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[Request] Swordsman Set and White Hawk Set from Berserk


jmnm17

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And im back again, as far i can tell from what i posted earlier aswell there are quite a few files missing from the pc version compared to the console version, two015 for the thousandlimbs and the other ones i wrote early in this thread.

 

I did like i said manage to get thousandlimbs and the other sword to the blackcat shop post-dragon (if it matters) but not the actual model, icon or the required vocation to use and all the stats.

Some of the actual game files have that data, and there's way too many files for me to open considered there is no way to edit the actual .shp files, atleast no way i can remember.

But even if the .shp can be modified to included the items in the shops i still need to find the files for the icons, stats, vocation and then probably recode a file or more so it recognize the models since they seem to have been coded out except for the item id's.

 

And no one seem to care about trying this anyway so this will be the last time for me in this thread, atleast until there are some useful information to modify the correct files or if anyone have successfully added some of the missing items to the game fully functional.

 

Im sorry guys but the berserk gear are far out of reach.

 

One bit of good news though is that Berserk Band of the Hawk is now up for pre-purchase on steam and will release on tuesday, so atleast you can play Berserk by then if you don't own an ps2 with Berserk and english patch.

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  • 2 months later...
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  • 3 months later...

Well with the mt framework script you can both open the .mod files in 3ds max with their bones and re export them as .mod, just need to make sure to tick the dragon's dogma box fix.

 

http://forum.xentax.com/viewtopic.php?f=16&t=10956

 

Also would it be possible for you to share both sets and weapons files. Both the original ".arc"s and the extracted version?

 

 

(Don't know if you are using this, just putting it here in case, use it to extract the ".arc"s and get the ".mod"s.)

http://residentevilmodding.boards.net/thread/5774/arctool

http://residentevilmodding.boards.net/thread/481

 

 

On a completely different note does anyone knows where are npcs facemodels stored? I mean I found Mercedes' model with her face texture inside her npc folder but her face .mod is nowhere to be found so far, same problem with all the npcs ".arc"s I extracted and I can only find Julien's night champion armor not his "normal" armor in all his folder both his face textures and face are also lacking.

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  • 1 year later...

Well with the mt framework script you can both open the .mod files in 3ds max with their bones and re export them as .mod, just need to make sure to tick the dragon's dogma box fix.

 

http://forum.xentax.com/viewtopic.php?f=16&t=10956

 

Also would it be possible for you to share both sets and weapons files. Both the original ".arc"s and the extracted version?

 

 

(Don't know if you are using this, just putting it here in case, use it to extract the ".arc"s and get the ".mod"s.)

http://residentevilmodding.boards.net/thread/5774/arctool

http://residentevilmodding.boards.net/thread/481

 

 

On a completely different note does anyone knows where are npcs facemodels stored? I mean I found Mercedes' model with her face texture inside her npc folder but her face .mod is nowhere to be found so far, same problem with all the npcs ".arc"s I extracted and I can only find Julien's night champion armor not his "normal" armor in all his folder both his face textures and face are also lacking.

damn no one replied to you

i reached this by coincidence an I'm experimenting with this script you linked to. supposedly i can import a .mod—remove the mesh from the mod and add my own—skin the mesh i imported with the bones loaded by the script—and export? can it really be that simple?

all i did with the script you mentioned was: import a waist then export it... you'd think that everything would be fine and the game will accept it but it actually crashes the game lol. I was able to fix it though by hex editing the .mod by comparing it with the original waist mod; i only had to edit a few bytes(which is somewhat reassuring).

i guess what i'm trying to say is that the script up there is not a guarantee for your work to be read by the game

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