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Author Topic: MKKE My Mods  (Read 20922 times)

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BadMouth

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Re: MKKE My Mods
« Reply #40 on: December 02, 2013, 12:22:24 pm »
I haven't tried the mods yet.  I'm waiting until I've played through everything else in the game before adding more.

Had some time yesterday to play part way through the story mode.
I'm blown away by how good this game is all the way around.  I've never had the story mode of a fighting game suck me in before.
I usually skip everything to get to the next fight because the story seems like a throwaway afterthought anyway.
It's awesome how they worked the different versions of the characters into the story.

I have SFIV, SFIVAE, and SFxTekken on my cab and haven't really been able to get into them beyond playing a few matches and stopping.

Not sure why the price of MKK dropped so fast and it doesn't get more hype.
Hats off to Netherrealm and WB. 
I'm actually going to crack open my wallet and buy Injustice now instead of waiting for the price to hit $20.

On another note, I was doing some Christmas shopping at Target yesterday and stumbled across the Prima guide on clearance for $6.
Sure all the info is available for free online, but I haven't bought a video game guide in over a decade and it was $6, so I got it for ---steaming pile of meadow muffin--- and giggles.
Instead of having FP, FK, BL, etc, it has a chart in the front that assigns the xbox360 and PS3 buttons numbers.  BK is 1, FK is 2, etc.
So the rest of the book uses those numbers which kinda sucks.  Having FP, BP, etc would have been better.
It has a really nice looking section in the front with the history of the MK series, but I haven't read that part yet.
« Last Edit: December 02, 2013, 12:24:21 pm by BadMouth »

Howard_Casto

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Re: MKKE My Mods
« Reply #41 on: December 02, 2013, 05:02:17 pm »
It doesn't get much hype because it's Mortal Kombat.  For some reason MK games get a lot of hate from the "hardcore" fighting fans.... I guess it's because while they are memorizing combos and trying to beat some 10 year old Korean kid online we are actually having fun playing a game.  ;)

I was done with fighters before this was released in 2011, even Mortal Kombat fighters.  (Armageddon sucked and MK vs DC was so bad I didn't even attempt to play it.). 

BadMouth

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Re: MKKE My Mods
« Reply #42 on: December 02, 2013, 07:50:33 pm »
I won't go into detail in this thread, but the controls for Injustice are not cab friendly.   :banghead:
I don't recommend it to anyone without xbox360 controllers.

I'm working on it.  Seems it requires newer x360 drivers than what is in the SSFIV keyboard thread.
If I get it sorted, I'll post the x360kb.ini and dll files.






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Re: Re: MKKE My Mods
« Reply #43 on: December 03, 2013, 02:15:03 am »
I won't go into detail in this thread, but the controls for Injustice are not cab friendly.   :banghead:
I don't recommend it to anyone without xbox360 controllers.

I'm working on it.  Seems it requires newer x360 drivers than what is in the SSFIV keyboard thread.
If I get it sorted, I'll post the x360kb.ini and dll files.

Definitely watching this one Badmouth, I can't find a way to get 2 players working with this and an ipac either.

Sent from my SM-N9005 using Tapatalk

    

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Re: MKKE My Mods
« Reply #44 on: December 03, 2013, 03:00:08 am »
I'm still finishing up the UBM, but if this game is anything like MKKE (and thus far it has been) it won't be terribly hard to crack.  So worst case scenario I could write a wrapper to bypass the input system, BUT this isn't particularly a good idea on a fighting game, which needs quick response time. 

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Re: MKKE My Mods
« Reply #45 on: December 03, 2013, 04:06:53 pm »
I'm still finishing up the UBM, but if this game is anything like MKKE (and thus far it has been) it won't be terribly hard to crack.  So worst case scenario I could write a wrapper to bypass the input system, BUT this isn't particularly a good idea on a fighting game, which needs quick response time.

Hacking menu navigation keys might be enough.
The game allows you to remap all the keys related to fighting, but keeps the default navigation keys.
That wouldn't be a big deal if they didn't conflict so much with the standard MAME controls.
Example: the G key is required to select a menu item.  This also happens to be P2 joystick right on most people's setups.
While I'm fiddling with it tonight, I'll make a list of all the menu navigation keys that can't be remapped.

If we could change those and swap in the xbox360 button icons, the game would be performing exactly as I wish.
(providing that the mapped controls all work fine for both players when fighting....will test that tonight)

« Last Edit: December 03, 2013, 04:08:57 pm by BadMouth »

Howard_Casto

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Re: MKKE My Mods
« Reply #46 on: December 03, 2013, 04:45:49 pm »
The 360 icons are easy to swap... you run the package through u-model and extract the textures and then use one of the many texture injectors to put it back once you are done.  Somebody already did a ps3 set, for example.

I'll look into it on MKKE tonight.... injustice uses the exact same engine, so it should be similar. 

Honestly though at this point I'm about done with keyboard encoders.  Joysticks are so widely supported now, even on emulators that it isn't as important as it used to be.

Howard_Casto

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Re: MKKE My Mods
« Reply #47 on: December 05, 2013, 02:47:26 pm »
More Klassic Boss madness:


Howard_Casto

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Re: MKKE My Mods
« Reply #48 on: December 09, 2013, 07:36:24 pm »
Goro LIVES!


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Re: MKKE My Mods
« Reply #49 on: December 24, 2013, 07:50:59 pm »
Gotta share discount code for greenmangaming.  At steam, this game is currently $14.99.  At greenmangaming, $7.49.  With code GMG20-ZB5D1-93X49. It is $6 at greenmangaming.


Get over there!

Howard_Casto

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Re: MKKE My Mods
« Reply #50 on: April 18, 2015, 01:58:41 pm »
Sorry guys, I've been having medical problems. 

I've been back at work on this for a month or so now... I wanted to get UBM 3.0 out before MKX was released but that ship has sailed.

Here is a preview of Chameleon that we hacked for UBM 3.0

« Last Edit: April 18, 2015, 02:00:24 pm by Howard_Casto »

Howard_Casto

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Re: MKKE My Mods
« Reply #51 on: April 19, 2015, 01:22:37 am »

Resident Evil 2 Akuma

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Re: MKKE My Mods
« Reply #52 on: April 19, 2015, 01:43:07 am »
Impressive, you added Chameleon and Khameleon on the same MK!

I dont know what impresses me the most, the fact that the community is making MK9 better or the fact that Netherealms didnt put the 3 bosses in the roster as playable characters, that dont make any sense, Goro is playable in the Chalenge Tower, i think they have planed to do DLC but droped because they are way OP and because if they did it the game would kind of become Pay to Win with the online full of scrubs using Shao Kahn.

I have one question, if you dont mind, it is possible to port Kratos from the PS3 version? I have read something about someone porting Kratos but dont remenber who was doing that, is you?


Howard_Casto

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Re: MKKE My Mods
« Reply #53 on: April 19, 2015, 03:09:39 am »
Well technically it's possible, but we've kind of deemed it not worth the tremendous effort.  As you may or may not know, each character package contains hundreds of files.  On the ps3, the endian of the bytes in the files are reversed.  To switch them back, we'd need to know the exact file structure of every single solitary file in the package as well as the package itself.  Currently we've only mastered textures, materials and a bit of scripting.  On top of that models on the ps3 version are compressed and we don't have any way of extracting them. 

Kahn and the gang could have been modified to be official playable characters easily.  There is scripting to control their move strength and turn some of those moves into unblockables.  All they would have had to do is change the script to make their power more reasonable... it would have took 5 minutes.

If you think not including the bosses in MK9 was a strange decision you should try MKX.  No Shang Tsung, no Kahn, no Noob Saibot..... frikkin Shinnok is the final boss and again they've made several fully playable characters non-playable.   They brought several of the characters back to life that nobody cared about and expanded the uninteresting "special forces" earthlings with children, but most of the ninjas and outworlders are nowhere to be found.  Oh but they have Jason and Predator as DLC so I guess that makes it ok. 

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Re: MKKE My Mods
« Reply #54 on: April 19, 2015, 04:28:25 am »
I kind already knew that porting Kratos would be too much trouble, and i dont even have interest in playing him, my interest was to see if you guys could fix him, like, have you seen how bad Kratos looks receiving some of the Fatalities? And that is  supposed to be intentional, if Sony was not Ok with him receiving a Fatality why put him in the game anyway?

Of course, some balancing should have be made if a release of some sort of DLC like that was made.

Let me ask you other thing i want to know, is there any leftover Motaro assets on MK9? It was so stupid that they made a model of him just for one cutcene!

MKX did not impressed me too much to be honest, the roster is too weak imo, the History mode looks good but i dont play a Fighting Game for that, Jason and Predador are a really nice bonus but for me they dont makeup for a lackluster roster, why Rain, Baraka and Sindel are playable if you change files around? Why didnt they finished those Characters? Why not let the Casie Gang be playable on the Campaing and then have charged they as DLC? That way we could have the Characters that matter and less roster space would be wasted, you can bet that Rain, Baraka and Sindel will be DLC, Shinnok sucks as final boss, why not use him for sub boss and Onaga or Blaze for final boss? I dont know you but i think MK9 still better than MKX!

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Re: MKKE My Mods
« Reply #55 on: April 19, 2015, 11:46:44 am »
The only thing left of Motraro is in one of the ini files.  There is an ini that defines the bones of all the major model types.... there's male, female, shaokan male, shaokan female, and centaur.  The centaur section is completely blank. 

Interestingly enough, there's a bunch of kratos stuff left over.  There are sections in the exe specifically made to block him, and his necropolis picture as well as all of his text is still in the game. 

There is even a mention of khameleon in the exe.

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Re: MKKE My Mods
« Reply #56 on: April 19, 2015, 02:04:34 pm »
Those ini files are for the X-Ray animations, right? I remember that i read something about Motaro not being in the game because of that, they could just have made him X-Ray and Fatality invencible! Have you looked into the vanilla disc release of the Xbox360 version? Or that version is also cryptographed?

Interesting stuff, maybe Khameleon was the Xbox360 exclusive character, or maybe not because Khameleon has only appeared in Nintendo ports ... wait a minute, just especulation, but, do you think that a version of MK9 for Wii was in the plans at some point?
« Last Edit: April 19, 2015, 02:13:25 pm by Resident Evil 2 Akuma »

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Re: MKKE My Mods
« Reply #57 on: April 20, 2015, 09:18:44 pm »
Ok guys, the Ultimate Boss Mod 3.0, now known as Ultimate Mortal Kombat is out:


Features:
Playable Bosses
Playable Klassics
Retro Costumes for the Bosses
Alt Costumes for the Klassics
Alt Costumes for the 4 DLC characters
UMK3 Costumes for Skarlet and Rain

Fully animated endings for the Bosses (no audio, so enable subtitles)
Enhanced Shang Tsung morphing ability. 
Playable Chameleon and Khameleon with proper morphing ability and an alt costume a piece.
A "Boss" necropolis allowing you to view stats and endings of all the new characters (where applicable).
Bios and ect for all the new characters. 
"Press Space" changed to "Press Start"
Noob  changed to Noob Saibot.

Ultimate Mortal Kombat 3.0

Please follow install instructions carefully and understand that this is for version 1.05 ONLY.  At least for now. 

**EDIT**

I found a minor bug that prevented Freddy from getting installed... until the new version is released, please put this new installer.ini in the DATA folder before installing:

Fixed installer.ini
« Last Edit: April 21, 2015, 03:32:47 pm by Howard_Casto »

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Re: MKKE My Mods
« Reply #58 on: April 20, 2015, 11:16:57 pm »
welcome back. ima gonna give it a try, although I think I have version 1.0. ill see it i can find the 1.05 patch somewhere

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Re: MKKE My Mods
« Reply #59 on: April 21, 2015, 01:16:52 am »
Thanks. 

If you have the pc version of the game and haven't updated it in a while, you most likely have 1.05.

I've been looking into it and I will eventually support 1.06, the latest version of the game.  It's just every time they changed the frikkin exe the memory addresses were different for the wrapper and the boss blocking patch. 

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Re: MKKE My Mods
« Reply #60 on: April 21, 2015, 02:07:48 am »
when i installed it said i "dont appear to have the right version" but it seems to install just fine. i dont know where u can see what version you have but im pretty sure its 1.0 since i downloaded ages ago and its not a kosher version so it would have not update on its own. this is the only thing that appear in the error log.

Backup Error:  G:\Games\Mortal Kombat Komplete Edition\DiscContentPC\localization\coalesced.fra not found!
Backup Error:  G:\Games\Mortal Kombat Komplete Edition\DiscContentPC\localization\coalesced.por not found!
Backup Error:  G:\Games\Mortal Kombat Komplete Edition\DiscContentPC\localization\coalesced.spa not found

I was able to play as goro and chameleon just fine. anything u want to test?

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Re: MKKE My Mods
« Reply #61 on: April 21, 2015, 02:13:21 am »
Those "errors" aren't particularly threatening.  Those are the foreign language files and some versions of the game don't include them. 

Well most of the mods work across all versions.  The exe is patched to keep the bosses from showing up during regular ladder matches, so that might have goofed up the exe.
The umkke.exe wrapper allows chameleon and shang to morph into other characters, it doesn't work on all exe versions.  Everything else should work fine though.

That's the beauty of diff files.  ;)

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Re: MKKE My Mods
« Reply #62 on: April 21, 2015, 03:33:06 pm »
I found a goof in the installer.... see above.

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Re: MKKE My Mods
« Reply #63 on: April 23, 2015, 12:49:27 pm »
Ok guys, the Ultimate Boss Mod 3.1, now known as Ultimate Mortal Kombat is out:


Features:
Playable Bosses
Playable Klassics
Retro Costumes for the Bosses
Alt Costumes for the Klassics
Alt Costumes for the 4 DLC characters
UMK3 Costumes for Skarlet and Rain

Fully animated endings for the Bosses (no audio, so enable subtitles)
Enhanced Shang Tsung morphing ability. 
Playable Chameleon and Khameleon with proper morphing ability and an alt costume a piece.
A "Boss" necropolis allowing you to view stats and endings of all the new characters (where applicable).
Bios and ect for all the new characters. 
"Press Space" changed to "Press Start"
Noob  changed to Noob Saibot.

Ultimate Mortal Kombat 3.1

*EDIT*
  3.1 is out, which adds support for v1.05 AND v1.06   This is just a bugfix release so if you are running 1.05 and the mod worked for you, there is no need to download.

konp

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Re: MKKE My Mods
« Reply #64 on: April 24, 2015, 01:39:45 am »
Dude, this is awesome, nice work.

One question - any possibility of you being able to add the "psvita exclusive" klassic costumes to the PC version? There's a lineup of them at the bottom of this page. Most of them are the UMK3 costumes for the male ninjas and a handful of other ones.

Considering that most of them are a palette swap (more or less) I can't imagine it'd be too hard for someone of your modding expertise to add - and it'd make at least one MK player extremely happy.

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Re: MKKE My Mods
« Reply #65 on: April 24, 2015, 02:04:37 pm »
Actually it would.  First off the vita and vita games can't be hacked.  We've got to be able to get into the files to extract the models.  Secondly even if we could do that they are vita models... that means they are low quality, the endian is reversed, and the models are most likely compressed.  It's the same reasons why Kratos hasn't been ported to the pc basically. 

We still can't swap out models btw, so if you were thinking "just take smokes mkii skin and clone it for the other ninjas" that won't work, unfortunately.  Some of the mods you see on youtube are extremely misleading due to edits.... I think this is by design.  If you see a model doing another character's moves, what they've done is edited the ini file to load the model of another character and made that character their tag partner in a tag team match.  Because both characters are loaded, the game doesn't crash.  Obviously this isn't a proper mod because if some unsuspecting sap selects this costume in a single player game, it'll crash. 

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Re: MKKE My Mods
« Reply #66 on: April 24, 2015, 10:09:14 pm »
3.2 is out, you can download here:

Ultimate Mortal Kombat 3.2

It just adds the non-English language files, so if that doesn't apply to you there isn't any reason to download. 

If it DOES apply to you and you've downloaded 3.1 here are just the files you need:

UMK 3.2 Localization files


konp

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Re: MKKE My Mods
« Reply #67 on: April 25, 2015, 03:26:59 am »
Awww...

Oh well. I've always loved playing the ninjas in their UMK3 garbs, it's upsetting that I have to resort to my Vita to get that costume goodness.

Eh, maybe one day.

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Re: MKKE My Mods
« Reply #68 on: April 29, 2015, 01:15:53 pm »
Hi, Howard!

First off I sincerely hope the medical issues you were dealing have been resolved or are not serious at this point.  I've seen your name and others on this forum for so many years now that you all feel like old friends.


Terrific job with that mod.  It's fun to have the extra functionality of being able to use the bosses. 

However, I did notice that this doesn't work fully with the current Steam version of MKKE.  The installer complains about my exe version whether I go the 1.05 or 1.06 route.  I still proceeded with the installation and the bosses are available but I had to replace your modded MKKE.exe with the original steam MKKE.exe because it would not launch.

Is this what I'm missing by using the original exe instead of the modded one?:
Well most of the mods work across all versions.  The exe is patched to keep the bosses from showing up during regular ladder matches, so that might have goofed up the exe.
The umkke.exe wrapper allows chameleon and shang to morph into other characters, it doesn't work on all exe versions.  Everything else should work fine though.

Best regards.
"The Manuel"

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Re: MKKE My Mods
« Reply #69 on: April 29, 2015, 08:57:55 pm »
There is a 1.07 version that has been discovered.  A new version will be released soon. 

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Re: MKKE My Mods
« Reply #70 on: April 29, 2015, 09:14:39 pm »
Great!  I look forward to it.  I don't believe NR will be releasing any further versions or patches at this point.
« Last Edit: April 30, 2015, 08:15:08 am by TheManuel »
"The Manuel"

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Re: MKKE My Mods
« Reply #71 on: April 30, 2015, 07:48:51 am »
There is a 1.07 version that has been discovered.  A new version will be released soon.

I have the steam version, I can be your guinea pig  :cheers:
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Re: MKKE My Mods
« Reply #72 on: April 30, 2015, 01:53:39 pm »
Yeah I do now as well, unfortunately.  1.06/1.07 give me stuttering issues on my machine, but I'm sick of people insisting of installing it on their steam builds even though a big giant "hey you have the wrong game version and you probably shouldn't install this" message box pops up and then complaining of "bugs". 

I want to test a few things out before releasing but 1.07 is working.  It should work for 1.05,1.06 and 1.07.... if you don't have one of those versions then you need to upgrade anyway as you don't have all the free DLC content.

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Re: MKKE My Mods
« Reply #73 on: April 30, 2015, 02:16:38 pm »
Just wanted to drop in and say this is truly impressive.

Hell of a job on this and thank you. I don't have MK running on my PC yet but when i do i will be sure to download this.

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Re: MKKE My Mods
« Reply #74 on: April 30, 2015, 02:31:27 pm »
Yeah I do now as well, unfortunately.  1.06/1.07 give me stuttering issues on my machine, but I'm sick of people insisting of installing it on their steam builds even though a big giant "hey you have the wrong game version and you probably shouldn't install this" message box pops up and then complaining of "bugs". 

I want to test a few things out before releasing but 1.07 is working.  It should work for 1.05,1.06 and 1.07.... if you don't have one of those versions then you need to upgrade anyway as you don't have all the free DLC content.
I didn't meant to complain.  I assumed 1.06 would be the latest and greatest but did not find a way to verify what version my steam build is.
How do you verify the version number?
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Re: MKKE My Mods
« Reply #75 on: April 30, 2015, 03:32:37 pm »
I'm not talking about you man.  I've got at least 2 dozen complaints, on MK-related forums, where people are intimately familiar with the game and should know better.

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Re: MKKE My Mods
« Reply #76 on: April 30, 2015, 09:35:25 pm »
Sorry about that...
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Re: MKKE My Mods
« Reply #77 on: May 01, 2015, 12:09:28 am »
You didn't do anything man.   ;D

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Re: MKKE My Mods
« Reply #78 on: May 13, 2015, 02:37:26 pm »
Ok 3.3 is done

Ultimate Mortal Kombat 3.3

Fixes all interim bugs and will auto detect 1.05, 1.06 or 1.07(latest steam) versions.  All other versions are NOT SUPPORTED due to the fact that you are running an old, busted version that doesn't even have all the dlc skins if it's older than 1.05 and you need to upgrade.

I apologize about the poor state of the first page... I'll fix it and post some nice vids when I get time. 

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Re: MKKE My Mods
« Reply #79 on: May 15, 2015, 08:38:36 am »
Thanks, Howard!
I just noticed this.  I'll definitely give it a try when I get home.
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