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Notes on Editing npc_basic.nbsc, Gen Files
I was trying to figure out how to disable NPC head, so that it doesn't clip through Wiggler head. Changing gender to FF FF in the NPC cmm file sorta works, but also causes polygons to randomly explode across the screen.
So I tried editing npc_basic.nbsc, because Vuze used it to change NPC sizes.
Changes to npc_basic.nbsc only seem to update on game restart, not exit/enter room, nor return to title screen.
It seems like each NPC has 47 bytes of data defining their ID, their scale (in float), and whether they are a "generic/lesser" NPC or not. Most NPCs have a scale of 1 (00 00 80 3f, backwards). The Handler is 0.93, and the Hub Provisions Girl is 0.95. Changing the other data didn't seem to have any obvious results.
There is a specific flag that tells the game they are a generic/lesser NPC. When set to 1, it will use the NPC ID defined near the start of that NPC's data. For example, the Handler is 02. Even if you copy paste the data from other main NPCs, the Handler remains as the Handler. However, if you set the generic/lesser NPC ID flag to 1 (it's the 25th or 26th byte), and then change 02 to, say, one of the hub girls (eg. 2F 01), the Handler will change appearance. But the NPC ID also seems to be an important identifier for cutscenes, and dialog.
NPC functions don't seem to change, ie. even if you replace the Handler with the Hub Provisions Girl, she still functions as Quest Counter. However, accessing the Handler's quest book without using any of her body models (ie. with the book attached), will cause the game to crash. You can get around this by replacing an NPC outfit with the Handler's body, but then all NPCs using that outfit will have the Handler's body.
Earlier I mentioned how NPC ID is an important identifier for cutscenes. If you change the Handler to a generic/lesser NPC, she will disappear from cutscenes completely. Or the cutscene will hang on loading. I'm assuming it's because it's still looking for NPC ID 02, and can't find its data.
Another problem I found is if you change NPC scale, it may prevent them from appearing in cutscenes. For example, changing the Meowscular Chef to 10x his size, causes him to be invisible during his cutscenes. I've no idea why.
So, in the end, I wasn't able to find decent viable solutions for anything.
Variations and outfits for the generic/lesser NPC outfits are defined in the NPC gen file. Two bytes after the charamakepreset location is the outfit.
A few bytes after that is the variation. For example, 02 and 03 define whether the hub girl swimsuit is blue or green, and which parts are enabled/disabled.
The extra data at the bottom of gen files are accessories, and possibly the scale of those accessories (in float). For example, NPCs who eat dinner at night have a mug accessory at the bottom of their gen file. Hub girls have books/notepads at the bottom of their gen file.
UberGrainy
General Tutorials
Animation Tutorials
Audio Tutorials
File & In Game IDs
- Accessory and Specialized Tool IDs (Asset)
- Armor IDs (Asset)
- Decorations IDs
- EFX IDs
- Endemic Critter IDs (Asset)
- Face IDs (Asset)
- Furniture IDs (Asset)
- Gimmick IDs (Asset)
- Hairstyle IDs (Asset)
- Item IDs
- LMT IDs
- Material IDs
- Medal IDs
- Model Bone Function IDs
- Monster IDs
- Monster Shell IDs (A-P)
- Monster Shell IDs (Q-Z)
- NPC IDs (Asset)
- NPC Base Model (Asset)
- Palico Equipment IDs (Asset)
- Pendant IDs (Asset)
- Poogie Clothes IDs
- Quest IDs
- Skill IDs
- Stage IDs (Asset)
- Player Weapon Action IDs
- Weapon IDs (Asset)
- Weapon ID Dump (GS,SnS,DB)
- Weapon ID Dump (LS,Ham,HH)
- Weapon ID Dump (Lan,GL)
- Weapon ID Dump (SA,CB)
- Weapon ID Dump (Bow,HBG,LBG)
Model Tutorials
- Quick Guide to Importing Models (Blender 2.79)
- Walkthrough of a Weapon Import
- Basics of Exporting Into the .mod3 Format
- How To Fix UVs Sharing a Seam
- How To Separate Mesh Parts in Blender
- Rotating, Moving and Resizing in Blender
- How to Split a Single Mesh Outfit into Player Equippable Parts
- Jigglebone Chains (.ctc) and Colliders (.ccl)
- Axial CTC Rotations
- Editing Hair Models and Materials
- Useful Blender Scripts
- [external page] How to Make All Polygons Into Triangles (Required for MHW models)
- [external page] How to Convert Triangles Back Into Quads
- [external page] How to Change The View-port clipping Parameters For Large Models
- [external page] How to Set Origin to Vertex in Edit Mode
- [external page] Shortcut to repeat the last operation in Blender
- [external page] Transferring Rig Weights From One Mesh To Another
- [external page] How to Copy Paint Weights From One Object to Another
- [external page] How to Remove All Zero-Weight Vertex Groups
- [external page] How to Weight Paint Against Current Pose
- [external page] Making a Hair Rig
- [external page] Physics Transfer
EFX Tutorials
FSM Editing
MRL3 Tutorials
NPC Editing
Plugins and Memory Editing
Monster AI Editing
General Texture Tutorials
- Obtaining, Converting and Replacing Textures
- Textures with Paint NET
- How To Open DDS Files
- Editing Textures
- Understanding Alpha Channels
- Exporting Textures with Transparency
- How To Achieve Glass Texture
- How to create Crystal materials with Alpha Textures
- Working Around the Mip Map Loading Bug
- [external page] Extracting a UV Layout
Specific Texture Tutorials
Asterisk's Plugin Notes
Miscellaneous Tutorials
Outdated Tutorials
- How to Make an NPC Skin Material Support Skin Color Customization
- Plugin Comparison
- A Theoretical Proposal on Skeleton Extension
- Monster Hunter World Save Editor Tutorial
- Making Copies of a Save Slot
- Making a Green Screen
- Notes on CTC Physics Jiggle Files
- Opening MRL3 file with a template
- Transferring MRL3 Files Between Models
- Expanding mrl3 Reference List
- How to Edit Eye Color in mrl3 Files