#behavior c0000.hkx not able to be recompiled

1 messages · Page 1 of 1 (latest)

glass prawn
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I am currently working on adding a new weapon with its own animations into Bloodborne and ran into a snag with registering the new animations.

In the c0000.animbnd file, I am able to decompile/recompile all the hkx files needed EXCEPT for the one in the behaviors folder.

For some reason, even recompiling a clean version with no edits crashes the game, and I can't seem to find any tool that can successfully recompile this file without error.

Would anyone happen to know how to fix this?

south hamlet
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It’s not the beh

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Are you using the same animations from bloodborne?

glass prawn
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I'm recycling existing animations, yes

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I should specify that I am using hkxpacksouls (alpha 2) to recompile that specific hkx from an xml

south hamlet
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??

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why if you use the same animation from the game, then you just have to rename it

glass prawn
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You'd think so, however the game only goes up so far with its animation tae files. Anything beyond 158 defaults to a scuffed hunter axe moveset and a very basic transform anim

south hamlet
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Also c0000.chrbnd.dcx is not what you use to register animation btw. There is no registering animation on bloodborne

glass prawn
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So am I out of luck for adding new weapon animations and telling the game to use said animations or am I in the wrong file?

south hamlet
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You are confusing yourself lol you are trying to use your elden ring knowledge or dark souls, when they are all different

glass prawn
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I was using a ds3 guide from wikidot I think

south hamlet
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That's the problem

glass prawn
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Damn

south hamlet
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I used a112 and duplicated it in dsanim to a157 and made a standalone weapon

glass prawn
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But there's no going beyond that is there?

south hamlet
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Haven't tested

glass prawn
glass prawn
south hamlet
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are you sure you are doing it right? You are changing the special category and the category on bloodborne bin?

south hamlet
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This is what I did

glass prawn
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I'm guessing this isn't the gameparams that I'm looking at?

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if so then I KNEW I was missing something

south hamlet
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ye

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this is game params

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you have no prior knowledge on modding?

glass prawn
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Not Bloodborne specifically, but I spent the past three weeks modding the game in various ways. Adding a new weapon with its own moveset is next on my list.

Ultimately I want to add a few weapons from other souls games that the player can unlock from a hunter badge (the placement of which I have not decided)

south hamlet
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Yea there is no documention on bloodborne right now. While they are similar in some ways, they are very different at the same time

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with only 3 weeks you'll get lost and also adding weapons from other games is not possible unless you retarget the animations

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it's not just passing them through hkxpacksoul

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that's why you are prob crashin

glass prawn
glass prawn
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I did get a shield added that I'm happy with

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But there's no animation shenanigans needed there so this issue didn't come up

south hamlet
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You can get models in

south hamlet
glass prawn
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Because I was following the DS3 moveset guide and attempted to add in entries for the new animations to avoid overwriting existing animations.

using hkxpacksouls was the only way I could get into that hkx to edit it, but it's the only one that won't recompile

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and this is for the current mod I'm making, not the shield mod I already did

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Apologies for not clarifying

south hamlet
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Ye idk what you where editing, but you dont have to register. If you see they will tell you to register them on the c0000.behbnd.dcx and like I said bloodborne doesn't have that it has c0000.chrbnd.dcx

glass prawn
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but the behavior hkx has all the same information and syntax I saw on the guide, hence my confusion

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Thought I'd be able to just insert it in, but I guess BB is a bit touchy (image is an example of what I was looking to edit, not my actual edits)

south hamlet
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yeah you dont have to

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at least from my knowledge

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I'm testing retargeting to bloodborne and I just copied a tae in dsanim and linked the tae number like I showed you on smithbox

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warning for bright lights

glass prawn
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If there was a way to point the weapon motion category towards a number higher than 158 then I would be a happy camper. From my research and testing, custom weapons are limited to two slots only without overwriting existing weapon movesets. (157 for the beast claw and 158 for the kos rune).
Transformation animations, tied to the tae containers, have no unused slots (from what I could find so far), so any custom transformation animations would need to overwrite an already in use transform anim.

Seems like there's no way around affecting another weapon for BB at the moment. Not even the action hks script can point higher tae indicies to a specific animation.

Unless there's something I missed in one of the other files or parameters...

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On that note, the "default" weapon animations are bizarre, but that's not something for this thread.

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Anyways, thanks for the help. The bad news sucks, but at least I have SOME wiggle room with new weapons. It is a shame I'm limited, but then again I'm not out here making an overhaul mod, lol.

south hamlet
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Well did you change the weapon params for 158

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Like I showed?

glass prawn
south hamlet
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Mmm

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I’ll try it out adding a 159

glass prawn
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Fun fact: the game's "default" weapon motion has the blades of mercy L2 for some reason (but that could be from my meddling with the hks script)

glass prawn
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Is there anywhere I can submit findings like this? It's not all that helpful but it is interesting

south hamlet
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Nope unless you are very sure and know how to write tutorials

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If not then you might just confuse a lot of people

glass prawn
south hamlet
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And what tae did you duplicated?

glass prawn
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The TAE here doesn't matter, since the game doesn't reference it at all

south hamlet
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Yes it does

glass prawn
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The transformation defaults to the Kos Rune transform

south hamlet
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You still need to duplicate a tae to 159

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Duplicating a tae in Dsanim is the same as going into c0000.anibnd and duplicating

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Or how can you get a 159

glass prawn
south hamlet
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Yup

glass prawn
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159, 160, 255, all the same result

south hamlet
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Game default doesn’t have 159

glass prawn
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It's default is the moveset in the video I posted. It's the game's panic button for an unrecognized weapon motion (from my findings)

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in other words, it's ignoring 159 completely

south hamlet
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there is no 159

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what tae number did you copy to make 159

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or duplicated

glass prawn
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I duplicated 142, but even when I duplicated other containers the same results happened

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Well, partly duplicated 142

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the strong attacks are supposed to be the ludwig two handed mode, but don't show up on 159

south hamlet
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And you are using overwrite for that?

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To have Ludwig?

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You can see it on Dsanim play the animation you want?

glass prawn
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Yep. All the moves are hooked up to properly show up in-game if I use 158

south hamlet
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😐

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I’m talking about 159

glass prawn
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Oh, 159 and 158 are both using the same animations, with only the names differing.

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but again, the game flat out ignores 159

south hamlet
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pass me your c0000.anibnd.dcx

glass prawn
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On this subject: is there documentation of the FFX IDs?

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I really don't wanna have to go through every number to find a flame effect

south hamlet
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give me a sec. I have to reinstall it. a mod broke my game for some reason