Dancers everywhere just plotzed at Curing Waltz and Drain Samba.
Dancers everywhere just plotzed at Curing Waltz and Drain Samba.
The possibility of adapting that to certain enemy TP move notifications would be orgasmic, but that probably exists in some form already.
lol I scrapped those because (I didnt think about it because I solo'd pretty much all the time and was a galka to boot) whenever anyone else would use the dance it would flash that on your screen.
I did make some motionless dances and they're hosted on ffxidats caarierierrer but I dont recommend the use of them because I think they would randomly freeze the game for reasons unknown to me.
I would take them down from that site but I didnt upload themlol
Same with Erniegang, staves+2, and the black katanas... But that would require getting in contact with a mod >-<;
Those alexander strikes are so badass.
would it be possible to get somebody to port kittyface aegis over to galka and male hume? D;
For a simple texture swap like that you don't even need help. All you need is model viewer, export kitty aegis, copy the .dds file it spits out, export regular aegis on desired race, overwrite that dds file with the kitty one, then reimport
lol sweet i got it thanks
Ah~ I did my best ; ; Sorry I didnt take the video at night so it wouldnt be drowned out by the blinding light of Gustaberg but... thats what your imagination is for![]()
Holyshit, that's amazing.
lol So... I was bored and wanted to figure out how motions were called from different dat files, and got around to comparing a Hume M sword with an identical Galka sword...
Well long story short you can port (non-vrs'd because vrs mucks stuff up) weapons by changing... one byte. lowl
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Scratch that...
You can do it to VRS'd things too lul.
That fascinates me. Is there a global byte that exists when all verteces are on the same weapon? I know in the header there's a racial identifier, is that what you're talking about? Also, speaking of models... how different are effect models from say, weapon or armor models? Would you be able to move custom models created in VRS to effect files with some tinkering?
mooshy thats amazing! secret prease!
The model conversion from equipment to furniture/effects/fabric I could never really figure out >0<; admittedly I didnt spend much time seeking out answers to that as most of my hex was spent figuring out how effects worked to begin with.
My first course of action in figuring out equipment-effect would be finding one of those effects that uses an effect model that looks like a piece of equipment (I think dancer used some daggers or something in one of their effects?) Then single out that effect model data and compare it to the actual piece of data.
As for the porting with one byte if you open up a weapon dat that hasnt been VRS'd you can do a hex search for 0040 0000 0040 0000 (without the spaces) and it will bring you to a place in the dat with a lot of 0040 0000, and at the top of that section where all the 0040 stops there will be a few numbers and then an FFFF, the byte directly after the FFFF is the skeleton number.
So for example I want a GKT from mithra to my galka.
Id do the search for the 0040000000400000 and find the number there directly after FFFF, which is 65 (in decimal 101, which im not checking but i hope corresponds to 101 being the mithra GKT skeleton number lol)
I could just change that number to 55 (which is 85 in decimal, again hopefully thats galka gkt skeleton number lulz) and hooray its ported!
If it has been run through VRS all the 00400000 will just be changed to 0000 0000 0000 so just do a search for a buttload of 0000 and you'll find it. If it has been split up (multiple textures used on one weapon) there will be multiple sections of 0000 0000 0000 but just do this at the beginning of each section and you'll be good and ported in no time.
Maybe kind of offtopic, but is there a download location for that awesome baby chocobo HP :C
lol No, that was just an experiment of mine. The things huge! Wryyyy would you want that monstrosity spinnin around town!?
Great find Mooshy, but changing that byte only changes the motion of the weapon, not that of the player. Fortunately, your discovery made it easy to find where that information is located! It's at the end of the file, in the yellow segment after InfoE somewhere.
If you open a correct weapon type of the desired race, you can transplant that part np. There's also the racial identifiers that vary... hm, hf, em, ef, tt, mt, and gl, but near as I can tell they don't actually do anything.
Edit: On further inspection, the line containing InfoE and the one directly below dictate which attack motion the player character uses.
Edit2: Courtesy of Mooshy's fantastic new timesaving discovery, Invisible Air (MR) has been added to the previous page.
ooooh right right, sorry I was just doing same weapon type to same weapon type in my head >0<;
I do need to inspect that infoE block... mmm