Apprentice
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Last seen: Jun 2, 2020 19:47:47 GMT
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Post by sbq92 on Jul 23, 2019 2:22:49 GMT
So SSGSS (Evolved) apparently doesn't use the same data as SS since it doesn't change the character's hair when transformed. All other base SS forms (SV, FSS, SSGSS) use the same model data as SS so they get spiked hair when going SS (provided you're using mods, which is the assumption here).
Does anyone happen to know what data SSGSS (Evolved) uses? Super Saiyan uses 297, SS2 uses 298, and SS3 uses 299.
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Post by Rai on Jul 23, 2019 16:12:07 GMT
SSGSS Evolved uses 296.
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Apprentice
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Post by reznik on Jul 23, 2019 16:43:51 GMT
I'm assuming your using lazybone's mod, in which case, SSGSS Evolved hair uses HUM_272_Hair.
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Post by Rai on Jul 23, 2019 16:47:33 GMT
No they're talking about the newly added SSGSS Evolved form that was added with the DLC
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Apprentice
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Post by darkblackrose on Jul 23, 2019 16:54:54 GMT
I tried, but didn't work. I wonder why?
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Post by Rai on Jul 23, 2019 17:24:47 GMT
You'll need to set up a partset in the .bcs file for it to work.
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Apprentice
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Post by darkblackrose on Jul 23, 2019 17:37:46 GMT
You'll need to set up a partset in the .bcs file for it to work. Can I ask how? I'm sorry, I'm new to this stuff.
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Post by Rai on Jul 23, 2019 18:06:38 GMT
If you've installed any CaC clothing or transformation mods already then: Download Genser from here. Go to your data/chara/HUM folder, drag HUM.bcs over to Genser.exe. If you haven't installed any CaC clothing or transformations before, then: Download Yace from here. Go to your cpk folder, extract data1.cpk with yace. Go to your data/chara/HUM folder, drag HUM.bcs over to Genser.exe. After you have done that, Genser will create an xml file for the .bcs file. Open it up in Notepad++. Find <PartSet idx="296">, then find and replace: <Part idx="5"> <!--Hair--> <!--This entry is empty.--> </Part> With <Part idx="5"> <!--Hair--> <MODEL value="296" /> <MODEL2 value="296" /> <TEXTURE value="2" /> <U_10 value="0x0" /> <U_18 value="0x0" /> <U_1C value="0x0" /> <U_20 value="0x0" /> <F_24 value="0.0" /> <F_28 value="0.0" /> <U_2C value="0x0" /> <U_30 value="0x0" /> <NAME value="HUM" /> <!--MODEL, EMM, EMB, EAN--> <FILES value="NULL, NULL, NULL, NULL" /> </Part> Same deal with HUF, except go to the HUF folder, use the HUF.bcs, and replace HUM with HUF in the part idx code. After that, save the file, drag the xml file over to Genser.exe. If you haven't installed any mods previously, go to your xenoverse 2 folder, make a data/chara/HUM folder then drop the .bcs file there. If you have installed mods before, you should already have the data folder, and should know what to do. Hopefully that's a good enough tutorial for you. I'm not great at making tutorials haha. EDIT: For whatever reason, despite adding the partset to my .bcs file, my hair won't change. Strange. SSJ1, 2, and Blue all work fine but for whatever reason Evolved doesn't want to work. It's partset number is 296, I got that from XVSkillCreat, so it should in theory work.
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Apprentice
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Post by reznik on Jul 23, 2019 20:14:06 GMT
No they're talking about the newly added SSGSS Evolved form that was added with the DLC Oh, my mistake. I had a feeling that might be what he was referring to.
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Apprentice
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Post by sbq92 on Jul 24, 2019 16:09:03 GMT
EDIT: For whatever reason, despite adding the partset to my .bcs file, my hair won't change. Strange. SSJ1, 2, and Blue all work fine but for whatever reason Evolved doesn't want to work. It's partset number is 296, I got that from XVSkillCreat, so it should in theory work. Yeah, I wasn't able to get 296 working, either (I had tried it before posting my question). It does have data for changing eye color, apparently, but adding a hair model change doesn't do anything.
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Apprentice
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New to the Xenoverse modding thing! I'll try to help out
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Post by theoddkris on Jul 25, 2019 2:17:13 GMT
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Apprentice
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Post by kurozen99 on Aug 3, 2019 1:52:48 GMT
If you've installed any CaC clothing or transformation mods already then: Download Genser from here. Go to your data/chara/HUM folder, drag HUM.bcs over to Genser.exe. If you haven't installed any CaC clothing or transformations before, then: Download Yace from here. Go to your cpk folder, extract data1.cpk with yace. Go to your data/chara/HUM folder, drag HUM.bcs over to Genser.exe. After you have done that, Genser will create an xml file for the .bcs file. Open it up in Notepad++. Find <PartSet idx="296">, then find and replace: <Part idx="5"> <!--Hair--> <!--This entry is empty.--> </Part> With <Part idx="5"> <!--Hair--> <MODEL value="296" /> <MODEL2 value="296" /> <TEXTURE value="2" /> <U_10 value="0x0" /> <U_18 value="0x0" /> <U_1C value="0x0" /> <U_20 value="0x0" /> <F_24 value="0.0" /> <F_28 value="0.0" /> <U_2C value="0x0" /> <U_30 value="0x0" /> <NAME value="HUM" /> <!--MODEL, EMM, EMB, EAN--> <FILES value="NULL, NULL, NULL, NULL" /> </Part> Same deal with HUF, except go to the HUF folder, use the HUF.bcs, and replace HUM with HUF in the part idx code. After that, save the file, drag the xml file over to Genser.exe. If you haven't installed any mods previously, go to your xenoverse 2 folder, make a data/chara/HUM folder then drop the .bcs file there. If you have installed mods before, you should already have the data folder, and should know what to do. Hopefully that's a good enough tutorial for you. I'm not great at making tutorials haha. EDIT: For whatever reason, despite adding the partset to my .bcs file, my hair won't change. Strange. SSJ1, 2, and Blue all work fine but for whatever reason Evolved doesn't want to work. It's partset number is 296, I got that from XVSkillCreat, so it should in theory work. It didn't workk...-_- The number is probably not "296"
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Post by Rai on Aug 3, 2019 13:06:13 GMT
Maybe next time you should read the entire post then. I stated it doesn't work. The number is indeed 296.
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Apprentice
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Post by sbq92 on Aug 5, 2019 2:02:33 GMT
Yeah, it's definitely 296. For some reason, though, it seems like SSGSSE is probably hard coded to just use your character's hair, rather than check 296 for data then redirect after not finding anything (interestingly, 296 does have eye color data, hence the blue eyes, although the hair color data is stored elsewhere, as with all SSJ forms). That's my best guess, but I have no clue how to fix it on the BCS level (or on any other level, for that matter). If it being hard coded is the case, then the solution will have to be either more complex than just editing the BCS or it will be up to the devs to change it (and we all know they probably won't because it has no bearing on the vanilla experience).
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