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Quest Editor Breakdown
Silvris edited this page Mar 2, 2021
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This is a full breakdown of every value within Aradi147's Custom Quest Editor that is currently known. Iceborne introduced a whole set of new values that have currently unknown functions, these are not included within this page.
- Quest ID - the id of the quest, this will line it up with gmd text files for name and description
- Stars - the star ranking of the quest, this will appear in that ranking in the quest list
- Rank - the overall rank of the quest, Low-High-Master
- Map - the map that the quest will place you, all valid quest maps as well as a couple non-valid are options
- Fixed Spawn - forces the player to use the first spawn instead of picking
- Player Spawn - set of options for influencing player spawn, including disabling drunk bird
- Time Cycle - either forces a specific time or matches what is currently in game
- Weather Condition - allows for specific weather, mostly unexplored
- Multiplayer Modifier - the index of the specific multiplayer scaling for the quest to use from the em_difficulty.dtt_dif file, a full table can be found in the MHW Modding Discord datamines channel
- Quest Timer - the amount of minutes the quest should last
- Reward Money - the amount of zenny rewarded to a player after completing a quest (without carts)
- Faint Penalty - the amount of zenny subtracted from the reward money on a cart (for number of carts, divide reward by penalty)
- HR Requirement - the minimum HR/MR required to take the quest, goes until around MR100 (but only labeled to MR 24)
- Background Music - enables certain background music on certain maps (the Arenas)
- Quest Type - the quest type of the quest (Hunt/Slay/Capture/Gather)
- Hunter Rank Points - the number of HRP rewarded on quest completion
- Reward Rem ID - the ID of the .rem used to decide quest rewards
- Supply Rem ID - the ID of the .rem used to deliver supply items to players
- Map Toggle - this is still unknown, but was given this name a long time ago
- Arch-Tempered Quest - marks the quest as an Arch-Tempered quest, only causes three effects (the orange border around the icons, the stronger metallic effect on tempered monsters, and specific AI changes for specific monsters)
- Number of Players - sets the max number of players for the quest
- Pre-selected Gear - states that the game should look for a file to define the gear to use in the quest
- Sub1 Reward Rem - the ID of the .rem used to decide rewards for completing sub-objective 1, generally unused
- Sub2 Reward Rem - the ID of the .rem used to decide rewards for completing sub-objective 2, generally unused
- Quest Clear Music - changes the quest clear jingle of the quest
- Icons - the icons that appear above the description when viewing at the quest board
- Multi Objectives Quest - whether the quest should have one main objective or two (note: 3+ monster quests only use 1)
- Objective Type: - the type of quest (Hunt, Slay, Capture, Gathering, Multi-Monster/Slay All)
- Multi-Monster - whether the objective is a multi-monster objective
- Objective ID: - the specific target of the quest, list will change whether the target is a monster or an item
- Amount - the amount of monsters to be hunted/items to be delivered
NOTE: The sub-objectives are mostly unexplored and generally unused
Most percent-based parameter bases can be found on the monster's page on MHW Chronicles
- Monster - the monster that should be spawned
- Sobj ID - the .sobj the game should use to spawn the monster, dependent on the monster and stage
- Health - the monster's health, represented as a percent of a base value
- Attack - applies a percent-based modifier to the monster's attack
- Defense - while it is called defense, it is more of a player damage modifier. Higher values, more damage done to the monster.
- HP/Attack Roll - determines the range of variation of a monster's HP/Attack (aka value of 2 on base 150 means 148/149/150/151/152)
- Size - percent-based size modifier applied to the base size from the size table, the "dtt_rsz" file
- Size Table - entry of the size table to use
- Part HP - percent-based modifier for monster part HP
- Base Status - percent-based modifier for the initial resistance to status effects
- Status Buildup - percent-based modifier for the added resistance to status effects after being inflicted with one
- Base Stun - percent-based modifier for the initial stun threshold
- Base Exhaust - percent-based modifier for the initial exhaust threshold
- Base Mount - percent-based modifier for the initial mount threshold
- (Arch-)Tempered - whether the monster should be considered tempered/arch-tempered (this does not affect stats at all)
- Sobj ID - which .sobjl the game should load for the map, which loads in all small monsters
- Health - percent-based modifier for the small monster's base health
- Attack - percent-based modifier for the small monster's base attack
- KO/Status/Defense - percent-based modifier for other aspects of the small monsters
- Global Monster Delay - the amount of time (in minutes) between monster spawns
- Sequential Spawn Rules - rules on how monsters spawn sequentially, main options are Force Spawn, Retarded/Delayed Spawn, and Spawn if map is empty
- Table Spawn Chances - rules on how monsters should spawn randomly
- Monster 6/7 Decider - percentage for whether monster 6 or monster 7 should spawn randomly
- Monster x Spawn Chance - the chance for that monster to spawn
NOTE: Most of the Icons section is unexplored
- Area x Icon Value y - Sets the icons that should show on Area x of the map
- Small Monster Icon x - Sets the Small Monster icons underneath the map on the quest menu
- Set ID - the .aeq file to be used if Pre-Selected Gear is chosen on an Arena Quest
- Rank A Timer - the amount of time in seconds needed to get a Rank A on the Arena quest
- Rank B Timer - the amount of time in seconds needed to get a Rank B on the Arena quest
- Rank C Timer - the amount of time in seconds needed to get a Rank C on the Arena quest
- Fence Switch - enable/disable the fence in the arena
- Fence Cooldown - how long one must wait after the fence goes down to bring it back up
- Fence Uptime - how long the fence stays up
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






