MGS Ground Zeroes editing tools released

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Hiralious.
 
Miller is Quiet! (radio silence mod):

• First things first: you must have unpacked AND decrypted data_02.g0s by running Sergeanur's QAR tool using:
MGSV_QAR_Tool.exe data_02.g0s -r
• Navigate to "data_02\Assets\tpp\pack\mission\extra\e20010".
• Unpack the file e20010_area01.fpkd using Sergeanur's FPK tool.
• Navigate to the unpacked "e20010_area01_fpkd\Assets\tpp\level\mission\extra\e20010".
• Make backups of the files e20010_require_01.lua and e20010_sequence.lua.
• In a separate window, navigate to "data_02\Assets\tpp\level\mission\extra\e20010".
• Copy the files e20010_require_01.lua and e20010_sequence.lua.
• Navigate back to the unpacked "e20010_area01_fpkd\Assets\tpp\level\mission\extra\e20010" and paste the files.
• Open the file e20010_sequence.lua in a text editor, find this.RadioList and delete all of Miller's radio entries.
• Save when you're done and repack e20010_area01.fpkd using the .inf file and fpk tool.
• Place the repacked e20010_area01.fpkd in "data_02\Assets\tpp\pack\mission\extra\e20010".
• Repack data_02.g0s using the .inf file and qar tool and replace it in the main game folder.

This removes all of Miller's radio communications in the ground zeroes mission only (for other missions you would have to repeat the process for the other folders in "data_02\Assets\tpp\pack\mission\extra"). You can pick and choose which ones you want to remove when you're editing the file (most of them are pretty self explanatory), obviously. I don't know if anyone had already figured this out but I saw a few people asking about it and didn't notice a write-up anywhere, so here you go :)
 
If someone mods the ability to play the whole game in first-person, this will literally be a better sequel to Crysis than Crysis 2 was.

Should be possible.
Gonna post a video and some camera settings tomorrow.
After this is done, ima take a look at FPS view only.
 
If someone mods the ability to play the whole game in first-person, this will literally be a better sequel to Crysis than Crysis 2 was.

Should be very easy actually, I briefly did a half-decent job of it by mistake trying to figure out the first-person camera the other day. The only problem would be the low FoV.
 
As promised GAF, i have the modding tool with the basic functions ready.
You can download it from my Google Drive from here. The link will stay the same for every revision of the tool.

The tool needs to be in the game directory.
In order for the repack button to work you need in the same directory the repack batch. You can download it from here. I am going to change that in the future so the batch wont be needed.
Of course you need the MGSV_QAR_Tool by Sergeanur.

When you press the "Change all values" button, the tool will replace specific lines in the 200xx_sequence.lua files of every mission with the new values. Which means that if you have edited the .lua files in a way where you changed the lines and the corresponding code is not found on the exact line it is by default (for example line 879), the tool won't replace that line of code. You can fix that by getting some default .lua files from a backup or by unpacking a backup file of data_02.g0s.
In the following path you can find the folders which contain the 200xx_sequence.lua files for every mission.
\Metal Gear Solid Ground Zeroes\data_02\Assets\tpp\level\mission\extra

You can always check the report in the textbox on the right of the window for the results.

At first i had the program to read the whole file, search for the corresponding code line in the file, replace it and write it back. It worked but due to the large text files it took almost 5 seconds only for the GZ mission.
I am considering a settings.inf file where everyone can define the number of the code line for every setting.


The UI will change as new features are added.
PM me for bugs or problems.
Feel free to ask for changes or share your ideas.

Edit:

I forgot to mention that you need to delete the cached files as i explained in post #180, for side ops too in order for the changes to take place.
The guide for the side ops cached file deletion remains the same but you have to do the steps for the correct files for evey mission.
Folder - Mission
e20010 - Ground Zeroes
e20020 - Eliminate the Renegade Threat
e20030 - Classified Intel Acquisition
e20040 - Intel Operative Rescue
e20050 - Destroy AA Emplacements
e20060 - Deja Vu
e20070 - Jamais Vu.

As of now Jamais Vu sequence.lua file is not decrypted and unpacked by MGSV_QAR_Tool, so the guide and my tool won't work on Jamais Vu.
 
My small contribution. Needs a bit more work, but I think it's decent until the official solution.


Credits to Atvaark, DEElekgolo and JayK for their ftex tools.
I'll upload it somewhere shortly, in case someone else wants to use it.
 
My small contribution. Needs a bit more work, but I think it's decent until the official solution.



Credits to Atvaark, DEElekgolo and JayK for their ftex tools.
I'll upload it somewhere shortly, in case someone else wants to use it.

Wow, thank you for working on this. I really appreciate it.
 
My small contribution. Needs a bit more work, but I think it's decent until the official solution.

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Credits to Atvaark, DEElekgolo and JayK for their ftex tools.
I'll upload it somewhere shortly, in case someone else wants to use it.

At last! Hopefully these button prompts will be part of TPP version on PC.
 
DualShock 3 button prompts:
https://mega.co.nz/#!KRwzmCoJ!A9Q2ikChe6gI8MRPeYbTzOrplqb4T9KkWku-5ExED3E

1. make backups of data_01.g0s and data_02.g0s
2. unpack them both with Sergeanur's QAR tool
mgsv_qar_tool data_01.g0s -r
mgsv_qar_tool data_02.g0s -r
3. unpack the previously downloaded cmn_btn_icon_a_x36_alp.zip into data_01\Assets\tpp\ui\texture\ButtonIcon folder, overwriting the original files
4. repack data_01 by dragging data_01.inf onto the MGSV_QAR_TOOL.EXE

This (and many other) textures are cached or something, so
5. find gz_ui_default_data.pftxs and gz_ui_default_data_steam.pftxs in the unpacked data_02\Assets\tpp\pack\ui\gz folder
6. open them up (I used notepad)
7. find this in both files: /Assets/tpp/ui/texture/ButtonIcon/cmn_btn_icon_a_x36_alp
8. delete it and save the file

If anyone knows a more elegant solution to "destroy" this cached (?) data, let me know :)
 
DualShock 3 button prompts:
https://mega.co.nz/#!KRwzmCoJ!A9Q2ikChe6gI8MRPeYbTzOrplqb4T9KkWku-5ExED3E

1. make backups of data_01.g0s and data_02.g0s
2. unpack them both with Sergeanur's QAR tool

3. unpack the previously downloaded cmn_btn_icon_a_x36_alp.zip into data_01\Assets\tpp\ui\texture\ButtonIcon folder, overwriting the original files
4. repack data_01 by dragging data_01.inf onto the MGSV_QAR_TOOL.EXE

This (and many other) textures are cached or something, so
5. find gz_ui_default_data.pftxs and gz_ui_default_data_steam.pftxs in the unpacked data_02\Assets\tpp\pack\ui\gz folder
6. open them up (I used notepad)
7. find this in both files: /Assets/tpp/ui/texture/ButtonIcon/cmn_btn_icon_a_x36_alp
8. delete it and save the file

If anyone knows a more elegant solution to "destroy" this cached (?) data, let me know :)


Can i add these to the modding tool?
Maybe have an option for original / ds3 / ds4 button prompts.
 
Pretty funny Kojima retweeted a CG picture made with exported Peace Walker models today, I will take that as an unofficial sign of approval to what's happening to GZ.
 
StratosGK: If you can add a quick option to strip the cache from the missions that'd be awesome.

That was the original idea for the tool but i dropped it along the way because it seemed pretty hard. I know that it has to be done because it's the most difficult part. I might look into it tomorrow.
 
Wow, amazing work Holdfing and StratosGK.

DualShock 3 button prompts:

What dxt settings did you end up using to export your dds files and still manage to get ftexs files that work out of them (or is there more to it than that)? I'm way out of my depth with these formats.

That was the original idea for the tool but i dropped it along the way because it seemed pretty hard. I know that it has to be done because it's the most difficult part. I might look into it tomorrow.

If you replace the cached sequence.lua in the fpkd with the one from "\Assets\tpp\level\mission\extra\e200XX\" you could just edit the cache instead, which gives you easy access to everything in it without any hex editing but adds the extra step of needing to repack an fpkd each time (I guess this wouldn't be a problem if the tool could automate it).
 
If you replace the cached sequence.lua in the fpkd with the one from "\Assets\tpp\level\mission\extra\e200XX\" you could just edit the cache instead, which gives you easy access to everything in it without any hex editing but adds the extra step of needing to repack an fpkd each time (I guess this wouldn't be a problem if the tool could automate it).

The tool would have to unpack, edit then repack the fpkd each time yes. The problem is that i don't have the knowledge for unpacking and repacking fpkd. I was aiming for hex editing the .fpkd and delete the cached file. That seems more doable for me considering my skill level.
 
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