Monster Hunter World Modded Stuff and Things

Memory scanning, code injection, debugger internals and other gamemodding related discussion
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spareshotty
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Re: Monster Hunter World Modded Weapons

Post by spareshotty » Tue Sep 18, 2018 3:28 am

WarStalkeR wrote:
Sat Sep 15, 2018 4:29 am
Modded Item Capacity & Modding Info:
Well, I found a workaround for max item carry capacity. You can easily modify itemData.itm and set max carry capacity to 125 (one byte, setting more then 125 - 7D, allow negative maximum item capacity and thus unlimited item carry, but it might end up turning game buggy and unplayable):
ScreenshotShow
Image

If somebody interested, I've attached modded file with 125 each item carry capacity. Unpack "itemData.itm" from "itemData.zip" into "YourMonsterHunterWorldFolder\nativePC\common\item\itemData.itm" and enjoy.
itemData.zip
do you have the un-modified itemdata? and is there a method to know what item is in which offset?

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Re: Monster Hunter World Modded Weapons

Post by Envy » Thu Sep 20, 2018 1:16 am

spareshotty wrote:
Tue Sep 18, 2018 3:28 am
do you have the un-modified itemdata? and is there a method to know what item is in which offset?
itemData.rar
(4.5 KiB) Downloaded 71 times


-- updated the range spreadsheet with the shell table columns --
-- added a general spreadsheet aswell where you can see how to edit some other files too


as far as i noticed for bowguns you cant change tranq ammo ( for me it doesnt work on a hbg )

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Re: Monster Hunter World Modded Weapons

Post by spareshotty » Thu Sep 20, 2018 1:49 am

do you think it's possible to edit the spareshots skill procs?

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Re: Monster Hunter World Modded Weapons

Post by Envy » Thu Sep 20, 2018 12:56 pm

spareshotty wrote:
Thu Sep 20, 2018 1:49 am
do you think it's possible to edit the spareshots skill procs?
should be possible but not for me. for this kinda stuff you have to really dig deep in the files and calculations and i got no clue of that

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Re: Monster Hunter World Modded Weapons

Post by Depleted » Thu Sep 20, 2018 3:24 pm

I'd like a rapid fire GW LBG for dragon and wyvern, so using your explanation/example i converted all the values for gulgoleths wail so i could find its line which is "03.[0-F][0-F].[0-F][0-F].02.[0-F][0-F].[0-F][0-F].01.[0-F][0-F].[0-F][0-F].04.[0-F][0-F].[0-F][0-F].00.[0-F][0-F].[0-F][0-F].02.[0-F][0-F].[0-F][0-F].03.[0-F][0-F].[0-F][0-F].00.[0-F][0-F].[0-F][0-F].02.[0-F][0-F].[0-F][0-F].00.[0-F][0-F].[0-F][0-F].00.[0-F][0-F].[0-F][0-F].00.[0-F][0-F].[0-F][0-F].00.[0-F][0-F].[0-F][0-F].02.[0-F][0-F].[0-F][0-F].00.[0-F][0-F].[0-F][0-F].00.[0-F][0-F].[0-F][0-F].02.[0-F][0-F].[0-F][0-F].00.[0-F][0-F].[0-F][0-F].00.[0-F][0-F].[0-F][0-F].00.[0-F][0-F].[0-F][0-F].00.[0-F][0-F].[0-F][0-F].03.[0-F][0-F].[0-F][0-F]"

the next part you didn't explain clearly as i never do anything with hex, how am i suppose to convert this chunk of data into what im after? which is increased dragon and wyvern ammo capacity with rapid fire capabilities for both and also for spread3 if possible?

please help me someone, am stupid and i've got this far, yet have no idea what im suppose to change to get the results i'm after.

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Re: Monster Hunter World Modded Weapons

Post by Arkkon » Thu Sep 20, 2018 9:17 pm

Do you know if it's possible to modify HBGs to accept more than three Mods at a time? For example, having 3x Shields and 3x Recoil Compensators?

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Re: Monster Hunter World Modded Weapons

Post by WarStalkeR » Fri Sep 21, 2018 5:13 am

Depleted wrote:
Thu Sep 20, 2018 3:24 pm
the next part you didn't explain clearly as i never do anything with hex, how am i suppose to convert this chunk of data into what im after? which is increased dragon and wyvern ammo capacity with rapid fire capabilities for both and also for spread3 if possible?
#7 clearly told that you need to look at data structure explanation. If you can't understand it, then you need to wait for me to create a screenshot with explanation.

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Re: Monster Hunter World Modded Weapons

Post by Envy » Fri Sep 21, 2018 8:53 am

Depleted wrote:
Thu Sep 20, 2018 3:24 pm
the next part you didn't explain clearly as i never do anything with hex, how am i suppose to convert this chunk of data into what im after? which is increased dragon and wyvern ammo capacity with rapid fire capabilities for both and also for spread3 if possible?

please help me someone, am stupid and i've got this far, yet have no idea what im suppose to change to get the results i'm after.
ok personally i only use hxd to edit these files and even the long ones and i can try to explain it for you without notepad++

First of all you need to know which ammo set in the lbg file affects which ammo offset in the shelltable. I use 15 in the lbg file and 0000091B in the shell table. they match each other.

Your next step is to open the shell table look for the offset 0000091B and for the right column. I uploaded a spreadsheet aswell where its easier to see but you can use warstalkers explanation aswell. Spread 3 have the columns 1E-20:

1E - Ammo capacity -> change 0A to be sure you wont fuck up the game. Thats 10 shots per clip which is far than enough.
1F - Rapidfire -> change to 1C
20 - Reloadspeed -> change to 11

Dragon got the columns 45-47. Its the same pattern, 45 for capacity 46 for rapidfire 47 for reloadspeed.
Wyvern got columns 2A-2C change it to the same values. The only ammo where rapidfire doesn't work is cluster bomb. Videos showing 30+ cluster bombs per second are not do able with this table. i guess these are animation tweaks.

If you want to kick off an ammo type just type 00 00 00 in the columns for the type you don't want to have.
Arkkon wrote:
Thu Sep 20, 2018 9:17 pm
Do you know if it's possible to modify HBGs to accept more than three Mods at a time? For example, having 3x Shields and 3x Recoil Compensators?
nope its not possible since its a game restriction restricted to the rarity.

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Re: Monster Hunter World Modded Weapons

Post by Envy » Fri Sep 21, 2018 5:30 pm

So after 6 hours of trying things out etc. i uploaded a spreadsheet for armors including nearly all skill id's ( except the bow coating ones and elderseal up, which are only aviable via gems ) and set id's.

Inside the Skill ID tablesheet the left table is sorted by the german names. The right table is sorted by the english names.

You can switch a skill with a set bonus. So its possible to have all set bonuses active but only wearing a leather armor ( yeah its fucked up but possible ).

And as you can maybe see capcom has a really messed up armor structure and as i'm german the translations may be wrong but should be right ( i'm ~95% sure )

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Re: Monster Hunter World Modded Weapons

Post by Eternallydissolved » Sat Sep 22, 2018 3:24 am

Envy wrote:
Fri Sep 21, 2018 5:30 pm
So after 6 hours of trying things out etc. i uploaded a spreadsheet for armors including nearly all skill id's ( except the bow coating ones and elderseal up, which are only aviable via gems ) and set id's.

Inside the Skill ID tablesheet the left table is sorted by the german names. The right table is sorted by the english names.

You can switch a skill with a set bonus. So its possible to have all set bonuses active but only wearing a leather armor ( yeah its fucked up but possible ).

And as you can maybe see capcom has a really messed up armor structure and as i'm german the translations may be wrong but should be right ( i'm ~95% sure )
So does this include the skill id's for the skills attached to the mantles?

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Re: Monster Hunter World Modded Stuff and Things

Post by Envy » Sat Sep 22, 2018 10:10 am

no because the mantles are not in the armor file. but nearlly every mantle got a mix of skills from the armors.

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Re: Monster Hunter World Modded Stuff and Things

Post by Eternallydissolved » Sat Sep 22, 2018 10:34 pm

Envy wrote:
Sat Sep 22, 2018 10:10 am
no because the mantles are not in the armor file. but nearlly every mantle got a mix of skills from the armors.
I would love to know the exact mix of skills on the rocksteady mantle. I know some of them like wind resistance, tremor resistance, earplugs and flinch free, but it has a few other skills as well.

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Re: Monster Hunter World Modded Weapons

Post by Depleted » Sun Sep 23, 2018 2:21 am

Envy wrote:
Fri Sep 21, 2018 8:53 am
Depleted wrote:
Thu Sep 20, 2018 3:24 pm
the next part you didn't explain clearly as i never do anything with hex, how am i suppose to convert this chunk of data into what im after? which is increased dragon and wyvern ammo capacity with rapid fire capabilities for both and also for spread3 if possible?

please help me someone, am stupid and i've got this far, yet have no idea what im suppose to change to get the results i'm after.
ok personally i only use hxd to edit these files and even the long ones and i can try to explain it for you without notepad++

First of all you need to know which ammo set in the lbg file affects which ammo offset in the shelltable. I use 15 in the lbg file and 0000091B in the shell table. they match each other.

Your next step is to open the shell table look for the offset 0000091B and for the right column. I uploaded a spreadsheet aswell where its easier to see but you can use warstalkers explanation aswell. Spread 3 have the columns 1E-20:

1E - Ammo capacity -> change 0A to be sure you wont fuck up the game. Thats 10 shots per clip which is far than enough.
1F - Rapidfire -> change to 1C
20 - Reloadspeed -> change to 11

Dragon got the columns 45-47. Its the same pattern, 45 for capacity 46 for rapidfire 47 for reloadspeed.
Wyvern got columns 2A-2C change it to the same values. The only ammo where rapidfire doesn't work is cluster bomb. Videos showing 30+ cluster bombs per second are not do able with this table. i guess these are animation tweaks.

If you want to kick off an ammo type just type 00 00 00 in the columns for the type you don't want to have.
Arkkon wrote:
Thu Sep 20, 2018 9:17 pm
Do you know if it's possible to modify HBGs to accept more than three Mods at a time? For example, having 3x Shields and 3x Recoil Compensators?
nope its not possible since its a game restriction restricted to the rarity.
Okie dokie, thank you very much for taking the time to help me, you've made it very clear of what i gotta do, and a bit of theory crafting helped me along the way.
----

Code: Select all

original shell table gw code
03 03 00 02 05 03 01 06 04 04 02 01 00 0B 01 02 08 03 03 01 0E 00 18 03 02 13 04 00 00 00 00 00 00 00 00 00 00 00 00 02 0C 0F 00 06 04 00 15 05 02 07 10 00 02 0E 00 02 0E 00 02 0E 00 1F 01 03 02 00

modded shell table gw code (from the shell table in this thread)
12 00 11 12 00 11 12 00 11 12 00 11 00 00 11 12 00 11 12 00 11 00 00 11 12 00 11 00 00 00 00 00 00 00 00 00 00 00 00 0E 00 11 00 00 11 00 00 11 0E 00 11 00 00 11 00 00 11 00 00 11 00 1C 11 12 00 11

I assume every 3 sets of numbers is per ammo type as Gulgoleth's wail has 3x Normal I, 2x Normal II, 1x Normal III, 4x Pierce I, 0x Pierce II, 2x Pierce III, 3x spread 1, 0x spread 2, 2x spread 3, 0x cluster 1, 0x cluster 2, 0x cluster 3, 0x wyvern, 2x sticky 1, 0x sticky 2, 0x sticky 3, 2x slicing, 0x flaming, 0x water, 0x freeze, 0x thunder, 3x dragon and the numbers match up to my theory.

So going from what i've gathered and your provided info, the new line of gw code to have 12 of each ammo type capacity or whatever 12 is in hex, rapidfire and fast reload would be 12 1C 11 for each 3 snippets, so the entire line would be;

12 1C 11 12 1C 11 12 1C 11 12 1C 11 12 1C 11 12 1C 11 12 1C 11 12 1C 11 12 1C 11 00 00 00 00 00 00 00 00 00 12 1C 11 12 1C 11 12 1C 11 12 1C 11 12 1C 11 12 1C 11 12 1C 11 12 1C 11 12 1C 11 12 1C 11
The three sets of zeros are for cluster ammo since it doesn't fire in the LBG, I'm gonna make a save backup and implement this change and see how it goes!

Edit 2: Oh fuck yes it works perfectly, everything except tranq is rapidfire and fast reload. I'm so happy right now :D

Thanks again for your help Envy, you're the best!

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Re: Monster Hunter World Modded Stuff and Things

Post by sakdjki » Tue Sep 25, 2018 3:09 pm

Do you have the unmodified weapon files as well? Don't think I have the space to decompress myself, and only want to make a couple balance adjustments

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Re: Monster Hunter World Modded Stuff and Things

Post by Eternallydissolved » Fri Sep 28, 2018 12:01 am

I think i just found the configuration file for the skills themselves, i need to test but i am highly optimistic that the skill effects themselves can be edited from this file (Example Attack boost level 7 attack +21 Affinity + 100)!

EDIT <----- It fucking works!!!!!!!!!!!!!!!!!!!!!!!!
EDIT 2 <-----Does not alter the text description of the skill, but the effect is there showing itself on my overall affinity!
EDIT 3 <---- Unedited skill data file for editing of skills added! use Envy's armor spread sheet and search the file in the hex editor of your choice by that skill byte in hex as they are in the file differentiated by the skills for example attack boost has seven skill levels and its hex byte is 13. My current edit to it as proof of concept is 1300010300000000000000130002060000000000000013000309000000000000001300040C000500000000001300050F000500000000001300061200050000000000 1300073200640000000000
In my example, 13 is the skill byte
the following 00 is unknown
the following 01 is the skill level (level 1)
and the 03 is +3 attack
the next set of 00 adds 255 to the previous 03 so 0301 would be +259 total allowing for each digit of 00-03 being 1 above 255
and then the following 00 is added affinity
the 00 after the affinity is another byte that adds 255 per hex digit increase.
and everything there after is unknown but part of the skill configuration data
I have separated the level seven with a space to make it easier to visualize the data
in which
13 is the skill byte
the following 00 is unknown
the following 07 is the skill level (level 7)
and the 32 is +50 attack
the next set of 00 adds 255 to the previous 32 so 3201 would be +306 total allowing for each digit of 00-32 being 1 above 255
and then the following 64 is 100% added affinity
and everything there after is unknown but part of the skill configuration data

Edit 4<-----Some skills cannot be edited at this time effectively like evade window, vaal hazak vitality, speed eating and power prolonger as these skills pull data from another file which we have not even located at this time and is likely one of the encrypted parameter files
Attachments
skill_data.zip
Skill data master file allowing direct editing of MHW Skills
(1.36 KiB) Downloaded 93 times
Last edited by Eternallydissolved on Tue Nov 06, 2018 7:41 pm, edited 7 times in total.

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