Scholar: So I'm trying to change the player to have Fume Knight's model in the cutscenes the player shows up in. The very first cutscene of the game is a bit different because I believe it uses a separate "pre-creation" character that makes it easy to adjust. However, I am unable to change the player in other cutscenes (Executioner's chariot, leaving no man's wharf, memory cutscenes, Freja). Any advice about how I might go about this? I know cutscenes are handled in scn, but I can't seem to access most of the files.
#[SOLVED] Changing the Player in Cutscenes to Fume Knight
89 messages · Page 1 of 1 (latest)
what do you mean by you "cant access most of the files"?
bro, you still there?💀
the mqb and "cuts" of the cutscene that you need
😊
so you want in this cutscene the player characther to be the fume knight?
if yes, then tell me the fume knight char id, like "cXXXX"
for some reason, the mqb refers to "c675000_0000" model id, the hkx refers to "c000100_0000" model
Correct
Fume Knight char ID is c6750
Ideally, I'd like to know what you did since this has to be applied to many cutscenes
Player is in more of them than I originally thought
Ah, found your link to how to open it
yeah...6750 already being there is...a bit concerning
Maybe I sent you the already attempted file instead of vanilla by accident
Well shoot, maybe I overwrote my vanilla folder last year
wait, gonna send you now the hkx that you gonna replace it, but backup the original one
I already am doing it myself 😉
what you gonna try to do?
Learned hex editing
I believe you were right on the issue
I'm just going to change the c000100 to match the mqb
which is 6750...
Or rather, not to match, but to change it
shouldn't take that long, really easy to find thankfully
Already wrote a whole tutorial on it lol
let me change fast one hkx, so you could check it ingame, if it crashes the game
Just recording the process
haha yeah we are both doing the same thing
Just finished my version, I'll try mine then yours
do you know what the difference between the d and a cuts are?
the d cut is for dummy object, like an "empty-object" created in 3ds max and then converted into havok skeleton to attach to it something, like light point, sfx, etc.
in this case - no
Does that mean if we changed the a (assuming it works) and not the d, an sfx would be attached to the dummy poly relating to the player character too?
while you are checking if it works, i am gonna look in mqb to what the d in cut20 is related
cool
It will take a bit to check anything
This mod is uh
Not pleasant to test
YEEEAAAAA
That's my version
nice
I can test your's real quick too
Do I need a reboot of the game you think?
of course, it only works for that cut, as expected
nah, no reason
Cool
what have you done in hkx? jsut changed the character id to fume's knight?
yup. All references to the character
I wonder what would happen if you just changed that first one and not all the parts
like the left foot right foot and stuff
I'll do that for the next cut and report back
But cool, we came to the same conclusion I guess. I don't know why I wasn't able to like, think of all of this until now
I also didn't know hex editing was this easy, this is my first time doing it
Well, at least easy in this case
what do you mean by hex editing, you can work with mqb as xml version
ah
If you just do the mqb, at least in this cutscene, the player just disappears
Which makes sense
wait, you changed the hkx not through xml?
Because as I see it, the mqb is just pulling the resources and making it available. It reminds me of FXR editing. You got the .fxr.xml (hkx) and you put in the texture IDs you want it to reference. However, you have to include those in a reference list, .reslist (mqb)
You mean convert the hkx to xml?
like, just in case, through all the process about cutscenes just use the mqb to xml converter and havok content tools
Havok content tools for the hkx?
yes, of course, have not you used it?
gonna message you in dm
kk
It says it doesn't work for DS2 