General Modding - RTHKKona/MHGU-Modding GitHub Wiki
Ported with permission from Google Docs from Poto Link ; Credits to Schguki, Aradi
Editing Game Data
The following sections provide more details on how to edit certain parts of the game’s data. This includes things like weapon MVs, palico skill costs, kinsect data, etc.
Attack Data
These files contain most data relating to melee attacks. First open the wxx.arc files using kuriimu2 which are located in the arc\player\quest folder, once you do that extract pl_wexx_hitdata which is in the player\hit folder inside the arc file. Now you can open the file with a hex editor, I recommend setting the bytes per row to 56 as that’s how long each entry is.
The values you care about are:
- Motion Value (+4, byte)
- Damage Type (+12, byte, 01 is blunt and 02 is sever)
- KO (+34, byte)
- Weapon Gauge Generation (+38, byte, LS Aura, DB Demon Gauge, CB Phials, and Prowler Support Gauge) Only affects on-hit generation, not on use (LS spirit slashes or SA sword attacks)
- Exhaust (+39, byte)
- Ailment Modifier (+40, float32)
- Stagger Modifier (+44, float32)
- Hunter Art Generation (+48, byte)
- Alchemy Gauge Generation (+52, byte)
- Valor Gauge Generation (+54, byte)
- There might be some other values which could be useful but I haven't been able to ID any of them
Shell Data
- These have most data relating to non melee attacks (CB phials, GL shelling, Bow arrows, Bowgun shots, etc). These are also 56 bytes per entry.
- Same procedure as with the attack data but now you have to open the wxx.arc files in the arc\shell\pl folder, and extract the pl_wxx_XXX_hitdata file.
- For palicos open com.arc in the ot folder instead of the pl folder, and then extract the otxxx_hitdata files
- For Bowgun shots you need to open the wbc.arc file in the quest folder, once you open it go to the shell\pl\pl_w04_000 folder and extract pl_w04_000_hitdata
The values you care about are:
- Motion Value (+4, byte)
- Ailment Type (+12, byte)
- Ailment Value (+24, byte)
- KO (+29, byte)
- Prowler Gauge Generation (+33, byte)
- Exhaust (+35, byte)
- Hunter Art Generation (+38, byte)
- Stagger Modifier (+40, float32)
- Alchemy Gauge Generation (+46, byte)
- Valor Gauge Generation (+48, byte)
For Ailment type you have:
- 01_Sleep
- 02_Poison
- 03_Sleep+Poison
- 04_Para
- 05_Para+Sleep
- 06_Para+Poison
- 07_Para+Poison+Sleep
- 08_Tranq
- 09_Sleep+Tranq
- 10_Poison+Tranq
- 11_Sleep+Poison+Tranq
- 12_Para+Tranq
- 13_Sleep+Para+Tranq
- 14_Para+Poison+Tranq
- 15_Sleep+Poison+Para+Tranq
- 16_Fire
- 32_Water
- 64_Thunder
- 128_Dragon
- 512_Ice
- 2^17_Blast
Palico skill and moves costs
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For skills extract ot_skl located in loc/arc/resident.arc/otomo, and sp_act_base located in loc/arc/resident.arc/otomo/support.
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For skills each entry is 11 bytes.
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ID (+0, byte)
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Cost (+7, byte)
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For moves each entry is 24 bytes.
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ID (+0, byte)
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Cost (+6, byte, saved as multiples of 100, which I'm guessing is because that's the value of 1 support gauge)
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IDs for them are (ordered by ID and alphabetically)
Palico Level Stats
- This has stuff relating to the palico stats per level, it's the ot_lvl file located in loc/arc/resident.arc/otomo, with each entry being 15 bytes
- Damage (+0, byte)
- Defense (+2, byte)
- Health (+4, byte)
- Exp to reach level (+6, byte)
- Support Move Slots (+10, byte)
- Skill Slots (+11, byte)
- Max Enthusiasm (+12, byte)
- Support Gauges (+13, byte)
Palico Modifiers
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The cat order for all modifiers is Charisma, Fighting, Protect, Assist, Heal, Bomb, Gather, Beast.
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First modifiers we will talk about are the ones that modify melee/ranged damage and defense, these affect the values of their respective stats that are saved in the ot_lvl file. Extract the airou_resident_param inside the loc/arc/resident.arc/otomo/param folder.
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Each modifier is saved as a float32, and in this case the modifiers for Beast are all at the end.
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They start at the +36 offset with the melee attack modifiers (remember each float32 value is made up of 4 bytes), ranged attack modifiers start at the +64 offset, and defense modifiers start at the +92 offset, after that there are 2 float32 values which I haven't identified at the +120 and +124 offset, and finally Beast modifiers start at the +128 offset and follow the same pattern as the other modifiers (melee, then ranged, then defense)
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Bomb modifiers are in the airou_param file, located in arc/otomo/neko_com.arc/otomo/param. They are saved as float32 values, starting at the +264 offset with Charisma bomb modifiers, and ending at the +292 offset with Beast bomb modifiers.
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Gauge modifiers are in the w15_support_value file, located in arc\player\quest\w15.arc\player\param. They are all float32 and for some reason they seem to repeat so I recommend changing them to the same value, though I don't remember testing to see if changing only one has any effect, but changing both seems fine so do that.
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Melee Gauge Modifiers start at offset +12 and end at offset +40 for the first repetition, and they start at +48 and end at +76 for the second one.
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Ranged Gauge Modifiers start at +84 and end at +112 for the first repetition, and they start at +120 and end at +148 for the second one.
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Bomb Gauge Modifiers start at +156 and end at +184 for the first repetition, and they start at +192 and end at +220 for the second one.
The following modifiers are applied to a value saved as a byte which is where these will start
- Guard Gauge Modifiers start at +260 and end at +292 for the first repetition, they start at +296 and end at +328 for the second one, and they start at +332 and end at +364 for the third repetition. Values are 10, 15, and 20, which I believe are for the small, medium, and heavy knockback respectively
- Gather Gauge Modifiers start at +372, end at +400, and have a value of 8.
- Passive Gauge Modifiers start at +476, end at +508, and have a value of 5.
- Combat Gauge Modifiers start at +512, end at +554, and have a value of 5.
- Passive and Combat modifiers give you that amount of gauge every 4 seconds while not in combat and in combat respectively, keep in mind a single gauge is equal to 100.
- There some other modifiers here which I did change but couldn't notice any change in game
Palico Innate Skills and Moves
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Extract otLotOwnSkill and otLorOwnSupport, located in loc/arc/resident.arc/table/lobby.
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For skills each entry is 6 bytes.
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Cat Bias ID (+0, byte)
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Second Skill ID (+2, byte)
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First Skill ID (+4, byte)
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For moves each entry is 8 bytes.
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Cat Bias ID (+0, byte)
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First Move ID (+2, byte)
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Second Move 1 ID (+4, byte)
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Second Move 2 ID (+6, byte)
Palico Random Skills and Moves
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Might be possible to extend these files but not tested. Extract otSkilllnXpt and otSupportlnXpt from loc/arc/resident.arc/table/lobby, with X being 1/2/3 which correlate to C/B/A tier skills/moves respectively.
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For skills each entry is 6 bytes.
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Skill ID (+0, byte)
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Bherna Probability (+2, byte)
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Kokoto Probability (+3, byte)
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Pokke Probability (+4, byte)
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Yukumo Probability (+5, byte)
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For moves each entry is 6 bytes.
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Move ID (+0, byte)
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Bherna Probability (+2, byte)
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Kokoto Probability (+3, byte)
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Pokke Probability (+4, byte)
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Yukumo Probability (+5, byte)
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Kinsect Data
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These control most stuff relating to kinsects, there are 4 files related to them but I only ID’d insectData, they are all located in loc/arc/resident.arc/table. For insectData each entry is 47 bytes.
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Kinsect ID (+0, byte)
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Attack Type (+4, byte, 01 is cutting, 02 is blunt)
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Model/Sound? (+8/9, byte, not tested but seems likely to be case)
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Extract Skill 1/2/3/4 (+21/22/23/24, byte)
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Level 9 Extract Skill (+25, byte)
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Bug Skill 1/2/3/4 (+26/27/28/29)
Decorations
- Extract decoData located in loc\arc\resident.arc\table. Each entry is 5 bytes long.
- Deco Size
- 1st Skill ID
- 1st Skill Points
- 2nd Skill ID
- 2nd Skill Points
- Skill IDs and Deco order is the same as in kiranico