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'sChild_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.