Crafting and Upgrades - Synthlight/MHW-Editor GitHub Wiki


Weapon Tree Position

This is actually controlled by the Weapon Data with the Tree Id & Tree Position columns. Id being which row, & Position being which column.

Crafting KT Weapons

These two files governs crafting tables and I'm not sure of the exact relations, but I can tell you a few thing from making the craftable KT mod.

To make something craftable: These are shared in both eq_crt & eq_cus:

  • Make entries in both eq_crt & eq_cus.
  • Set Monster_Unlock to -1 if you don't need it locked to a monster.
  • And Story_Unlock to 1. I don't know the IDs here but 1 works.
  • It won't appear as craftable without a material need & count.

eq_crt:

  • Set Unknown_uint8_2 to 1. (Not sure what this does but didn't work without it.)

eq_cus:

  • Set Unk_2 to 1. (Not sure what this does but didn't work without it.)
  • To make something upgradable (like KT weapons) Child_index_1 must be set!
    • If it's not set, the created weapon will still whow the upgrade UI, but the confirm button will do nothing and the weapon is corrupt.
    • As long as Child_index_1 points to something, or another entry's Child_index_1 point to ours, the weapon will be upgradable.
    • This last part works since weapons are 'upgradable' if they're 'downgradable'.

You don't need to worry about tree positions in weapon data itself, the result will be the 'tree' tab just showing your weapons on top of each other, but they will appear in the list fine.

Crafting Safi Weapons

Nope. It won't work.

You need to do the same as above to make them upgradable, but the weapon does not spawn with it's initial augment, and any attempt to update it results in the game crashing.