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      [Read Before Posting] Blade & Soul General FAQ

      Hello Blade & Soul fans, Welcome to the official Blade & Soul Dojo FAQ! This thread contains commonly asked questions about Blade & Soul's Western versions. Have a question? Check to see if it's posted here or use our forums search feature before creating a new thread. This thread will be updated at all times by any of the Dojo staff members. For additional information on Blade & Soul visit our wiki, or check out the official Blade & Soul West website. Table of Contents <a href="#1">What is Blade & Soul?</a> <a href="#2">Is there an official site for Blade & Soul's Western version?</a> <a href="#3">What is Blade & Soul's release date?</a> <a href="#4">Has Beta Testing started?</a> <a href="#5">What type of pay model will Blade & Soul use?</a> <a href="#6">Will the Western clients be censored?</a> <a href="#7">Where will the Western servers be located?</a> <a href="#8">Will there be Oceanic/SEA servers?</a> <a href="#9">Will my characters from the other regions be transferable to the Western versions?</a> <a href="#10">Will the Western version be region blocked?</a> <a href="#11">What are the playable races?</a> <a href="#12">Why did they change the name of the Kun race to Yun for the Western release?</a> <a href="#13">What are the playable classes?</a> <a href="#14">Are there race and class restrictions?</a> <a href="#15">What will be the Western versions initial level cap?</a> <a href="#16">Will there be a vigor/fatigue system the the Western versions?</a> <a href="#17">What systems will this game be released on?</a> <a href="#18">What are the required PC specs for Blade & Soul?</a> <a href="#19">I didn't catch one of Blade & Soul's Livestreams, what did I miss?</a> <a href="#20">Will there be founder packs for the Western versions?</a> <a href="#21">Will Blade & Soul be on Steam?</a> <a href="#22">Will Windows 10 be supported?</a> <a name="1">What is Blade & Soul?</a> Blade & Soul is a massively multiplayer online role-playing game (MMORPG) by Korean game development studio, Team Bloodlust and is published by NCSOFT. <a name="2">Is there an official site for Blade & Soul's Western version?</a> You can find the official Blade & Soul West site here. <a name="3">What is Blade & Soul's release date?</a> The North American and European versions are currently set to be released on January 19th, 2016. Head Start for founder's pack owners will begin at 10:00am PST on January 15th, 2016, and name reservations for Disciple and Master pack owners will begin on January 11th, 2016. The game has already been officially released in the following regions: Korea: June 30, 2012
      China: November 28, 2013
      Japan: May 20, 2014
      Taiwan: November 20, 2014
      <a name="4">Has Beta Testing started?</a> Yes. CBT 1: Oct 29, 10am PDT - Nov 2, 10pm PDT [NA server only]* CBT 2: Nov 13, 10am PDT - Nov 16, 10pm PDT [NA/EU]** CBT 3: Nov 24, 10am PDT - Nov 30, 10pm PDT [NA/EU]** CBT 4: Dec 11, 10am PDT - Dec 14, 10pm PDT (English/French/German)[NA/EU]** CBT 5: Dec 18, 10am PDT - Dec 21, 10pm PDT (English/French/German)[NA/EU]** *NA servers will only support English. **EU servers will support English, French, and German; except on CBTs 1, 2, & 3. <a name="5">What type of pay model will Blade & Soul use?</a> Blade & Soul has been announced as a F2P (free-to-play) title for the West and will have no content limitations. They have also stated that the game will not be "pay-to-win". <a name="6">Will the Western clients be censored?</a> No. <a name="7">Where will the Western servers be located?</a> Blade & Soul's Western servers will be housed in the following location: North America: Dallas, Texas US
      Europe: Frankfurt, Germany.
      <a name="8">Will there be Oceanic/SEA servers?</a> There are currently no plans to support Oceanic/SEA servers. However, NCSOFT has stated that if the community shows enough interest they will reconsider. A petition has been created for NCSOFT to reconsider. <a name="9">Will my characters from the other regions be transferable to the Western versions?</a> No. Transferring accounts is not possible, but transferring the physical appearance of your character from other versions is possible through the profile screenshot function in Character Creation. <a name="10">Will the Western version be region blocked?</a> There are currently no plans for region blocking. <a name="11">What are the playable races?</a> Jin, Gon, Yun, Lyn. Click here for more information. <a name="12">Why did they change the name of the Kun race to Yun for the Western release?</a> In North America, the word "Kun" closely resembles a derogatory racial slur. <a name="13">What are the playable classes?</a> There are currently six confirmed playable classes for the Western versions. The "Warlock" class can be found in the KR, CN, JP and TW clients but have yet to be confirmed for the North American and European release.
      Assassin
      Blade Dancer
      Blade Master
      Destroyer
      Force Master
      Kung-Fu Master
      Summoner
      <a name="14">Are there race and class restrictions?</a> Yes. The playable races in Blade & Soul are indeed restricted to a select few classes. Below you'll find what you can play each race as. Jin: Assassin, Blade Master and Kung Fu Master
      Gon: Destroyer, Force Master and Kung Fu Master
      Lyn: Blade Dancer, Force Master and Summoner
      Yun: Blade Master, Force Master and Kung Fu Master
      <a name="15">What will be the Western versions initial level cap?</a> The initial level cap on release will be 45. <a name="16">Will there be a vigor/fatigue system the the Western versions?</a> No. <a name="17">What systems will this game be released on?</a> Blade & Soul will be released for Windows PC. <a name="18">What are the required PC specs for Blade & Soul?</a> Below are the PC specs taken from Blade & Soul's Korean client. [Minimum Spec] CPU : Intel Dual core/AMD Athlon 64X2 or better RAM : 2G or better VGA : nVidia Geforce 8600GT/AMD Radeon HD4600 or better HDD : 15GB OS : Windows XP (Service pack 2), Vista, Win7 (32bit / 64bit) DirectX : 9.0c [Recommended] CPU : Intel Quad core/AMD Phenom II X4 or better RAM : 4G or better VGA : nVidia Geforce 8800GTX / AMD Radeon HD4850 or better HDD : 15GB OS : Windows XP (Service pack 2), Vista, Win7 (64bit) DirectX : 9.0c <a name="19">I didn't catch one of Blade & Soul's Livestreams, what did I miss?</a> You can view all past broadcasts here. <a name="20">Will there be founder packs for the Western versions?</a> Yes, you can view their packages here. <a name="21">Will Blade & Soul be on Steam?</a> This has not yet been confirmed. <a name="22">Will Windows 10 be supported?</a> Yes. Updated: December 25th, 2015
    • Urbancowgurl777

      Dojo Rules & Guidelines   09/29/16

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Staff Contact Administrator @Urbancowgurl777 News & Translations @AquariusHaken Di'el Wiki Guardian @and_rea @Tei Moderators @Aari @BulletSin @Jem @Kycir @Lithia @Sekuiya @Shinaji Last updated: February 5th, 2016
Anivay

[Guide] All about hair modding!

40 posts in this topic

Hair Modding Guide

Hi guys! I've had a lot of people asking me about hair modding. I was thinking of making another video tutorial, but There's too many different cases/information for me to cover effectively in a video, so I'm writing up a guide~

This guide will be primarily done by examples with brief explanations. I will list what files and numbers I am looking at and provide the exact cursor location of where I make changes. I highly encourage you to follow along from scratch in your own hex editor~ If your attempt doesn't work, you can download the completed mod that I included to compare it to yours. I will try to list my examples from easiest to most complex.

As we're dealing with hex editing, when I'm specifically referring to a hex number rather than a decimal number I will use hex notation (0x) before the number. A programming calculator (like the one windows has) will be really helpful for converting between hex and decimal. Remember, hex numbers count 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F.

Regular Hair, Hair 100+, and the Export Table - an brief summary

Hair mods only require the skeleton to work, so you can ignore the material completely~

Hairs are generally defined by their object/core number formatting of: 3 characters for race, 1 character for gender, an underscore, followed by 3 digits for the identification number. (ex: JinF_001) All hair object core numbers are formatted like this in one of two ways in the skeleton UPK file: a standard complete string containing race and ID, or a split string with the race in the standard location and the number appended by a value found in the something called the Export Table. That later format of hairs is only used for hairs with IDs 100 or greater, so I refer to hairs that follow that pattern as a Hair100+ hair.

When dealing with Hair100+ and changing an accessory hat to a hair you will need to deal with the Export Table. The Export Table is what the game reads to find out what it needs to load from the file and where to find that information.

The main things that you need to know are:

- A double word is 4 pairs of hex numbers (ex: 00 00 00 00 is one double word; I'll just call them words to keep it short)

- The word starting at 0x25 (read in little endian) will tell you the location of the start of the Export Table

- The first*** element of the Export Table points to the physics core number (e.g. string number of GonM_012_Physics)

- The last*** element of the Export Table points to the object core number (e.g. string number of GonM_012)

- The third word after the export index says what string number to look at for that property

- The fourth word after the export index controls what is appended onto the object

The fourth word is important to us because it is what makes 100+ hairs work. If you remember what I said about the format for 100+ hairs in the skeleton, they only have the race & gender in the upper part of the skeleton. What this fourth word in the export does is take the value in that place, subtract 1, and attach it to the race/gender with an underscore. For example, JinM is the object number that's sitting by the physics number. If there is a 0x65 (101 in decimal) in the fourth word of the last element in the Export Table, it will 'transform' the JinM into JinM_100.

The third word is only important to us if the target core number does not have space to hold the new core number (for instance when you can't fit JinF_027 in the place of JinF or 040022_LynF in the place of LynF_026). When we encounter this problem, we need to find a string to replace that is long enough to hold the new longer core number. Once you find the new place to put your core number, count (starting from 0) from the first string at the top of the document until you reach that point. That location number is what is stored in the third word.

To quickly find the first element of the export table (relating to physics core number) you can just Ctrl+F for the hex string FFFFFFFF (four pairs of Fs)

The last element (relating object core number) will usually either be F8FFFFFF or F9FFFFFF if you want to Ctrl+F

***Do note however that these will not always be the correct positions for the object/physics cores. If something looks out of the ordinary (such as 0x00 in place of an actual value for a string location) you can dump the export table using umodel's command dialog: umodel.exe -game=bns -list UPKNUMBER

Regular Hair to Regular Hair

Regular hair to regular hair is very standard and easy. If you're within the same race/gender you only need to change the hair ID number in the object/physics cores.

jinf___hair042_to_hair031_by_anivay-d9vu7do.png

Example 1: JinF_042 (00019981) to JinF_031 (00014315)

Change Log:

Renamed 00014315.upk (copy) to 00019981.upk

[0x066B] Changed Object core from JinF_031 to JinF_042

[0x0680] Changed Physics core from JinF_031_Physics to JinF_042 Physics

Hair100+ to Hair100+

Hair 100+ to 100+ is also pretty straightforward. Change the physics core as your normally would. To change the object core number you will need to go to the last element of the export table and change the 4th word of the element to your new hair number +1. Using your calculator in programmer mode will be very helpful for converting from decimal to hex. If your base core number is 100, punch in 101 into your calculator and it will tell you that the hex value hat you need is 0x65.

example2_by_anivay-d9vubcr.png

Example 2: LynF_100 (00033994) to LynF_107 (00034195)

Change Log:

Renamed 00034195.upk (copy) to 00033994.upk

[0x07AF] Changed Physics core from LynF_107_Physics to LynF_100_Physics

[0x1A16] In export table, changed 0x6C to 0x65

Cross-Race Hair

Cross-race hair works the same as usual except that you're changing the race part of the cores as well. PLEASE NOTE that most cross-race hair swaps do not work due to different head sizes and positions between the races. From my experience the only swaps that work well most of the time are between Jin Female and Yun, but even then certain hairstyles have clipping problems. Most other race-exchanged hairs result in major clipping issues. As of now, it is unknown how to work around that problem.

example3_by_anivay-d9vucn1.png

Example 3: JinF_037 (00016142) to KunN_019 (00013428)

Change Log:

Renamed 00013428.upk (copy) to 00016142.upk

[0x0554] Changed Object core from KunN_019 to JinF_037

[0x0569] Changed Physics core from KunN_019_Physics to JinF_037_Physics

Regular Hair to Hair100+

When going from a hair100+ core number to a regular hair we run into the problem of the object core not being long enough to hold the new number. Lucky for us, the skeleton number is a string in the skeleton that basically serves no purpose and has no negative effect if removed or written over; not only that, but the length of the skeleton number is EXACTLY the length we need to hold a hair object core number! :D So... we replace the skeleton number with the new core number, change the physics core normally, in the export table change the old location of the object core number to the new location, and remove the appended value.

example4_by_anivay-d9vugfv.png

Example 4: GonF_001 (00002680) to GonF_110 (00037191)

Change Log:

Renamed 00037191.upk (copy) to 00002680.upk

[0x00BA] Changed 00037191 to GonF_001

[0x0625] Changed Physics core GonF_110_Physics to GonF_001_Physics

[0x1CBF] In export table, object index: change 0x39 to 0x03 (location of new object core, count strings from top starting at 0)

[0x1CC3] In export table, object index append: change 0x6F to 0x00

Hair100+ to Regular Hair

Changing a hair100+ into a regular hair is a little simpler than the other way around. You only need to remove the extra parts after the race/gender in the object core, change the physics core as normal, and then in the last element of the Export Table add the value to append (your hair number + 1)

example5_by_anivay-d9vuio7.png

Example 5: KunN_101 (00034381) to KunN_016 (00010693)

Change Log:

Renamed 00010693.upk (copy) to 00034381.upk

[0x0719] Change Object core from KunN_016 to KunN (clear _016 will null)

[0x072E] Change Physics core from KunN_016_Physics to KunN_101_Physics

[0x220E] In export table, object index append: change 0x00 to 0x66

Regular Hair to Wig/Hat

So for whatever reason there are a couple regular hairs that are a little... weird and require a slightly different method. I will explain both; if the first method doesn't work for your hair try the second.

The first method is basically identical to regular hair to regular hair - you just have a lot of leftover gunk you need to get rid of will nulls when you write over the old core with your base core.

example6_by_anivay-d9vurp1.png

Example 6: JinM_002 (00003374) to 040164_JinM (00028144)

Change Log:

Renamed 00028144.upk (copy) to 00003374.upk

[0x00C8] Changed Object core from 040164_JinM to JinM_002 (overwrite leftover characters with null)

[0x00E0] Changed Physics core from 040164_JinM_Physics to JinM_002_Physics (overwrite leftover characters with null)

Hopefully the first method worked for you, if not you have a bit more work to do.... The second method requires a bit of length editing, deleting, and inserting. For whatever reason some random hairs have a secondary core number that must be used instead of the standard core number. That second core number is formatted Hair_JinF_### rather than just JinF_### and thus requires some extra length in order to fit. We will be taking that length from the 'useless' skeleton number.

example6_5_by_anivay-d9vvb7m.png

Example 6.5: KunN_014 (00010074) to 040167_KunN (00028465)

Change Log:

[0x0086] DELETE 4 characters from 00028465

[0x0082] Subtract 4 from the length (word directly before 00028465); Change 0x09 to 0x05

[0x00C0] Add 2 to the length of the object core (word directly before it); Change 0x0C to 0x0E

[0x00CF] Right click and INSERT two bytes at the end of the object core

[0x00C4] Change 040167_KunN to Hair_KunN_014

[0x00DA] Add 2 to the length of the physics core (word directly before it); Change 0x14 to 0x16

[0x00F1] Right click and INSERT two bytes at the end of the physics core

[0x00DE] Change 040167_KunN_Physics to Hair_KunN_014_Physics

Hair100+ to Wig/Hat

Hair100+ to hat works very similar to Hair100+ to regular hair. The core numbers will have a lot of extra bits you want to get rid of with null.

example7_by_anivay-d9vuv1n.png

Example 7: LynF_102 (00034122) to 040075_LynM (00019022)

Change Log:

Renamed 00019022.upk (copy) to 00032122.upk

[0x00C8] Changed Object core from 040075_LynM to LynF (overwrite leftover characters with null)

[0x00E0] Change Physics core from 040075_LynM_Physics to LynF_102_Physics (overwrite leftover characters with null)

[0x1070] In export table, object index append: change 0x00 to 0x67

Wig/Hat to Regular Hair

The problem when your target is a hair and your base item is a hat is that the core number in the target skeleton does not have room to fit the base core number; ######_JinF is a lot longer than JinF_###. What we need to do is find some sacrifice string that is a) long enough to hold the long physics core number and b) does not have any negative effects when replaced. Luckily the string "bEnableBoneSpringAngular" is one of those strings that will work for us, so we'll use that. If your file does not have that string, you will need to find another one that is at least 19 characters long and will not cause problems in game once replaced. We can use the old physics core to hold the new long object core. Since we are changing the positions of these two elements, we will need to make changes to the export table so the game can find the correct information.

example8_by_anivay-d9vvex3.png

Example 8: 040023_KunN (00012180) to JinF_027 (00010709)

Change Log:

Renamed 00010709.upk (copy) to 00012180.upk

[0x0123] Change bEnableBoneSpringAngular to 040023_KunN_Physics (overwrite leftover characters with null)

[0x058B] Change JinF_027_Physics to 040023_KunN (overwrite leftover characters with null)

[0x0B55] In export table, Physics index: 0x36 to 0x08 (count strings from top starting from 0)

[0x12C5] In export table, add 1 for the new object index; change 0x35 to 0x36

There is a second way to do this that follows example 6.5 (regular hair to hat when normal method doesn't work). This involves adjusting lengths and deleting/inserting bytes. If you feel like doing it this way go ahead, but I will not be doing another example for it in this tutorial. With this method you won't need to touch the export table at all. Just subtract 6 bytes from the skeleton number and add 3 to the object and physics core numbers~

Wig/Hat to Hair100+

You can think of this as a combination of "Hat to Regular Hair" and "Regular Hair to Hair100+". The problem when your target is a hair and your base item is a hat is that the core number in the target skeleton does not have room to fit the base core number; ######_JinF is a lot longer than JinF. What we need to do is find some sacrifice string that is a) long enough to hold the long physics core number and b) does not have any negative effects when replaced. Luckily the string "bEnableBoneSpringAngular" is one of those strings that will work for us, so we'll use that. If your file does not have that string, you will need to find another one that is at least 19 characters long and will not cause problems in game once replaced. We can use the old physics core to hold the new long object core. Since we are changing the positions of these two elements, we will need to make changes to the export table so the game can find the correct information. The only extra step from Hat to Regular hair is that you need to remove the appended object core value.

example9_by_anivay-d9vvij4.png

Example 9: 040022_LynF (00012240) to LynF_110 (00037189)

Change Log:

Renamed 00037189.upk (copy) to 00012240.upk

[0x0142] Changed bEnableBoneSpringAngular to 040022_LynF_Physics (overwrite leftover characters with null)

[0x079C] Changed LynF_110_Physics to 040022_LynF (replace leftover characters with null)

[0x0D0E] In export table, Physics index: change 0x4A to 0x09 (count strings from top starting from 0) (NOTICE: 0xFFFFFFFF was not the correct element in the export table this time)

[0x1CFE] In export table, add 1 for the new object index: change 0x49 to 0x4A

[0x1D02] In export table, object index append: change 0x6E to 0x00

Wow, this post got really long x.x



Hopefully my examples and explanations were clear/easy to follow. If you have any questions or suggestions let me know~

Edited by Anivay
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Thank you for the guide, it's very helpful. I have a question about the upk's. I found most of the upk numbers through the One Click Costume change tool but I couldn't find some of them such as the hair right after 52/53. I thought it would be 54 but nope. I had to go through your gallery to find out it's 100. How do you find the right name for all of these upk files?

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Thank you for the guide, it's very helpful. I have a question about the upk's. I found most of the upk numbers through the One Click Costume change tool but I couldn't find some of them such as the hair right after 52/53. I thought it would be 54 but nope. I had to go through your gallery to find out it's 100. How do you find the right name for all of these upk files?

I just went through all the UPKs one by one and took screenshots of things to have the numbers on hand ^-^

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I just went through all the UPKs one by one and took screenshots of things to have the numbers on hand ^-^

:) I was hoping there was an easier way. Thx.

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I've got one more question, it's not hair related but race related. I didn't even think about cross race modification before seeing this guide. I found an example of an outfit on your mod gallery: http://sta.sh/2226rlnfqlsw which is a race swapped. The mod is for Jin but the body is Gon based and so is the running animation, etc. I tried to mod a gon outfit (from your gon mod gallery) to use on my jin but there were clipping issues at the neck area where as yours didn't. Is there anything special about these outfits?

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I've got one more question, it's not hair related but race related. I didn't even think about cross race modification before seeing this guide. I found an example of an outfit on your mod gallery: http://sta.sh/2226rlnfqlsw which is a race swapped. The mod is for Jin but the body is Gon based and so is the running animation, etc. I tried to mod a gon outfit (from your gon mod gallery) to use on my jin but there were clipping issues at the neck area where as yours didn't. Is there anything special about these outfits?

When doing cross race body mods there will always be clipping, issues with neck size, and no skin color changes.

The outfit you're referencing is the Jin variant of the outfit, it's not a gon body on a Jin character, also the running animations/idle animation etc do not change when you cross race mod.

10003_jinf_by_anivay-d9txa8c.png

Edited by Vhae
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That's weird. I'm 100% sure the running animation changed to Gon's while wearing that outfit as a Jin. I'll double check tonight.

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May i ask something about changing wigs/hats to hairs ? I did the 1st and 2nd step, but i dont really understand what you mean my counting strings. How and what do i count? I failed to understand what export table is.

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May i ask something about changing wigs/hats to hairs ? I did the 1st and 2nd step, but i dont really understand what you mean my counting strings. How and what do i count? I failed to understand what export table is.

Look at the pictures for the steps. In the first step I highlighted each one that I counted in pink. A string is like every little intelligible (not random letters) phrase/word/number that's separated by the nulls (... dots if you're using hex workshop). Be sure to count starting from 0, not 1

The for out purposes the export table is just a thing that tells the game where to find the particular information to read and if it needs to modify that information somehow (like with the 100+ number appended to the object core)

Edited by Anivay
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Okay so, this is my file :

http://prntscr.com/aj03a7

1)i count till the core code(thats core code i believe, whatever) its is 8th

Now after that for example at your 1st picture you got the code 0x08. How did you reach this one after actually counting ?

2)How can i find the physics index etc from export table? For example you got your 0x36 0x08 ; how did you understand that 0x36 is physics index?

Sorry about these questions i am learning how to do this lately ;n;

Edited by anataan
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Yes, 0x08 would be correct for you. The physics core will be the very first element in the export table (0xFF FF FF FF). Found that by making umodel show the export table. Same thing for object being the last element~ 0x36 is just like the 0x08 you counted - it's the string number for where the physics string (JinF_###_Physics) is in the file; 0x08 is respectively the position for the poisition/string number for your new physics string. But you don't want to count to 0x36 because that's... 54 strings to count lol. If you notice, the physics always comes directly after the object originally, so when you change your object string location you just add one o3o

Edited by Anivay
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Oh i didnt know this o-o Alright then, how can i make umodel show the export table ? Lastly, how can i find for example 0x08? Like that ?

http://prntscr.com/aj0iw0

(i failed to find it, sorry about bothering you with these ;-; )

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Oh i didnt know this o-o Alright then, how can i make umodel show the export table ? Lastly, how can i find for example 0x08? Like that ?

http://prntscr.com/aj0iw0

(i failed to find it, sorry about bothering you with these ;-; )

Use umodel in command console mode; umodel.exe -game=bns -list UPKNUMBER

You don't search for 0x08... you use it to replace the old location of the physics number

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Sigh that will be the last question i ask since its embrassing to ask such simple things... :/

1) http://prntscr.com/aj1mmk Which part shall i look at here? Did i do it right?

2)How can i find the old location of the skeleton number?

Both umodel and hexediting are new things to me...

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Sigh that will be the last question i ask since its embrassing to ask such simple things... :/

1) http://prntscr.com/aj1mmk Which part shall i look at here? Did i do it right?

2)How can i find the old location of the skeleton number?

Both umodel and hexediting are new things to me...

Yeah, you did it right. You're looking for the place in the list for the "PhysicsAsset" and the "SkeletalMesh". As you can see in that list, the Physics is first and the SkeletalMesh is last - those correspond to the physics and object core numbers (it tells you what the core numbers are as well).

What do you mean the location of the skeleton number? If you mean like the number, it'll be somewhere near the start of the file usually right after the material number. The skeleton number is an exact copy of the file name for the skeleton.

If you're doing a hat to a regular hair you could try the second method instead if dealing with the export table is too confusing. Subtract/delete 6 bytes/characters from the skeleton number and add/insert 3 to both the object and physics cores

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I was wrong about the dash/run animations, they were the same. I think the huge difference in body proportions threw me off and made me think it was Gon somehow. Every other outfit I modded did not change my character's proportions. This race change did make me notice that even default Jin outfits have neck clipping and now it's driving me nuts!!!

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Hi there, thanks for pointing me to this guide from the other thread Anivay.

Anyway, this is what I am trying to mod:

Race/Gender
: - Jin Female -

Request Type
: - Hair -

Base Item
:

Target Item
:

But my question is this; Hair101 is obviously a Hair100+, but what is Yura's hair classed as? Would it be a regular hair in that it can be name swapped with other regular hair .upk files?

Thank you in advance.

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Hi there, thanks for pointing me to this guide from the other thread Anivay.

Anyway, this is what I am trying to mod:

Race/Gender
: - Jin Female -

Request Type
: - Hair -

Base Item
:

Target Item
:

But my question is this; Hair101 is obviously a Hair100+, but what is Yura's hair classed as? Would it be a regular hair in that it can be name swapped with other regular hair .upk files?

Thank you in advance.

It's a regular hair #.

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It's a regular hair #.

Thanks again for such a quick reply Vhae! I appreciate it.

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I'll never get past step 2.

Kind off topic, does the one click tool replacement work the same way?

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I'll never get past step 2.

Kind off topic, does the one click tool replacement work the same way?

Somewhat, but the one-click tool can only (and not even always) do easy stuff like regular hair to regular hair and regular hair to hat.

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Many thanks to Vhae for linking this, really useful ! Thought I had a breakthrough earlier, but ended up with this lmao:

Screenshot_160620_001.jpg

Screenshot_160620_000.jpg

I believe the 8kb file is the texture file, but I have no idea which line of hex to input "col1Material": "00026550". Up to this point, I've changed the skeleton, texture and material so that the Butterfly hair goes over my ingame hair. Not really sure what to do now ! Any help much appreciated, I think I'm close ; w ;

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