator or some mod that is modifying files that get outdated on every patch.

     

    Or consider installing them manually without vortex and see if that works fine. It's just drag and drop.

  2. That mod still works. Modder is not afk he just doesn't respond to pointless questions after the first week. Read the description of stracker loader VERY carefully you probably have a botched install of it. Or didn't even try the mod to see if it worked.

  3. Most of the MHW Modding knowledge has been recorded on the MHW Modding Research Discord's Wiki.

    Modding_Wiki.fw.png

    This includes tutorials to model, material, efx, map, audio and npc editing. It's made and maintained by the people at the MHW Modding Research Discord and includes most of the previous tutorial list's entries updated to reflect the improvement on tools available, new methods and now known file listings.

    For requests and help with modding, the MHW Modding Discord has active help channels and a request channel.

    Modding_Discord.fw.png

    Many of the old tutorials linked on the nexus forum rely on very rudimentary methods that are no longer necessary due to advances in the technology. In particular visual assets should no longer require any sort of hex editing as there's now:

    • A Mod3 Importer that allows bone editing, YAVNE compatible normal editing, and changing materials.
    • A Ctc/Ccl Editor that allows editing jiggle bone physics within blender.
    • A Mrl3 Editor that allows editing material files without having to manually finnagle around unknown hex data, which was based on a shader decompilation.
  4. For anything symetrical you want to do all of your work on one side and when you are satisfied mirror it with a Mirror Modifier. Remember to apply the mirror modifier and use P to separate the new mirrored vertices and on the new meshpart rename the weight groups to those of it's symmetrical on the other leg.

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