Apprentice
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Posts: 1
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Last seen: Jun 16, 2018 0:34:47 GMT
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Post by shadowgamer on May 1, 2018 14:11:32 GMT
eternity Is it possible to add an option for Moveset change in the Skill Creator for Awaken skills? Really curious as i dont want to deal with command prompts to edit files. EDIT: Some people have made x2m installs for movesets so i was more curious if it could be possible.
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Apprentice
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Posts: 1
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Last seen: Jul 21, 2019 16:50:04 GMT
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Post by ssgssfred on May 6, 2018 12:59:53 GMT
Hi eternity how do you add the stamina break effects to skills?
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Fighter
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Posts: 46
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Last seen: Oct 16, 2020 19:51:38 GMT
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Post by tj2k1 on May 9, 2018 15:13:34 GMT
how do i choose what hair id it uses?
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Apprentice
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Posts: 6
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Last seen: Dec 6, 2017 10:37:01 GMT
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Post by Orion on Jun 6, 2018 18:20:50 GMT
I'm trying to create versions of Goku's Ultra Instinct unique attacks (Godly Display, Soaring Fist, Surging Spirit) that can be used by CaCs. Thing is, besides GD, the others don't have animations. The character does perform the attack, but the models are static. How do I fix this? I'm using lazybone's UI transformation that replaces the CaC's moveset with UI Goku's, which I thought would be enough to ensure the animations would work, but clearly I was wrong.
EDIT: And yes, I know there are mods for these things already, but they're fairly dated, and I'm concerned they won't work with the most recent versions of the game, installer, and patcher. Furthermore, if I can figure out how to fix this on my own, I can make mods for myself, instead of having to rely on other people who may or may not want the same things I do.
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Fighter
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Posts: 11
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Last seen: Jan 29, 2022 2:52:19 GMT
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Post by 9zachman6 on Jun 12, 2018 2:32:25 GMT
Is there a way to edit the Lazybone Super Saiyan Rose (Solo) skill to work with Majin Females? If so the how? I tried just ticking the MAF check box in the skill creator and mostly works, but when my CAC stand still she goes to the laying pose like she died.
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VIP
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Posts: 216
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Last seen: Mar 26, 2023 12:37:34 GMT
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Post by Kirihum on Jun 12, 2018 12:23:04 GMT
Do you just want a transformation using the Rose aura or does it have to be SSR? If it's the first then just make a new skill it's very easy and self explanatory
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Fighter
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Posts: 11
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Last seen: Jan 29, 2022 2:52:19 GMT
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Post by 9zachman6 on Jun 12, 2018 15:34:39 GMT
for the aura and transformation animation.
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VIP
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Posts: 216
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Last seen: Mar 26, 2023 12:37:34 GMT
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Post by Kirihum on Jun 12, 2018 19:38:15 GMT
Oh that's pretty easy, just use the SSR skill as base then edit when necessary in the skill creator. Just copy from a skill Majins can use like Divine Potential afterwards.
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Fighter
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Posts: 11
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Last seen: Jan 29, 2022 2:52:19 GMT
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Post by 9zachman6 on Jun 12, 2018 21:58:59 GMT
Alright I figured it out. I just needed to change the numbers in both Behavior 11 and 10. Thank you very much for your help Kirihum.
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Apprentice
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Posts: 2
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Last seen: Jul 2, 2018 1:24:45 GMT
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Post by nanoironaxe on Jul 2, 2018 1:22:48 GMT
I have a question, for example, i want to make an awoken skill, but i want that the skill drains the stamina, what i have to do?
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Hero
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超サイヤ人第3段階
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Posts: 497
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Last seen: Feb 16, 2021 21:05:44 GMT
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Post by ussj2trunks on Jul 4, 2018 15:35:20 GMT
I have a question, for example, i want to make an awoken skill, but i want that the skill drains the stamina, what i have to do? you need to modify the U_08 value, inside powerup_parameter.pup, and know the pup entry id of the skill you want to "copy". for example, if you want to change super saiyan 3 (pup entry 20) and making it like kaiohken x3 (pup entry 03), you have to change the first U_08 value (0xca) with the second one (0xcc). I hope is clear.
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Apprentice
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Posts: 2
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Last seen: Jul 6, 2018 2:57:46 GMT
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Post by ssgssrosegoku on Jul 5, 2018 7:33:40 GMT
I made a 6 stage transformation skill. It works correctly for the first 4 transformations(Super Saiyan 1-4), but when I get to my 5th and 6th transformations (Super Saiyan God and Blue respectively) the bust from Super Saiyan 4 is still on the character. If I skip the Super Saiyan 4 stage and go straight to God or Blue, the Super Saiyan 4 Bust does not show. Is there a way for me to go thru Super Saiyan 4, then to Super Saiyan God and or Blue without the Bust transferring over?
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Hero
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超サイヤ人第3段階
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Posts: 497
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Last seen: Feb 16, 2021 21:05:44 GMT
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Post by ussj2trunks on Jul 14, 2018 15:44:37 GMT
I made a 6 stage transformation skill. It works correctly for the first 4 transformations(Super Saiyan 1-4), but when I get to my 5th and 6th transformations (Super Saiyan God and Blue respectively) the bust from Super Saiyan 4 is still on the character. If I skip the Super Saiyan 4 stage and go straight to God or Blue, the Super Saiyan 4 Bust does not show. Is there a way for me to go thru Super Saiyan 4, then to Super Saiyan God and or Blue without the Bust transferring over?
I think you have to "tell" to the bcs file, which clothes it has to have for 5th and 6th transformation. I mean, the "bust" section must have something inside, in this way you will have what you want. I hope il clear.
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Fighter
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I have made a custom model and it is for a Yamcha mod.
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Posts: 16
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Last seen: May 25, 2019 18:06:18 GMT
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Post by DJHammer222 on Aug 3, 2018 17:32:09 GMT
I'm attempting to make a transformation for Bardock, and I set the PartSet to 3 so that he will use his Masked form during the transformation. Everything looks fine in the character select screen, but as soon as I enter into a battle, the PartSet is already loaded without triggering the transformation. Is there a way to fix this?
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Hero
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超サイヤ人第3段階
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Posts: 497
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Last seen: Feb 16, 2021 21:05:44 GMT
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Post by ussj2trunks on Aug 3, 2018 21:44:45 GMT
I'm attempting to make a transformation for Bardock, and I set the PartSet to 3 so that he will use his Masked form during the transformation. Everything looks fine in the character select screen, but as soon as I enter into a battle, the PartSet is already loaded without triggering the transformation. Is there a way to fix this? it's a game bug. there is only one solution: giving another "thing" to the character from the beginning. an example: the mask have the name BDK_003_Face_Ear, so you need a BDK_000_Face_Ear from the beginning (like the original bardack).
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Fighter
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I have made a custom model and it is for a Yamcha mod.
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Posts: 16
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Last seen: May 25, 2019 18:06:18 GMT
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Post by DJHammer222 on Aug 3, 2018 23:43:03 GMT
I'm attempting to make a transformation for Bardock, and I set the PartSet to 3 so that he will use his Masked form during the transformation. Everything looks fine in the character select screen, but as soon as I enter into a battle, the PartSet is already loaded without triggering the transformation. Is there a way to fix this? it's a game bug. there is only one solution: giving another "thing" to the character from the beginning. an example: the mask have the name BDK_003_Face_Ear, so you need a BDK_000_Face_Ear from the beginning (like the original bardack). So essentially that means what I'm trying to do is impossible, or I'm seeing this wrong. The only thing I did was set to PartSet to 3 in the tool, so it's kind of confusing. Are you saying that I need to find a way to get that face to load over the PartSet 3 that's already loading over the regular face?
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Hero
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超サイヤ人第3段階
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Posts: 497
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Last seen: Feb 16, 2021 21:05:44 GMT
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Post by ussj2trunks on Aug 4, 2018 21:01:57 GMT
it's a game bug. there is only one solution: giving another "thing" to the character from the beginning. an example: the mask have the name BDK_003_Face_Ear, so you need a BDK_000_Face_Ear from the beginning (like the original bardack). So essentially that means what I'm trying to do is impossible, or I'm seeing this wrong. The only thing I did was set to PartSet to 3 in the tool, so it's kind of confusing. Are you saying that I need to find a way to get that face to load over the PartSet 3 that's already loading over the regular face? are you using the original bardack?
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Fighter
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I have made a custom model and it is for a Yamcha mod.
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Posts: 16
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Last seen: May 25, 2019 18:06:18 GMT
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Post by DJHammer222 on Aug 4, 2018 21:13:03 GMT
So essentially that means what I'm trying to do is impossible, or I'm seeing this wrong. The only thing I did was set to PartSet to 3 in the tool, so it's kind of confusing. Are you saying that I need to find a way to get that face to load over the PartSet 3 that's already loading over the regular face? are you using the original bardack? No, I was using the Xeno Bardock version (or the one with the outfit that Masked Saiyan uses).
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Hero
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超サイヤ人第3段階
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Posts: 497
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Last seen: Feb 16, 2021 21:05:44 GMT
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Post by ussj2trunks on Aug 5, 2018 15:19:12 GMT
are you using the original bardack? No, I was using the Xeno Bardock version (or the one with the outfit that Masked Saiyan uses). with "original" I mean bardack from the game, not made by you with characreator. so yes, you are using the original bardack... Ok, I will try being as clear as possible, so follow me because I know you can do it: the bardack you are using is the BDK_002, in BDK.bcs is <PartSet idx="2">, and this partset HAS NO FACE_EAR INSIDE, ok? (the model BDK_002_Face_Ear belongs to <PartSet idx="3">) what do you have to do is insert a Face_Ear partset in <PartSet idx="2">, something that doesn't bother you because you can't see it, like turles fruit for example, giving to it the number you want (for example, BKD_001_Face_Ear that doesn't exist). in this way, with both partest full, with your transformation you will charge the mask, with no bug. these are the steps: - take a good object from another side, like turles fruit, and call him like you want (for example, BKD_001_Face_Ear) - open the BDK.bcs and add, in <PartSet idx="2">, the new Face_Ear - save the BDK.bcs ok? I think it's not hard, if you have no problem with .bcs files.
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Fighter
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I have made a custom model and it is for a Yamcha mod.
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Posts: 16
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Last seen: May 25, 2019 18:06:18 GMT
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Post by DJHammer222 on Aug 5, 2018 15:31:14 GMT
No, I was using the Xeno Bardock version (or the one with the outfit that Masked Saiyan uses). with "original" I mean bardack from the game, not made by you with characreator. so yes, you are using the original bardack... Ok, I will try being as clear as possible, so follow me because I know you can do it: the bardack you are using is the BDK_002, in BDK.bcs is <PartSet idx="2">, and this partset HAS NO FACE_EAR INSIDE, ok? (the model BDK_002_Face_Ear belongs to <PartSet idx="3">) what do you have to do is insert a Face_Ear partset in <PartSet idx="2">, something that doesn't bother you because you can't see it, like turles fruit for example, giving to it the number you want (for example, BKD_001_Face_Ear that doesn't exist). in this way, with both partest full, with your transformation you will charge the mask, with no bug. these are the steps: - take a good object from another side, like turles fruit, and call him like you want (for example, BKD_001_Face_Ear) - open the BDK.bcs and add, in <PartSet idx="2">, the new Face_Ear - save the BDK.bcs ok? I think it's not hard, if you have no problem with .bcs files. Oh, I didn't know you meant in game files vs chara creator. Yeah I've been using the character creator, but it should have the same logic of just changing the BCS, right?
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