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Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive

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Xiraiya
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by Xiraiya »

TruckerHatRyan wrote: Finally found him in MbmCommonSetting.lua in data1.dat thanks to help of Cheat Engine thread and comparing to "High Rank Soldiers And Unique characters" by Glotty on Nexus.
You can find him with "staff_name_99_149" and setting his stats to or "sectionpoints" to 490 is max value which equals S++ in game. Can also set Skill to
"none" or a combat related skill to make Big Boss more of a badass instead of "MechanicalEngineer" which is apparently the Bionics Specialist skill.

Can also set his known languages to better match Big Boss (though he is already set to know English and Russian which iirc were the main languages BB spoke fluently).
Actually I just did some research on this the other day while attempting to make Miller, Ocelot and Snake etc. more sensible by making their primary stats S Rank, which I gave up on as it doesn't stick if you replace the file, I wanted their stats to stick to my save, like I managed in Peace Walker making a custom group of badasses tied to my save with unique names.

S++:450 (Seems to cap at about 515, any higher and the bar stops moving)
S+:295
S:185
A++:110 ("Most" canon staff seem to peak at 130 in their highest stat, with Snake being 130 in combat and medical and 110 in most other areas, the exceptions are Huey at 127 R&D and Quiet who was like 112 in Combat)
A+:80
A:65
B:50
C:35
D:20

E:0 (10 is the lowest in-game value seen, it can go lower but they don't like to give anyone a lower value than 10 in a stat)

Be careful if anyone uses this info, because S+ and S++ soldiers don't really occur naturally in game, S+ seems to be a reward for completing chapter 1, and they do occasionally seem to show up under specific circumstances, but as far as I can tell the highest encounter rate possible in the field based on Motherbase levels is S at 30%, S+ and S++ at 0%, an update might have changed this since I was playing an older version to avoid online.

Why are you overwriting a soldier required for a mission anyway? if it was a randomly encountered soldier sure, but a soldier unique to a mission just doesn't seem like the right way to go about it.
TruckerHatRyan
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by TruckerHatRyan »

Higus wrote: Wow "MechanicalEnginner", no wonder the bugger was hard to find. Thanks a million, I'll try to sort out some issues and get this out on nexus as soon as possible, you guys have been a great help. (as it stands though BB has to be released without voice and no bandana, or at least a static physics bandana)
Happy to help. Even without voice and a bandana w/ physics this will be awesome.
Ashtails wrote:My only problem with this is how would you be able to make big boss's robo arms? plus will this make the prisoner you save in over the fence big boss?
Xiraiya wrote:Why are you overwriting a soldier required for a mission anyway? if it was a randomly encountered soldier sure, but a soldier unique to a mission just doesn't seem like the right way to go about it.
This wouldn't make the prisoner in the mission appear as BB and I believe the point in using a unique soldier such as this is to replace a soldier everyone has access to.

As I understand it, a unique soldier is only awarded to you as a mission award if that soldier is not already present in Motherbase. So if you somehow lose the soldier or just have not completed the mission, you need only complete it to unlock the soldier and in this case have access to BB thanks to the mod.

Now I am not 100% on this part, but I believe that if you replay the mission with the unique soldier already in Motherbase, you are awarded a generic soldier with the same skill as the original unique soldier. So in theory you should only need to complete the mission once more to be awarded a generic soldier with the "Bionic Specialist" skill once you have unlocked Spying Harrier.

If someone has some confirmation on that or knows that to be incorrect, feel free to chime in. Either way Higus may have something in mind to resolve the potential issues.
Last edited by Gh0stBlade on Sat Sep 24, 2016 4:47 pm, edited 1 time in total.
Reason: Double post merge.
Ashtails
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by Ashtails »

Ashtails wrote:
Higus wrote:
TruckerHatRyan wrote: Finally found him in MbmCommonSetting.lua in data1.dat thanks to help of Cheat Engine thread and comparing to "High Rank Soldiers And Unique characters" by Glotty on Nexus.

You can find him with "staff_name_99_149" and setting his stats to or "sectionpoints" to 490 is max value which equals S++ in game. Can also set Skill to
"none" or a combat related skill to make Big Boss more of a badass instead of "MechanicalEngineer" which is apparently the Bionics Specialist skill.

Can also set his known languages to better match Big Boss (though he is already set to know English and Russian which iirc were the main languages BB spoke fluently).

Fantastic work on your mod, hope this helps.

Image
Edit: Added above image
Wow "MechanicalEnginner", no wonder the bugger was hard to find. Thanks a million, I'll try to sort out some issues and get this out on nexus as soon as possible, you guys have been a great help. (as it stands though BB has to be released without voice and no bandana, or at least a static physics bandana)
My only problem with this is how would you be able to make big boss's robo arms? plus will this make the prisoner you save in over the fence big boss?
I suggest doing it for glaz or paliz bcuz lets be honest, if you haven't played ground zeroes why are you playing The Phantom Pain
Poisonedmods
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by Poisonedmods »

Because some people may have not played PC version as it was free on PS4 for PS+ members and i cant transfer my PS4 save to PC?
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by HeartlessSeph »

Poisonedmods wrote:Because some people may have not played PC version as it was free on PS4 for PS+ members and i cant transfer my PS4 save to PC?
I was about to say that. I originally played Ground Zeroes on PS4. I got it with PC since I pre-ordered the game but not everyone may have done that.
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by Xiraiya »

Save transfer is not cross platform.
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by HeartlessSeph »

To those using the Ftex tool, is anyone else having the game crash when using textures converted at 2048x2048? Even using the GZS tool to add the extra ftexs parts causes the game to crash regardless and it's becoming an annoyance.
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Higus
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by Higus »

TruckerHatRyan wrote:This wouldn't make the prisoner in the mission appear as BB and I believe the point in using a unique soldier such as this is to replace a soldier everyone has access to.

As I understand it, a unique soldier is only awarded to you as a mission award if that soldier is not already present in Motherbase. So if you somehow lose the soldier or just have not completed the mission, you need only complete it to unlock the soldier and in this case have access to BB thanks to the mod.

Now I am not 100% on this part, but I believe that if you replay the mission with the unique soldier already in Motherbase, you are awarded a generic soldier with the same skill as the original unique soldier. So in theory you should only need to complete the mission once more to be awarded a generic soldier with the "Bionic Specialist" skill once you have unlocked Spying Harrier.

If someone has some confirmation on that or knows that to be incorrect, feel free to chime in. Either way Higus may have something in mind to resolve the potential issues.
Took the words right out of my mouth. Only the prisoner in Over The Fence actually was Big Boss, but I've fixed it and it's now Spying Harrier's model only for that mission.
Ashtails wrote:I suggest doing it for glaz or paliz bcuz lets be honest, if you haven't played ground zeroes why are you playing The Phantom Pain
At the moment it's technically impossible to do it for Glaz/Palitz because of the simple fact that neither have a second model part to replace: hair.
Ashtails wrote:My only problem with this is how would you be able to make big boss's robo arms? plus will this make the prisoner you save in over the fence big boss?
If you're asking about the robotic arm then you don't fully know the (plot-wise) point of the mod and I suggest you finish phantom pain before you realize this mod subject is a huge spoiler.
TruckerHatRyan
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by TruckerHatRyan »

Higus wrote:Took the words right out of my mouth. Only the prisoner in Over The Fence actually was Big Boss, but I've fixed it and it's now Spying Harrier's model only
My mistake on that one, great job finding a solution. Looking forward to the finished product.
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by Ashtails »

Ashtails wrote:My only problem with this is how would you be able to make big boss's robo arms? plus will this make the prisoner you save in over the fence big boss?
If you're asking about the robotic arm then you don't fully know the (plot-wise) point of the mod and I suggest you finish phantom pain before you realize this mod subject is a huge spoiler.[/quote]

I played it, Venom Snake, Big Boss, though they are different people the game pretty much says Venom snakes actions contribute to who Big Boss ("You're your own man, I'm Big Boss, and you are too. No. He's the two of us together") so I use them interchangeably. I am just saying that spying harrier allows you to make different robo arms for Venom Snake which I realized was a dumb thing to say since by the time you finish mission 46 (which is recommended before use of this mod) you most likely have all the arms built anyway
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by XrayDoc »

Still looking around for ways to recreate the FPS mod from GZ.

-The camera files in afgh_large do nothing
-I believe the camera may be controlled by the parts/player fpkd file
-I think it may have to do with the plparts_venom.fox2 file, or the any other player file, so I'll try to look into that
-It may also have to do with the tppPlayer.fsd file, but I don't know how to open an fsd file, I'll look into that as well
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by HeartlessSeph »

XrayDoc wrote:Still looking around for ways to recreate the FPS mod from GZ.

-The camera files in afgh_large do nothing
-I believe the camera may be controlled by the parts/player fpkd file
-I think it may have to do with the plparts_venom.fox2 file, or the any other player file, so I'll try to look into that
-It may also have to do with the tppPlayer.fsd file, but I don't know how to open an fsd file, I'll look into that as well
I think the Fox Tool opens those. Check here: https://github.com/Atvaark/TPP.FileForm ... /README.md
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by XrayDoc »

HeartlessSeph wrote:
XrayDoc wrote:Still looking around for ways to recreate the FPS mod from GZ.

-The camera files in afgh_large do nothing
-I believe the camera may be controlled by the parts/player fpkd file
-I think it may have to do with the plparts_venom.fox2 file, or the any other player file, so I'll try to look into that
-It may also have to do with the tppPlayer.fsd file, but I don't know how to open an fsd file, I'll look into that as well
I think the Fox Tool opens those. Check here: https://github.com/Atvaark/TPP.FileForm ... /README.md
Just used it, nothing interesting found in them. However I think it may be in sna4_main0_asr.sim or sna4_main0_body.sim. Looking through them now and seeing x, y, z, and w stuff
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by DefaultMan »

XrayDoc wrote: Just used it, nothing interesting found in them. However I think it may be in sna4_main0_asr.sim or sna4_main0_body.sim. Looking through them now and seeing x, y, z, and w stuff
.sim files are simulation files, those likely control the belt/tail physics and hair physics. Quiet has similar files controlling her breast physics same with Hospital Paz for hair physics.
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Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Post by XrayDoc »

DefaultMan wrote:
XrayDoc wrote: Just used it, nothing interesting found in them. However I think it may be in sna4_main0_asr.sim or sna4_main0_body.sim. Looking through them now and seeing x, y, z, and w stuff
.sim files are simulation files, those likely control the belt/tail physics and hair physics. Quiet has similar files controlling her breast physics same with Hospital Paz for hair physics.
It may be under data01's /script/lib/TppPlayer.lua
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