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Just noticed something else while messing with LK4D4. Even though I issued him a name in the eng file it shows as BUG_ME in the Life Bar. So the Game isn't grabbing the name from the CHAR.xxx file. I named him CyberLK4D4 and his mesh name is the default CyberNinjaLK4D4. So I guess it's looking @ another package to figure out where to look in the eng file for the display name. Again not a big deal but thought it was worth mentioning
The more I think about it, the more I'm wondering if the issue isn't that it's not reading from the ini file but that we can't truly rename the character package. This is the only way I can explain the behavior of Noob Saibot.... I renamed him just fine, but I didn't alter the character in any way, thus the game looks up "noob" and gets the name "Noob Saibot" that I put in there. Classic Noob is also getting the name "Noob Saibot" because most of his scripts are borrowed from noob.
There's other evidence to support this, like when you play as the Tarkatan Soldier the game announces "Baraka Wins" if you win a match. I'm not 100% positive, but I'm pretty sure that there aren't any vo files in that package.
I did my own experiment this morning attempting to fix RUUTUU, who I cloned from NPC_FightingDummy_Male to CHAR_Dummy, that shows up with "BASEMALE" in his health bar. I found a solution. I don't know how universal it is nor what it will effect, but I did find a solution.
None of those worked. (Note I used different cases so if one did work I would know which)
I then changed basemale=BASEMALE into basemale=RUUTUU in the ini and that DID work.
Problem solved right? Well not really. Similar to the classic problem we have, basemale is actually the creepy looking underwear guy in "NPC_BaseMale" and RuuTuu is based upon him. So If I change it it'll work for RuuTuu, but also BaseMale as well.
So I now knew that something in the character was called basemale and it needed to be changed. I found several entries, basemale.meshes.basemale, ect. Those all looked dangerous to change. At 0x617091 in the character package there is a lone entry all by itself called "basemale" I changed that to "dummy" and made an entry for dummy in the ini and it showed up! This is right before the portrait entries (HeadPortrait, and ect) in this particular character... I don't know if that will help or not.
So that works BUT, remember that RuuTuu is a partial character. It could be that changing this entry confuses the game when it tries to load external packages. I tried the only external that ruutuu has, his xray and it seemed to work ok. But there's no telling what that will break in a regular character.
I tried it on TarkatanSoldierA as well. It also worked ok and since he steals a lot of stuff from Baraka (charintro, ect) I tried that as well and everything was still linked up. It isn't in the exact same place, but again, right around the area where the portraits stuff is at. This will always have to be done manually because there is also the folder name where the mesh is stored, which has the same name. If you change that, you'll crash the character.
Something interesting is the fact that the vo_endings that I couldn't find for goro and the gang are defined in this area as well. That's both cool because it means I can change it, but it also sucks because it means that we'd have to either patch the bosses or send along new versions with the next UBM to fix the issue. I can probably rename them to cyberzero's ending since his doesn't have any narration and that would be "good enough" for now.
I'll keep working on this. I want to try and activate intros and ect for the classics and it all seems to be defined in this area.
I found it for the cyberninja as well. Again in the same area, just search for "HeadPortrait" and it's right around there. His name showed up as "bug_me" because the base name is "lk-2d4" which isn't defined anywhere in the ini files. Because it was too short I left this one alone and just made a new entry in the ini file. In cases like this what you want to do is make two entries for the character in the ini.
In my particular case, the cyberninja has been renamed to...well... char_cyberninja. So I add "cyberninja=Cyborg" and "lk-2d4=Cyborg".
Just tried it on Classic Noob, works just great. As an added bonus, the stats now work for that character in the nekropolis! Apparently this base name also controls where the stats are saved, so my clnoob stats were saved to noob.
That certainly explains why the bosses worked automatically and the npcs did not.
Hi unclefestor, I have an important question, that will help my work a lot, how to change blood color and the lights of cyber ninjas?! could be so kind to tell me the name of the dds files? I mean,
point me in the right direction,
I've just made a cyber noob saibot skin, and I would like to change his blood color and lights, can you help me out?! and the guns textures, how to inject? because once you extract the 2d textures there are not weapons texutres!
Hmm... well I looked in goro's character package. Unfortunatelym atm at leastm it's impossible to add sound to his endng.
I opending up tksoldier, which surprisingly has Baraka's ending defined.
He has a couple of entries just above the head portrait entry like this:
snd_mus_vo_endings (this one is the key... that's what package to look into for the ending theme)
Baraka_Ending (this is the name of the sound file defined in the snd_mus_vo_endingings package)
Goro's is missing several, it looks like this:
and that's it.
This unfortunately, is probably why a lot of things like fatalities and what not don't work on the bosses and npcs. There is probably supposed to be a string name somewhere telling the game where to find the reaction animations, and it's been left out.
you need to check the first page.... tools for blood stuff is there. Lights we don't know about.
Well unfortunately what I feared seems to be true. If you do a search through classic noob, there aren't any "victory" "ladder" or "ui_e" or "ending" entries, meaning that no amount of renaming files is going to add them back in.
The only way we could get that sort of thing working is if someone made a fully working script editor and we managed to cram all the extra data need in there.
Honestly we were quite lucky that the bosses had as much defined as they did. Btw if you beat the game as tarkatan soldier (why?) it DOES show Baraka's ending. So if someone wanted to rename a couple of things in his scripts and craft this reject of a character an ending they could.
Hmmm.... more interesting stuff, this time good news!
Ok as I mentioned fixing the base name in the classic characters fixes their stats page. If you beat the game with one as per usual nothing happens... this is because they are missing an entry for a ladder animation and endings will NOT play without a ladder animation.
The good news is, as I stated, the stats update, which means "view ending" unlocks in the boss necropolis. Fortunately, much like the bosses, the ui_e entry IS included for the classics.
Which ending and placeholder image to use for each slot is defined in the boss necropolis scripts, so while they will be silent like the boss endings, you CAN make a custom ending for each classic character, you'll only be able to access it via the necropolis though. I confirmed this via beating the game with classic jade and going to the boss_nekro to see her ending (currently defined as regular jades).
Thanks HowardC, I forgot the blood tools were in there, I will try it now.
Originally Posted by HowardC