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[Request] Increased slider limit


nickru58

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I can't know for certain, but everything suggests that making any edits will naturally cause the armor to wrap around the increased/decreased proportions. The only real issues seem to be in weapon's placement; they often float outside the body or inside the body if you scale things wrong.

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Perhaps my reading skill is poor, but, according to what I have read, the save edit method exposed before in this post may be wrong, (I say may, because i I haven´t mapped the entire file yet, but I´m certainly sure about that).

 

The data stored in edit/ folder contains only presets, those presets are very very limited, you can´t edit your waist size with those values for example, those capcom folks did a very dirty trick with many relevant data of the game.

 

At this moment, I think, there are 2 ways to modify the "secret" values of body customization, the first one has been said in this post before (CheatEngine) and if I publish the other one, I will be breaking the rules of NexusMods, it´s sad, but rules are rules.

 

Also, there are other mods which cannot be published in this way because they will break the rules, mods like improved jiggle physics, improved sliders and I think there are even more hidden stuff there yet.

 

Sad but true.

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Perhaps my reading skill is poor, but, according to what I have read, the save edit method exposed before in this post may be wrong, (I say may, because i I haven´t mapped the entire file yet, but I´m certainly sure about that).

 

The data stored in edit/ folder contains only presets, those presets are very very limited, you can´t edit your waist size with those values for example, those capcom folks did a very dirty trick with many relevant data of the game.

 

At this moment, I think, there are 2 ways to modify the "secret" values of body customization, the first one has been said in this post before (CheatEngine) and if I publish the other one, I will be breaking the rules of NexusMods, it´s sad, but rules are rules.

 

Also, there are other mods which cannot be published in this way because they will break the rules, mods like improved jiggle physics, improved sliders and I think there are even more hidden stuff there yet.

 

Sad but true.

The method outlined in my tutorial ISNT the save edit method: It uses save editting to assign the character unused slots on the sliders, then changes said unusued slots by editing the raw data within game_main.arc, title.arc and editparts_gender.arc. It is virtually unlimited: you can edit waist size and pretty much everything else there too. I only use save editting to make the edits specific to the main character and main pawn, so that NPCs and other pawns aren't disfigured.This method effectively accomplishes what was asked for in the post. I tried to make it as reader-friendly as possible, but it is rather complex, so I can understand why you misinterpretted.

 

So, short answer, there's a third way; the way outlined in my guide. In a nutshell, the technique is unpacking, editting some values, and repacking the arc files. See the tutorial on the first page if you have any confusion. It works very well, and isn't actually too tedious once you get a decent workflow going. At some point, I may edit the base values on sliders in the main file and publish them as an arc, effectvely "extendng" the slider range by making the top/bottom more extreme.

Edited by koechophe
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Then, my reading skill is not poor.

 

I think you are refering to the documentation provided by Andy (Besrodio) about face and body morphs.

 

If that´s the case (and I think it is the case), then, you are wrong, YES, you can edit the body presets while you modify the vaiues of those files, but I insist, those presets are very limited, you can´t edit part by part of the body, is just a poor customization.

 

You can verify what I´m saying if you compare the NPC .bed and .hep files with the files stored in parts/ folders, you will notice the abbysmal difference between number of modifiable parts.

 

When you modify NPC´s, you can modify right shin and left shin (independently), right forearm and left foerarm, 3 variables per part (xyz) plus part scale and even more options, while the human presets allow you to modify very poorly the body of your character.

 

But, in fact, you can edit those "hidden" values in the same way of the NPC´s with your character, but as I said before, those tricky capcom folks made a dirty play.

 

After this, if you think I´m wrong, then proove it and show me captures of modified breasts ingame, or show me independent values modified (right leg with one setup and left leg with other one).

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I think you're exaggerating the limitations of this method; the character edits that can be done are rather extensive. They may be limited in comparison, but they do satisfy the initial request of the poster: you can use that method to extend sliders (and then some) past their intended minimums, and contains far more editing ability than just presets (you'll have to read through more of the documentation). But I haven't studied other approaches, which may be more comprehensive. It occurs to me that if you're eager to post your information, do it somewhere else in which posting isn't against rules. Reddit and such are generally a good resource for that type of thing.

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  • 2 weeks later...

Hi, I'm new to nexus, not sure if it's too late to reply to this thread, but I've been messing around with slider values via koechophe's method, with some success but yet more setbacks. I've followed instructions to a T, as far as I can tell.

My goal was to increase my female pawn's height beyond the slider limit, for no real reason, just to start simple and try something I thought I could manage as an experiment. I located her information in the save xml, and at first reassociated her "humanbodyall" value to 204 as per the example, then modifying the 204 scales through Hex Editor Neo. However, what I found strange was that this stature value appears to be inherently related to the male gender, as upon entering Character Editor, the pawn was applied male proportions, face shape options, torso options, etc, all along with having the newly assigned height, which was the only thing I intentionally modified. After viewing the pastebin I found that this observation may hold some merit, in that it displays the vanilla male height options as 000-008 and female options as 100-108, and theoretically these confines may expand throughout the extended options up to 204, though organization of such leaves much to estimation and experimentation. Still, it's merely a guess, as I'm not super experienced with coding and the like. Continuing, I reassigned the pawn's "humanbodyall" to a few different values before choosing 94 (bodyall_094), figuring it would still be unlikely to find an npc with that preset, and she retained her female physique. The issue that followed is now, none of the hex values within bodyall_094 actually modify her in game appearance, despite her designation to it in the sav file (I did see in the pastebin which value should modify stature, but it hasn't worked). Though changing some hex values (such as 0 and 4) cause crashes upon entering Character Creator. Stranger still, she possesses a unique stature value in-game, 206cm, which is impossible for females through the vanilla options. ...Which leads me to believe that I have correctly associated the pawn with the right "humanbodyall" value, but I cannot locate the hex value that modifies in-game stature, or I am possibly going about hex editing all wrong.

 

I must be missing something but I have no idea what. Anyone have any ideas?

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I've never experimented with female editting, so I can't speak with surety here. I was worried that the 204 might be male specific, since 0-8 and 100-108 are different for male and female. I can think of a few things you can try though:

 

1) Just edit 108 and set your char. to the tallest setting. This will 100% work, just also will mess with NPCs

2) Try other values, I would recommend values ABOVE the 100-108. The values in between seem a bit less stable when I was playing around with them. If you find one that works, you can use it for all of them. I haven't figured out which ones are specifically male and female yet, so it might take a bit of digging.

 

The best I can say is that this is largely unexplored, you just need to find a value that works for you.

 

The other method is (amazingly) MORE complicated then the one I outlined, and requires a lot more work to actually get going. If you just want to play around with height values, I'd recommend sticking to this method. Just be careful: at some level, your height affects your collision radius. If you make yourself too big, it's entirely possible you won't be able to fit through doors and such (though it could be closer to categories instead of based on raw height itself).

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