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BobDoleOwndU

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Everything posted by BobDoleOwndU

  1. They're just zip files. 7-Zip, WinRAR or anything of that sort can open them.
  2. Check these: Texture Modding Tutorial for Metal Gear Solid V Texture Modding Tutorial [AutoPftxsTool and Snakebite 0.9.0]
  3. I've not seen the offline GMP cap listed in the game's Lua scripts; so I believe it is probably hardcoded in the exe. There is a chance I've missed it; but I've never heard any other modders mention the cap being in the scripts either.
  4. That cutscene uses the normal parasite suit model if you're wearing it. It's just hiding the mask model and attaching the hospital head to the body, which is achievable via the methods I mentioned previously. The data for that side-op is in chunk2.dat\Assets\tpp\pack\mission2\quest\afgh\tent\tent_q99040.fpk (and tent_q99040.fpkd); however, it also uses some assets from chunk2.dat\Assets\tpp\pack\mission2\free\f30010\f30011.fpk. From what I can tell, there aren't any assets in there that will be helpful in this process. The mask hiding/head attaching was likely handled directly by the cutscene fsm, which is not easy to extract data from.
  5. A number of people have shown interest in making this exact mod; but no one ever has which is surprising considering that it would be relatively simple to do. But yes. It is possible to make such a mod. FMSv2 or a custom fv2 would probably be the best way to go about it.
  6. This might be what you're looking for. Though I'm not sure if it affects Snake's fatigues. It does affect the female fatigues though.
  7. There's a guide here. There's also a tool here; but I've not used it. So I'm not sure how it works.
  8. The sound files aren't an issue. The problem is adding in a mechanic that triggers the horn when a button is pressed. Something like that requires editing code that's been compiled into the executable, which is not something that's easily achievable. Existing sound mods work by replacing existing sounds with preexisting triggers. As of now, there's no way to add a completely new trigger.
  9. Probably not gonna happen. Even something as seemingly simple as making a horn sound when driving a vehicle likely would require the executable to be edited, which is unfeasible.
  10. It should be possible in some form. It might require a custom/edited model though. I haven't explored how the heli models are set up myself.
  11. I believe Infinite Heaven can do this. I'm not 100% sure what the setting name is; but if you look at the settings guide, you should be able to find it.
  12. Sounds like you installed SnakeBite somewhere that requires admin access. Try running it as administrator and see if the same thing happens.
  13. The update didn't move anything. Make sure your dictionary is up to date (latest one is here). The armour Skull's model is in chunk4.dat\Assets\tpp\pack\mission2\story\s10140\s10140_area.fpk\Assets\tpp\chara\wmu\Scenes
  14. It'd just be a texture swap. (It could also technically be done by swapping texture names in her model directly, which is easier if you know how to do it; but harder if you don't.) So yes. It's completely possible, and not really that hard of a mod to make. There are texture modding tutorials here and here. (In this case, you just need to swap her original face texture with the one with markings though. Not create a completely new one or modify an existing one.) And a tool for swapping texture names inside of models here.
  15. You might have missed replacing the pftxs. The pftxs contains the low resolution part of a texture.
  16. I'd suggest taking another shot at making them yourself. Try following these tutorials for texture modding: Texture Modding Tutorial for Metal Gear Solid V Texture Modding Tutorial [AutoPftxsTool and Snakebite 0.9.0]
  17. Very, very unlikely to ever happen. The best you could hope for is modifying the FOB game mode to load a different map; but even that could come with unexpected results.
  18. It's possible; but someone has to port the models to the Fox Engine format. Considering how small the modding community is, it's unlikely that anyone will port the models for you. The general rule in the current state of the modding community is that if you aren't going to do something yourself, it's probably not going to happen.
  19. I currently don't have enough time to take on any new modding projects. 1 is definitely locked behind the exe. 9, 10 and 11 are very likely locked behind the exe as well.
  20. I just meant I could be wrong on a couple of them in general. Though some of them are definitely locked behind the exe. I don't know what can be achieved with weather effects. I haven't tried editing them. There's too many parameters to list them all. If you open the exe with a hex editor and find the name of a parameter in plain text, it's probably exposed to Lua is the rule of thumb.
  21. A lot of the game's parameters are built into the executable. We can only access the ones that are exposed to Lua. I believe anything I wrote "Don't think so" beside requires editing the exe. It's possible I'm wrong on a couple of them though. It might be possible to change the duration of rain strikes. Weather effects are editable to some degree; but they're not something I've touched myself. I'm not sure if the strike itself is separate from the normal rain weather condition either. So changing it for the strike might also change it for the normal weather condition as well.
  22. 1. Don't think so. Items aren't editable via script. (Not to be confused with support weapons, which are editable.) 2. Not currently possible. Running speed is set via root motion (aka baked into the animation). So until animations are editable, this isn't possible. 3. Don't think so. 4. Maybe? There are some mods that increase the staff limit; but they're fairly buggy from my understanding. 5. I think this has the same issue as 2. 6. A mod for this already exists here. 7. Maybe possible. Fall damage is editable from my understanding; but I haven't tested anything with it myself. 8. Might be able to do this via animation swap. MGO Quiet has a sliding animation that might work. 9. Don't think so. 10. Don't think so. 11. Don't think so. 12. Maybe. Though if it's possible, it'd probably only work via mod menu. 13. Not currently. UI elements aren't currently editable. 14. Don't think so. 15. Maybe. There are editable blast radius settings. I don't know if the one for the airstrike is accessible though.
  23. The central repository of modding info is here (and to a lesser extent on Reddit here). Nexus acts as the primary hub for posting mods; but almost all of the actual discussion is done on Discord.
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