Weapon Modding Tutorial - RTHKKona/MHGU-Modding GitHub Wiki

Written by WeeScottishMan with help from HandBurger, DBouken, Poto, Apai's amazing Google docs page found here

Tools Required

  • HxD
  • Kuriimu2

Getting Started

In this tutorial I will be editing the attributes of the Yukumo Cutter SnS weapon as a guide on how to edit any weapon in MHGU.

First using Kuriimu2 open up the resident.arc file located at romfs\nativeNX\loc\arc\resident.arc, in this file you want to navigate to the table folder.

Once you are in the table folder you will be presented with a list of files on the right hand side, these files are for many things such as kinsect parameters and weapon data. In this tutorial we will be focusing on the weapon data labeled as weapon##BaseData and weapon##LevelData, the hash tags represent the number id's for instance 00 is Greatsword and 01 is SnS.

As stated at the start of the tutorial we are editing the Yukumo Cutter SnS which is the 01 file so we will extract weapon01BaseData and weapon01LevelData by right clicking and then clicking extract. (Place them in any organized folder as long as you can remember there location)

Editing weapon01BaseData

Now we have gotten the files needed we can start working on changing the values of the SnS, start by opening up the weapon01BaseData file in HxD. Set the bytes per row/column amount located at the top of HxD to 33 from 16.

Below shows the hex values for the location of data in the file based on columns, keep track of the HxD Column which are the numbers at the top of the HxD window that are in blue.

HxD Column Length Description Possible values
08 Int8 SnS Tree ID
09 Just zeros
0A Just zeros
0B Just zeros
0C Int8 Model ID
0D Just zeros
0E Int8 Sound ID
0F Just zeros
10 Int8 (Flag?) 00; 01;
11 Int8 (Marker?) 01; 02; 03; 04; 05; 06; 07; 08; 0A;
12 Int8 (Marker?) 00; 01; 02; 03; 04; 05;
13 Int8 Rarity From 00 = RARE 1 to 0A = RARE X
14 Int16 Cost 1 of 2
15 Int16 Cost 2 of 2
16 Int8 Fatalis Flag All zeros, except: O. Fatalis Sword = 01
17 Just zeros
18 Int8 (Marker?) 00; 02; 03; 04; 05; 06;
19 Int8 Element/Status 00 = None; 01 = Fire; 02 = Water; 03 = Thunder04 = Dragon; 05 = Ice; 06 = Poison; 07 = Paralysis; 08 = Sleep; 09 = Blast
1A Int8 Marker All zeros, except:65 = Yukumo Cutter 66 = Yukumo Pure Cutter 6E = Tusk Gear 71 = Secta Nulo 72 = Secta Nulo (G) 73 = Secta Nulo (R)
1B Int8 Unique ID
1C Just zeros
1D Int8 Deviant Flag 00 = None 01 = Wielding it fills the Arts Gauge faster.
1E Int8 Seregios / Chaotic Marker 00 = None 01 = Seregios (Naab Sword and Seditious Fang) 03 = Chaotic (Verstecken/Chercher = Frenzy)
1F Int8 Level required to upgrade to different SnS 1
20 Int8 Upgrade to SnS 1 ID
00 Int8 Level required to upgrade to different SnS 2
01 Int8 Upgrade to SnS 2 ID
02 Int8 Level required to upgrade to different SnS 3
03 Int8 Upgrade to SnS 3 ID
04 Int8 Level required to upgrade to different SnS 4
05 Int8 Upgrade to SnS 4 ID
06 Int8 Level required to upgrade to different SnS 5
07 Int8 Upgrade to SnS 5 ID

We are now going to find the Yukumo Cutter SnS in this file, we will do this with the Model ID.

You can find the model ID here in the SnS page under the Yukumo Cutter. The model ID found is one164. We need to convert this model ID to hex which converted is A4.

We then want to go into HxD and hit Ctrl+F to search go into the hex value tab, select search direction to all, type in the A4 and click search all. At the bottom there will be search results and in these results you want to find the first A4 that appears in the 0C column.

Take a note of the 08 column value of 4B as the 08 value is the Tree ID that we will need later.

Using the table above you can edit the values to your liking for instance if you change column 19 (marked as Element/Status) from 00 to 08 you change it from having no elemental effect to sleep. Make sure to save your changes after editing by clicking file then save.

Editing weapon01LevelData

Now we have the Tree ID we can open up the weapon01LevelData, in here we want to set the row/column amount located at the top of HxD to 15 from 16.

Below shows the hex values for the location of data in the file based on columns, keep track of the HxD Column which are the numbers at the top of the HxD window that are in blue.

HxD Column Length Description Possible values
08 Int8 ID
09 Int8 (Marker?) 00 01 02 03
0A Just zeros
0B Just zeros
0C Int8 SnS Tree ID
0D Int8 Level
0E Int8 Sharpness Pointer in kireajiData 00 ( = Decimal 0) to A3 ( = Decimal 163)
00 Int8 Sharpness Quantity 00 = 150, 02 = 200; 04 = 250; 06 = 300; 08 = 350; 0A = 400; 0C = 450.
01 Int16 Raw Damage 1 of 2
02 Raw Damage 2 of 2
03 Int8 Defense
04 Int8 Affinity
05 Int16 Elemental/Status Damage 1 of 2
06 Elemental/Status Damage 2 of 2
07 Int8 Slots Quantity

We are now going to search for the Yukumo Cutter in this file by searching for the 4B value.

Hit Ctrl+F to search go into the hex value tab, select search direction to all, type in the 4B and click search all. At the bottom there will be search results and in these results you want to find the first 4B that appears in the 0C column.

Using the table above you can edit the values to your liking for instance if you change column 04 from 00 to 0A you change it from having no affinity to 10% affinity. Make sure to save your changes after editing by clicking file then save.

Now we have edited the weapon we can add it back to the game files, go back to Kuriimu2 and right click weapon01LevelData and click replace and select the file we edited, do the same for weapon01BaseData.

Once done we can go to file and save all to save resident.arc file to your mods folder in romfs\nativeNX\loc\arc\resident.arc.

Now you just open up the game and check the changes you made have gone into effect.