Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Search found 75 matches
- Mon Oct 17, 2016 8:54 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 590551
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Made a tool to calculate filename hashes used in fmdl/fv2 files (see http://forum.xentax.com/viewtopic.php?p=121141#p121141 ). https://github.com/unknown321/mgsv_path_hasher code https://github.com/unknown321/mgsv_path_hasher/releases - compiled exe. Of course it's a one-way hashing, no way to get f...
- Wed Oct 12, 2016 4:51 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 590551
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
breakdown of the fv2 format: viewtopic.php?f=10&t=12407&p=121318#p121318 Any ideas what names could be hashed in section 1? It says "name hash found in FMDL". How can I find these hashes in FMDL? Is there any idea what do they reference? I feel like they stand for connecting point...
- Tue Oct 11, 2016 5:49 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 590551
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Some progress on fv2 files for npc , player files are more complicated. Looks like you just need to provide path to the model in fv2 and apply the fova. http://imgur.com/a/kzK3a - Ocelot with /Assets/tpp/item/ewr/Scenes/gog1_main0_def and /Assets/tpp/item/ewr/Scenes/gog0_main0_def respectively. http...
- Tue Oct 11, 2016 2:13 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 590551
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
TppEquip.TppEquip .EQP_WP_SP_SLD_030, --WEAPON_PB_SHIELD_SIL DLC Grade 2 (9010) --no load :/ TppEquip.TppEquip .EQP_WP_SP_SLD_010, --WEAPON_PB_SHIELD_OD DLC Grade 2 (9011) --no load :/ TppEquip.TppEquip .EQP_WP_SP_SLD_020, --WEAPON_PB_SHIELD_WHT DLC Grade 2 (9012) --no load :/ TppEquip.TppEquip .EQ...
- Tue Oct 11, 2016 11:58 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 590551
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
In case somebody is wondering, the DE update makes zero changes to any of the luas. Some fpk/fpkds have been changed but mostly missing textures and models for the console DLC have been added. Mods don't need updates in most cases. Konami didn't even bother changing one single thing in the Lua scri...
- Sat Oct 08, 2016 12:36 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 590551
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
They are listed in the exe, use strings.exe to get a dump. You can also try to parse them from lua files, but it is not that reliable.nasanhak wrote:And how?? Same for PlayerPad.
- Fri Oct 07, 2016 1:37 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 590551
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
I think the actor object referenced in the mgo scripts is the MgoActor class. Referenced functions are in a section of the exe that has names matching those from your dump for MgoActor. Same conclusion though since TPP uses TppPlayer2 / MgoActor isn't in MGSV_TPP exe That's what I thought. There wa...
- Thu Oct 06, 2016 7:45 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 590551
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Just a litte more info about cosmetics - https://unknown321.github.io/mgsv_resea ... etics.html, that should make things clearer. New stuff is at the end of the article (see diff)
Also game is being updated on steam - https://steamdb.info/sub/132506/history/, looks like definitive edition.
Also game is being updated on steam - https://steamdb.info/sub/132506/history/, looks like definitive edition.
- Wed Oct 05, 2016 12:08 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 590551
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Shigu here- The answer to how I did that mod is not very exciting. FV2 modded the scarf, then script modded in the gas mask and model swapped it with the goggles before vertex editing it into place. FV2 modded? Were you applying fv2 files directly like Player.ApplyFormVariationWithFile("/Asset...
- Tue Oct 04, 2016 11:58 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 590551
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
https://m.youtube.com/watch?v=CcicEW4IHLk I totally forgot about glasses-scarf. Looks like he is applying fv2 files since model is not reloaded. I assume that game crashed because wrong fv2 was applied. Another question I have is would it be possible to replace the model of the capture cages with t...
- Tue Oct 04, 2016 11:29 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 590551
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
And your definition of porting mgo hats is the free toggle of the hats rather than having to replace a model? That sounds pretty hard but you make it seem like it might be possible. So you are getting close? Yes, like in sortie prep screen. Game does that already, so we should be able to do the sam...
- Tue Oct 04, 2016 4:16 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 590551
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Made a huge post about cosmetics and models - https://unknown321.github.io/mgsv_resea ... etics.html. No, there is no clear solution for simple porting hats from mgo to tpp (yet), but I think I've found stuff that leads to it.
- Mon Oct 03, 2016 5:45 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 590551
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
EquipDevelopConstSetting(Const file) All new entries to this file need to be added at the end. Otherwise dev flow, equip menus, sometimes even the sortie prep screen exit breaks. So order of this file matters. But it matters for a very specific reason I haven't figured out yet - maybe never will. T...
- Sun Oct 02, 2016 10:06 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 590551
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
I am pretty sure you can, nothing stops you.abuali wrote:Btw I'm using Gztools, can I edit the un-named fpks then repack them as un-named again?
- Sun Oct 02, 2016 9:36 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 590551
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Anyone can lead me to all other .lng?, or if someone had a way for telling the English base of the game to just read foreign letters? I know it is a hard task for you people. http://pastebin.com/rdiQ5ype See https://github.com/unknown321/mgsv_lua_dump/tree/master/tpp/master/inf for files that were ...