Troubleshooting - chocmake/MGSV-Custom-Texture-Path-Hex-Replacer GitHub Wiki

If the batch script states the modification was unsuccessful check a few things:

File related

  • The texture path might not actually be contained with the model file. This could be because the 'Original FTEX Path' entered was incorrect, or it's an unmatching model file, or even because the model file has already been modified by you earlier.
  • Make sure the texture directory structure is correct, that the original FTEX path entered was from an un-modded directory with the same structure as the unpacked path, and the custom FTEX file is located within your desired location within an Assets directory (the script will make you aware of the latter).
  • For any custom FTEX path check that none of the sub-directories/filenames within the Assets directory contain spaces or characters that aren't alphanumeric (A-Z, 0-9). Underscores are the only other valid character that can be used instead of spaces.

    Tip: as of script v0.3+ there is auto detection of invalid characters in FTEX paths which will re-prompt for a correct path.

Program related

  • Extended ranges of Unicode characters in paths are unsupported (eg: Japanese characters). If the directory further up you happen to have placed the files within contains any Unicode characters the hex editor won't open the file properly. A number of command-line MGSV tools also lack such character support.
  • By default the script expects the latest version of BobDoleOwndU's fork of GzsTool for its hex function. If you accidentally added Atvaark's version of GzsTool.exe it lacks the necessary function to work. In v0.3+ of the script it will detect this difference during the initial script setup and prompt for the the correct version.

    Note: alternatively in script v0.3+ you can choose to use QuickHash as the program for the hex function instead by opening the script in a text editor and beneath the Settings heading changing set usequickhash=no to set usequickhash=yes.

Game related

  • Keep in mind, as noted in the repository's Readme, that if trying to use the script with FMDL files from Ground Zeroes the game uses an incompatible method of writing textures to FMDL model files compared the one used by The Phantom Pain and this script. Instead you'll need to use FMDL Studio which includes support for Ground Zeroes FMDL custom texture path modification.