Moderator
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Posts: 1,576
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Last seen: Jul 9, 2022 9:43:03 GMT
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Post by eternity on Feb 1, 2017 7:22:32 GMT
I keep getting error "AddExternalDirectory failed on skill files" Does your folder have any empty folder inside?
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Warrior
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Posts: 50
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Last seen: Mar 28, 2020 14:38:23 GMT
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Post by someone on Feb 1, 2017 18:15:33 GMT
Hello.There is one questions:
1:How would I know about the IDs of the skills?
By the way thanks for making this tool.
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Fighter
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sick
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Posts: 45
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Last seen: Dec 24, 2017 15:08:21 GMT
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Post by usermx on Feb 1, 2017 18:24:35 GMT
What is your cus tab? Because if you have the path values there pointing to other skill, the game will load files from there. Also, I'm assuming you assigned the proper skill to the character, right? After clearing my installation and trying again, the stats work in game. However, it will still play the same animation even if I change the ean pathway and now my character gets a red aura with super saiyan hair, even though the partset is at -1 and the base skill files are from potential unleashed. Besides stats, no changes I make to the aura or ean or partset affect him in game. BTW, I copied the CUS straight from Potential Unleashed.
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Warrior
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Posts: 50
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Last seen: Mar 28, 2020 14:38:23 GMT
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Post by someone on Feb 1, 2017 18:28:45 GMT
Maybe you should try to set the aura to 3.You could also place the ean file manually after installing the skill.
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Apprentice
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Posts: 2
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Last seen: Dec 22, 2019 2:59:26 GMT
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Post by PlatinumTDX on Feb 2, 2017 6:19:03 GMT
I keep getting error "AddExternalDirectory failed on skill files" Does your folder have any empty folder inside? I'm getting the same thing and I don't have an empty folder inside of the folder that I created for it: gyazo.com/8ec753ec900a9122c32b2bc225653f99P.S. I'm trying to create an awaken skill
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Moderator
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Last seen: Jul 9, 2022 9:43:03 GMT
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Post by eternity on Feb 2, 2017 7:55:21 GMT
Well, unless other error shows before, the only way for that error to show is if the function fails to open the directory. Close the explorer or any program that has that folder (or a file of the folder) opened, and try again.
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Fighter
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Posts: 16
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Last seen: Nov 4, 2017 18:26:01 GMT
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Post by fraq on Feb 2, 2017 9:11:36 GMT
Hi, i'm new here, the tools are great, but i'm not so good with them, i'm trying to create a new awaken skill for example and when I try it in game has "Unknoknw Skill", same for description. I tried to change the Ki cost with genser too but I don't get why there are 3 KI_COST and KI_COST2 (or something like that) wich one do I need to change. And how am I supposed to change other stats PUP to make them effective? (not only ki kost) sorry for the trouble and thanks anyway
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Moderator
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Posts: 1,576
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Last seen: Jul 9, 2022 9:43:03 GMT
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Post by eternity on Feb 2, 2017 10:25:57 GMT
One of the cost is actually the "ki consumed" and the other the "ki required". (you shouldn't touch those values when they are at zero).
For example, trasnformations skills would use "ki required" but they don't consume the ki.
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Fighter
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Posts: 10
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Last seen: Jun 28, 2017 1:11:43 GMT
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Post by callypgia on Feb 2, 2017 10:30:18 GMT
Tried adding Aura Slide to my CAC, using it results only in my character standing but the attack going off, afterwards my CAC gets stuck until hit by the enemy.
Tutorial on how to add such skills pls?
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Fighter
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Posts: 22
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Last seen: Jan 23, 2019 20:24:53 GMT
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Post by kingscourge99 on Feb 2, 2017 11:29:09 GMT
i tried to make an ultimate skill and it get stuck at the loading screen before a fight or mission, were am i wrong?
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Moderator
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Posts: 1,576
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Last seen: Jul 9, 2022 9:43:03 GMT
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Post by eternity on Feb 2, 2017 11:48:05 GMT
i tried to make an ultimate skill and it get stuck at the loading screen before a fight or mission, were am i wrong? That's a sign that a file is missing somewhere. Use xv2patcher log.
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Warrior
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Posts: 50
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Last seen: Mar 28, 2020 14:38:23 GMT
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Post by someone on Feb 2, 2017 11:58:12 GMT
Tried adding Aura Slide to my CAC, using it results only in my character standing but the attack going off, afterwards my CAC gets stuck until hit by the enemy. Tutorial on how to add such skills pls? Make sure that the CAC supports the animation.To find added skills goto data folder then skills then in your case it is a super attack so goto SPA.Lets say I added a skill named 1357_XTI_ASD_ZZZ.ean.To make your CAC support it,you would need to change the ZZZ to one of following: MAF for male majins MAM for female majins SYM for male saiyans SYF for female saiyans HUM for male saiyans HUF for female saiyans FRI for frieza race NMC for namekian So if I wanted my male saiyan to support it,I would rename it to 1357_XTI_ASD_SYM.ean.
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Fighter
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Posts: 10
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Last seen: Jun 28, 2017 1:11:43 GMT
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Post by callypgia on Feb 2, 2017 12:46:10 GMT
Tried adding Aura Slide to my CAC, using it results only in my character standing but the attack going off, afterwards my CAC gets stuck until hit by the enemy. Tutorial on how to add such skills pls? Make sure that the CAC supports the animation.To find added skills goto data folder then skills then in your case it is a super attack so goto SPA.Lets say I added a skill named 1357_XTI_ASD_ZZZ.ean.To make your CAC support it,you would need to change the ZZZ to one of following: MAF for male majins MAM for female majins SYM for male saiyans SYF for female saiyans HUM for male saiyans HUF for female saiyans FRI for frieza race NMC for namekian So if I wanted my male saiyan to support it,I would rename it to 1357_XTI_ASD_SYM.ean. You mean to say that one has to manually go to the folder of Xenoverse, copy that .ean file, then rename it to whatever CAC you have to fix it? Is there no way to do it in the folder you imported your skills in? (Import Skill Directory) I found a .ean file there, would changing that and copying it for every CAC then saving it as an x2m file make it so that when installing the x2m file it already has those copied .eans? Sorry for the questions, new to this. Edit: if you have the time, I have additional questions. 1.) Do I have to rename the NNNN_CCC_SSSS that always seem to pop up every import? 2.) Trying to make a Super Saiyan Rose->God->Blue mod (1-3) that uses the Future Super Saiyan animation, is that even possible? Tried using the additional data thing but I have no idea what I'm doing. 3.) In making the mod above, is there any way to make it use a different aura? Like 1 using PU, 2 using Golden Freiza, etc. I assume it's not yet possible, since custom transformations are not yet supported? Correct if I'm wrong. 4.) Mod above yet again, possible to make more than 3 transformations? 5.) Last question about the mod above, how to make it have different hair and color for each transformation? I do know that it's just a matter of renaming for the original Super Saiyan, but I want to have the Rose->God->Blue as a seperate skill. Is it just a matter of renaming the HUF emb emd emm to something like, I don't know XTL.emd?
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Fighter
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Posts: 22
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Last seen: Jan 23, 2019 20:24:53 GMT
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Post by kingscourge99 on Feb 2, 2017 14:11:24 GMT
i tried to make an ultimate skill and it get stuck at the loading screen before a fight or mission, were am i wrong? That's a sign that a file is missing somewhere. Use xv2patcher log. XV2PATCHER VERSION 0.85. Exe base = 00007FF7B20F0000. My Dll base = 0000000065600000. My dll name: xinput1_3.dll Running on game version 1.04 Patch "bac_bcm_check_remove" located at address 00007FF7B23BD869. Relative: 0x2cd869. Patch "BattleTimer" located at address 00007FF7B247AB54. Relative: 0x38ab54. Battle timer set to 1.#INF00 seconds. (1.#INF00 is infinity) Patch "LoadTocHook" located at address 00007FF7B2162540. Relative: 0x72540. Patch "DisableSort" located at address 00007FF7B2160F98. Relative: 0x70f98. Patch "CpkGetFileInfoHook" located at address 00007FF7B23BD9D9. Relative: 0x2cd9d9. Patch "CpkGetFileInfoHook2" located at address 00007FF7B23BD3B2. Relative: 0x2cd3b2. Patch "PatchReceiveTypeKey" located at address 00007FF7B25D21D4. Relative: 0x4e21d4. Auto character max has been estimated: 850 Patch "PatchReceiveTypeKey2" located at address 00007FF7B25D23FD. Relative: 0x4e23fd. Patch "PatchReceiveTypeCharaSelected" located at address 00007FF7B25D33BC. Relative: 0x4e33bc. Patch "PatchReceiveTypeCharaVariation" located at address 00007FF7B25D33F3. Relative: 0x4e33f3. Patch "PatchReceiveTypeSkillName" located at address 00007FF7B25D395C. Relative: 0x4e395c. Patch "PatchReceiveTypeCharaVariation2" located at address 00007FF7B25D39B1. Relative: 0x4e39b1. Patch "PatchReceiveTypeImageStr" located at address 00007FF7B25D3B0C. Relative: 0x4e3b0c. Patch "PatchReceiveTypeCharaSelected2" located at address 00007FF7B25D3B3D. Relative: 0x4e3b3d. Patch "PatchReceiveTypeDLCUnlockFlag" located at address 00007FF7B25D3D0F. Relative: 0x4e3d0f. Patch "PatchReceiveTypeKey3" located at address 00007FF7B25D3E89. Relative: 0x4e3e89. Patch "PatchReveiveTypeImageStrNpc" located at address 00007FF7B25D3F65. Relative: 0x4e3f65. Patch "PatchReceiveTypeUnlockVar" located at address 00007FF7B25D4004. Relative: 0x4e4004. Patch "PatchReceiveTypeCharaVariation3" located at address 00007FF7B25D4061. Relative: 0x4e4061. Patch "PatchReceiveTypeNum" located at address 00007FF7B25D16D8. Relative: 0x4e16d8. ReceiveTypeNum sucesfully changed from 3431 to 28965 Patch "IncreaseChaselMemory" located at address 00007FF7B247B63E. Relative: 0x38b63e. Chasel object memory succesfully changed from 0x1200 to 0x7d00 Patch "IncreaseChaselSlotsArray" located at address 00007FF7B25D181D. Relative: 0x4e181d. Patch "IncreaseChaselSlotsArray2" located at address 00007FF7B25D1E57. Relative: 0x4e1e57. Patch "ModifyArrayOffset1" located at address 00007FF7B25D1804. Relative: 0x4e1804. Patch "ModifyArrayOffset2" located at address 00007FF7B25D1E43. Relative: 0x4e1e43. Patch "ModifyArrayOffset3_Multi" located at address 00007FF7B25D3ABD. Relative: 0x4e3abd. Patch "IsOzaruHook" located at address 00007FF7B22A9D00. Relative: 0x1b9d00. Patch "SetBodyShape" located at address 00007FF7B2371F80. Relative: 0x281f80. Patch "AutoBtlPortrait" located at address 00007FF7B22F4F46. Relative: 0x204f46. Patch "ResultPortraitHook" located at address 00007FF7B22EFD10. Relative: 0x1ffd10. Patch "PscInitHook" located at address 00007FF7B23A7070. Relative: 0x2b7070. Patch "UnlockCharaMods" located at address 00007FF7B25D3FEC. Relative: 0x4e3fec. Patch "UnlockCharaAll" located at address 00007FF7B25D3FEC. Relative: 0x4e3fec. Patch "UnlockStagesAll" located at address 00007FF7B25D70DA. Relative: 0x4e70da. 9 files were removed in ram for cpk with toc_size=0x25f230 144 files were removed in ram for cpk with toc_size=0x588e8 65 files were removed in ram for cpk with toc_size=0x37d00 0 files were removed in ram for cpk with toc_size=0x110 0 files were removed in ram for cpk with toc_size=0x198 4 files were removed in ram for cpk with toc_size=0x600a8
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Fighter
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Posts: 16
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Last seen: Nov 4, 2017 18:26:01 GMT
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Post by fraq on Feb 2, 2017 15:16:19 GMT
One of the cost is actually the "ki consumed" and the other the "ki required". (you shouldn't touch those values when they are at zero). For example, trasnformations skills would use "ki required" but they don't consume the ki. i preferred to use an existent PUP and it works, the aura changes too, the skill name in battle works, but I keep getting "Unknown Skill" as name and description when in the city and changing transformation in-game, why?
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Warrior
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Posts: 50
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Last seen: Mar 28, 2020 14:38:23 GMT
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Post by someone on Feb 2, 2017 15:20:00 GMT
Make sure that the CAC supports the animation.To find added skills goto data folder then skills then in your case it is a super attack so goto SPA.Lets say I added a skill named 1357_XTI_ASD_ZZZ.ean.To make your CAC support it,you would need to change the ZZZ to one of following: MAF for male majins MAM for female majins SYM for male saiyans SYF for female saiyans HUM for male saiyans HUF for female saiyans FRI for frieza race NMC for namekian So if I wanted my male saiyan to support it,I would rename it to 1357_XTI_ASD_SYM.ean. You mean to say that one has to manually go to the folder of Xenoverse, copy that .ean file, then rename it to whatever CAC you have to fix it? Is there no way to do it in the folder you imported your skills in? (Import Skill Directory) I found a .ean file there, would changing that and copying it for every CAC then saving it as an x2m file make it so that when installing the x2m file it already has those copied .eans? Sorry for the questions, new to this. Edit: if you have the time, I have additional questions. 1.) Do I have to rename the NNNN_CCC_SSSS that always seem to pop up every import? 2.) Trying to make a Super Saiyan Rose->God->Blue mod (1-3) that uses the Future Super Saiyan animation, is that even possible? Tried using the additional data thing but I have no idea what I'm doing. 3.) In making the mod above, is there any way to make it use a different aura? Like 1 using PU, 2 using Golden Freiza, etc. I assume it's not yet possible, since custom transformations are not yet supported? Correct if I'm wrong. 4.) Mod above yet again, possible to make more than 3 transformations? 5.) Last question about the mod above, how to make it have different hair and color for each transformation? I do know that it's just a matter of renaming for the original Super Saiyan, but I want to have the Rose->God->Blue as a seperate skill. Is it just a matter of renaming the HUF emb emd emm to something like, I don't know XTL.emd? I checked it and it worked.I change the ean file and after installation checked ingame and it worked actually. 1:You don't have to rename them.After you install it,it will automatically be renamed. 2:With Future super saiyan animation,I think its possible.I found that the animation for super saiyan in in the ULT folder.So maybe if you create a folder there with the same name as in the MET folder and copy the animation in that folder,maybe the animation would change. 3:I don't think so that a three-staged transformation would have different auras but if you want to change the aura goto CUS tab type the aura id there.If you are looking for CUS aura ids there is a thread about it. 4:I think it is possible.You need to add more PUP entries and in the mod info tab,you need to add more transformation names. 5:Yes,it is possible you need to extract the dyt.emb of hair,boots,bust,etc and add more DATA00s.EX:DATA002 is for the first transformation,DATA003 is for second and DATA003 would be for third.To add DATA00s you can just copy paste DATA002 and rename it.For Super Saiyan Blue you could use the DATA002 from the SSGSS Goku or Vegeta's dyt.emb.For SS God you could use the DATA002 from SS god Goku's DYT.emb.For SS rose you could just recolour the yellow colour you'll see in the DYT.emb of HUM.Only recolour the lines in yellow colour,I use Paint.net to recolour skills and hair.
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Warrior
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Posts: 50
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Last seen: Mar 28, 2020 14:38:23 GMT
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Post by someone on Feb 2, 2017 15:36:00 GMT
One of the cost is actually the "ki consumed" and the other the "ki required". (you shouldn't touch those values when they are at zero). For example, trasnformations skills would use "ki required" but they don't consume the ki. i preferred to use an existent PUP and it works, the aura changes too, the skill name in battle works, but I keep getting "Unknown Skill" as name and description when in the city and changing transformation in-game, why? Maybe you didn't name the skill in the mod info tab.In the mod info tab you need to write the name twice.One in the Name field and other in the skill Name field.For description you need to write your own description in the description field.You need to write name in the transformation name field too.If it is a multi-stage then you need to click on add button then type the name for the second stage.
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Fighter
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Posts: 16
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Last seen: Nov 4, 2017 18:26:01 GMT
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Post by fraq on Feb 2, 2017 16:29:31 GMT
i preferred to use an existent PUP and it works, the aura changes too, the skill name in battle works, but I keep getting "Unknown Skill" as name and description when in the city and changing transformation in-game, why? Maybe you didn't name the skill in the mod info tab.In the mod info tab you need to write the name twice.One in the Name field and other in the skill Name field.For description you need to write your own description in the description field.You need to write name in the transformation name field too.If it is a multi-stage then you need to click on add button then type the name for the second stage. I did, I filled the Name field, the Skill Name field, the description Field and the Transformation Name field. The name of the skill is visualized correctly in the x2mins, and so is the transformation name while using it in battle, the only problem is with the skill name and the description in game, even if I fill them i get "Unknown Skill"
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Warrior
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Posts: 50
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Last seen: Mar 28, 2020 14:38:23 GMT
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Post by someone on Feb 2, 2017 17:29:42 GMT
Maybe you didn't name the skill in the mod info tab.In the mod info tab you need to write the name twice.One in the Name field and other in the skill Name field.For description you need to write your own description in the description field.You need to write name in the transformation name field too.If it is a multi-stage then you need to click on add button then type the name for the second stage. I did, I filled the Name field, the Skill Name field, the description Field and the Transformation Name field. The name of the skill is visualized correctly in the x2mins, and so is the transformation name while using it in battle, the only problem is with the skill name and the description in game, even if I fill them i get "Unknown Skill" Well,maybe you should use MSG editor.
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Warrior
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Posts: 84
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Last seen: Aug 3, 2023 21:31:43 GMT
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Post by lazybone on Feb 2, 2017 17:57:54 GMT
Hi eternity , first of all thanks again for your work. I have a question , how can I set the damage of a skill? Tbh, I have no idea where the damage is. A lot of chances of it being in the bcm or the bac (I'd say the bcm has more probabilities). I will update genser in a few days with the info that Mugen and lazybone gathered about bac/bcm, but I think damage wasn't there. Damage seems to be in the bdm file. I don't know where, but replacing it with another skill bdm file changes the damage.
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