Apprentice
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Post by anubis on May 14, 2017 15:51:45 GMT
I second this, it´s really frustrating for the chars not to transform (aside from yourself)
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Hero
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You can't win!
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Post by mxronhs on Jun 4, 2017 18:45:40 GMT
Just in case anyone is still paying attention to this thread... So I did some experimenting yesterday and today and found...very little. This is what I've gathered from hex editing the .ait file and looking at it in .xml using genser. The part outlined in blue seems to denote a single AI table entry (and I'm guessing they're the same length for all characters). However, from my experiments, the only string worth anything is the very first one, outlined in red. So at 00 00 00 00, the AI works as normal (and this is applied to ALL AI in the game). At 01 00 00 00, it also works correctly (I think). Any value other than these two causes a random action, from dashing at me (not attacking) to shooting basic ki blasts to, well, doing nothing at all. I also saw that the reviving behavior of the AI is controlled by this string as well, as I disabled the rest of the entry by putting FF FF FF FF everywhere else and the AI continued its normal behavior, including its obsession with reviving teammates. Next up is what I found through genser observation. I went through and test about a third of these U_XX behaviors, while leaving the others at FF FF FF FF, to try to isolate what each line does, up to U_38 so far. Unfortunately, none of them seems to have any effect other than the following: U_04: Movement/basic ki attacks/Fighting. Described above, corresponds to the red circled part in the first picture. U_1C: Only occurs in 2v2 or 3v3 battles. When you KO one of their teammates, then another teammate begins displaying the behavior from U_04. I have no coding experience whatsoever, so this is just what I found from some hex editing, .xml manipulation, and rough testing. Hopefully someone with a lot more technical know-how/coding experience can figure out more. Maybe I found a solution. Replace all these values to 3a01 or 4301 but don't touch values which have fffffffff. Try it and tell me how it goes.
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Hero
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Post by mxronhs on Jun 4, 2017 18:47:49 GMT
I second this, it´s really frustrating for the chars not to transform (aside from yourself) Some characters transformations slots are empty, I talk for the custom NPC patrollers.
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Post by HotWingsFTW on Jun 4, 2017 21:26:29 GMT
mxronhs All of them? As in every single one?
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Hero
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Post by mxronhs on Jun 4, 2017 22:38:29 GMT
mxronhs All of them? As in every single one? Yes. Don't touch values which have ffffff value. As I see through genser observation.
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Post by mxronhs on Jun 4, 2017 22:50:34 GMT
If you have the previous battle file of xenoverse 1 open it to see where I made the changes and replace the older values with 7B 00 which for xenoverse 1 made the AI more agressive. For xenoverse 2 I believe values 4301 and 3A01 are made the AI more agressive. That's all I have to give for now. Carry on.
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Post by mxronhs on Jun 4, 2017 22:58:54 GMT
These changes are not affecting the expert misions raid because they use a different file which seems to be an encrypted file.
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Post by HotWingsFTW on Jun 10, 2017 17:25:57 GMT
Just in case anyone is still paying attention to this thread... So I did some experimenting yesterday and today and found...very little. This is what I've gathered from hex editing the .ait file and looking at it in .xml using genser. The part outlined in blue seems to denote a single AI table entry (and I'm guessing they're the same length for all characters). However, from my experiments, the only string worth anything is the very first one, outlined in red. So at 00 00 00 00, the AI works as normal (and this is applied to ALL AI in the game). At 01 00 00 00, it also works correctly (I think). Any value other than these two causes a random action, from dashing at me (not attacking) to shooting basic ki blasts to, well, doing nothing at all. I also saw that the reviving behavior of the AI is controlled by this string as well, as I disabled the rest of the entry by putting FF FF FF FF everywhere else and the AI continued its normal behavior, including its obsession with reviving teammates. Next up is what I found through genser observation. I went through and test about a third of these U_XX behaviors, while leaving the others at FF FF FF FF, to try to isolate what each line does, up to U_38 so far. Unfortunately, none of them seems to have any effect other than the following: U_04: Movement/basic ki attacks/Fighting. Described above, corresponds to the red circled part in the first picture. U_1C: Only occurs in 2v2 or 3v3 battles. When you KO one of their teammates, then another teammate begins displaying the behavior from U_04. I have no coding experience whatsoever, so this is just what I found from some hex editing, .xml manipulation, and rough testing. Hopefully someone with a lot more technical know-how/coding experience can figure out more. Maybe I found a solution. Replace all these values to 3a01 or 4301 but don't touch values which have fffffffff. Try it and tell me how it goes. mxronhs Okay, just to make sure we're on the same page. Looking at the genser XML output, are you suggesting each line should be: - 0x13a (3A 01 00 00 in hex)
- 0x13a013a (3A 01 3A 01 in hex)
- Something else?
I just want to make sure I'm making the correct changes before I go through the entire file.
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Post by mxronhs on Jun 10, 2017 21:23:48 GMT
3A 01 00 00 in hex.
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Post by mxronhs on Jun 10, 2017 21:32:41 GMT
DON'T TOUCH FF FF FF FF VALUE. You don't need to change them all. Change a few values, not all of them, to test it how it goes.
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Post by HotWingsFTW on Jun 11, 2017 0:47:20 GMT
DON'T TOUCH FF FF FF FF VALUE. You don't need to change them all. Change a few values, not all of them, to test it how it goes. Alright, I tried it with just a few at first, and nothing changed. So then I changed every single one in the file, taking care to leave the FF FF FF FF entries alone. Apparently I broke something, as now the AI doesn't do anything. Pretty sure there are some values that I wasn't supposed to mess with, as they probably contributed to the AI actually functioning. In case you're curious, here's a download link for my modified AI Table files (both hex and genser): www.dropbox.com/sh/9gzrliya0sye7dh/AABpf2_f49oJjxTLWJtomW5fa?dl=0Thanks for your help!
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Post by mxronhs on Jun 11, 2017 13:05:48 GMT
It seems changing and replcing with only the same value doesn't work. It is not simple as the previous game. There is combination of values and this means we must to discover how to make the perfect combination to make AI more aggressive. If I find free time, I will make a further research on this.
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Post by HotWingsFTW on Jul 14, 2017 15:30:32 GMT
It seems changing and replcing with only the same value doesn't work. It is not simple as the previous game. There is combination of values and this means we must to discover how to make the perfect combination to make AI more aggressive. If I find free time, I will make a further research on this. Hey man. Just wondering if you've had a chance to look more into this.
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Lord of Disruption
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Post by Val E Ryon on Jul 14, 2017 16:43:08 GMT
Eternity and I have. Eternity was so kind to parse the .bai files, which control immediate ai behavior, and we did some experimenting. Turns out all chars load CMN.bai when you enter a battle, and afterwards overwrite specific content from it with a char's .bai to determine exact behavior.
We know that the .bai is the file to do what we wanna do, but CMN.bai is gigantic! Takes time to identify what exactly we need to mod.
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Post by HotWingsFTW on Jul 14, 2017 18:37:03 GMT
Well hot damn. Sounds like progress to me. Thank you guys!!! I really think figuring this out could add some serious challenge to this game.
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Post by mxronhs on Jul 15, 2017 10:53:00 GMT
Hey man. Just wondering if you've had a chance to look more into this. Nope. I didn't really have the time to look on this.
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Post by mxronhs on Jul 15, 2017 11:06:01 GMT
Eternity and I have. Eternity was so kind to parse the .bai files, which control immediate ai behavior, and we did some experimenting. Turns out all chars load CMN.bai when you enter a battle, and afterwards overwrite specific content from it with a char's .bai to determine exact behavior. We know that the .bai is the file to do what we wanna do, but CMN.bai is gigantic! Takes time to identify what exactly we need to mod. This is new information. In the previews game, as far as I knew, it didn't need to look CMN.bai. And now I understand why it is not working with the old method.
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Post by HotWingsFTW on Aug 7, 2017 21:37:19 GMT
Val E Ryon Hey dude. Any luck deciphering any of that CMN.bai file?
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Post by Val E Ryon on Aug 8, 2017 8:43:26 GMT
Not working on it. No time.
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Post by HotWingsFTW on Aug 8, 2017 15:48:08 GMT
Alright. Well thanks for the update anyway.
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