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Post by Khronos on Sept 24, 2016 9:43:46 GMT
I am trying to import 3tobcmb11_n to 2mdrprm. I have already loaded 3tobbod1l into 2mdrprmload, but after I copy and paste the move (changing hitboxes, changing the move that comes before it, etc) and changing the file size, the game does not crash but the move does not appear in game.
I don't understand why the move is not showing up even though the game is not crashing. I have loaded another move from the same moveset and it worked. Is importing cinematic moves different? Do you need the base cinematic move in order to import an _n variant?
Thanks for any help.
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Post by PayDay on Sept 24, 2016 12:55:18 GMT
for me, I just take both 3tobcmb11 and 3tobcmb11_n ad put them and it works for me try that
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Zealot Tormunds
Kage
The Sheriff
"However, both knowledge and awareness are equivocal. One's reality might be another's illusion."
Posts: 54
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Post by Zealot Tormunds on Sept 24, 2016 13:23:55 GMT
You also have to modify the bones. Copy 2tobbod1l and name it as one of Madara's _fin files. Then, replace all the instances of "2tob00t0" to "2mdr00t0", search for the first instance of "2mdr00t0" after that, and go back a little bit, you'll find 2tobbod1, change that to 2mdrbod1. That should make the moves work in game
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Post by Kuroha Saenoki on Sept 25, 2016 12:39:24 GMT
Uhh... I already explained like all of this in your other thread...
If you're doing everything I said to do in those spoilers, you must be editing the prm and changing more than just the moves ID from a 3mdrcmb to 3tobcmb11_n and that could be your issue.
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Post by Khronos on Sept 26, 2016 0:07:12 GMT
Hello everyone, thanks for your replies. Crown informed me of the real issue, which is this byte. It is the awakening-only byte, and since I was using a _n (an awakening-only move), for it to work normally the value of the byte must be 00.
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