why do you expect it to work in the first place?Its a cracked version,its nothing you should mod.its nothing you should have at all.
Even tho, I agree he should buy the game. You should still help him, however I highly doubt you could...
Y'know that saying, if you got nothing nice to say, don't say anything at all? Sorta applys here.... kinda, if you don't want to help him, don't reply.
Hi all, I have the CODEX cracked version of Dragon Ball Xenoverse, and it seems that there is a problem, just look at the pictures, the data2.cpk file is too small, when I unpack it, it doesn't give me the things that I need, but everything is working fine in the game, some help please?
If the data2.cpk files doesn't work for you, you'll have to get smaller mods so you can put them in one by one. Better than getting a pack too since you can make up your own set.
In the steam copy of the game, they got a update & since then, if you change up the structure of the CODEX version with that data2.cpk, your game will crash before starting. Only thing you can do is remove one folder, repack, test, & repeat until it works.
EDIT: I tried it & did the whole tutorial however after I do it, this happens ingame: (The hair is #7 on the list)
As seen, when I go over the hair style, it keeps the last hair loaded & refuses to change to any other hair style then hangs the game when I back out of the menu, any help?
To kuroha, im trying to bring soras hair into the game and i get the scaling and the placing almost right but its never exactly like it should be could you give me any tips on getting it exactly over the characters head.
I had to randomly guess & edit it again after each edit to position it right after the 90degress X rotation didn't work. I just didn't give up on it, took me all night to get it right lol.
thanks a lot, now could you explain how if I want to put the upper body for example of a created model on to the upper body bust of Goku's how can I do that if you can help me out with this as soon as you can I would highly appreciate that I've been trying to figure this out for over a week!
My method, it a tedious process. Pause the video to keep up.
I loved this tutorial, short, sweet & to the point.
Will you make any other tutorials like adding color to the hairs? The current model import tutorial on the site, isn't very clear to me. or doing mods for Busts or something, whenever I try something like that, the animations all go away.
thanks a lot I highly appreciate this man only a few question's when I rotate it what axis am I rotating it 90 degrees x,y,or z and can you explain how I would at least put the upper body of a custom model onto the skeleton of the Dragon Ball Xenoverse character model from there I assume it's the same process only aiming it onto the skeleton properly if you can that's what I hoping to do in the very first place thanks a ton again bro!
X axis is what Lawlaw said. & if that doesn't work, you have to test it by importing that edit, packing the cpk, & restarting the game each time you do a position change.
Considering that Villainous Mode does this sorta, I'd say so if we figured out how to edit the moves themselves.
Doing what you want would require:
Soul editing or Fully editing the transformations
Adding in Base Transformations as another Ultimate
If adding Base Transformations, figuring out how to Disable them when in Base form
If adding Base Transformations, figuring out how to Disable triggers for the other transformations (notice how you can't use Kaioken with SSJ)
Villainous Mode prevents any Ki/Stm regeneration unless using a charging skill like Drain, Max Charge, or Darkness Mixer, but stays on forever due to not losing Ki/Stm. Normally it'll never go away once used.
Due to this, you can use some Souls that require Transformations & give yourself a boost but losing Ki/Stm regen. Also, if you use SSJ3 Gokus Soul which increases drain of transformation but gives All Stats a boost, this is the only way to get rid of the effects of Villainous mode because once you reach 0 Ki fully & un-transform, you'll notice that you still lose Ki & keep the boosts, however now you can get ki/stm back.
The closest I can see us getting with this any time soon is Soul editing something like the Super Saiyan Sale to infinite limit the SSJ powers. So it acts as if your Transformation never went off but it did, keeping the Souls Transformation boosts but losing the looks & effects of the transformation itself.
hey can you help me with the model importing thing, the most I've been able to get up to is importing the .fbx file which include's the emd and esk file's within it into 3ds Max I've never used the program I have been searching for hour's on how to put the upper body of a different model I'm using, in place of Goku's upper body bust of his 004 costume but all I've been able to get to is looking at the upper body bust of Goku with the full skeleton around it can you tell me from there I would highly appreciate it!
What I did for the hair was (Credit to Mastaklo & Lawlaw for the tutorial):
First I only did it for the Female Humans, so for Towa I found her hair style (she had two parts but you won't have to deal with that) & the HUF 000.esk
I exported those files with emdfbx, so they both became FBX files, afterwards I opened up 3dsmax 2012 & clicked on the top right to import both files. Make sure they are both 1.0 in the scaling, doesn't matter what unit conversion, just 1.0.
Then when you import them, do the edits you want the final result to look like. Afterwards, highlight on the hair & open the commands, above the "Editable Mesh", click on the dropdown list then click "Skin". It'll add a new skin related thing to the Modify section of the commands.
Go there then "Add Bones", Select EVERY bone (if after you do this & the fbxemd crashes, try selecting only the bones you need). Then above that, click on the Tab called "Edit Envelopes", then select the Vertices checkbox under it. Then a far way down, you'll see a wrench. Click that & a pop up will come.
After that pop up for the Weights has shown up, press Ctrl+A to highlight everything in your project. Doing this highlights all your bones & model. Click on the parts of your model you're editing, for the hair, it's the "B_C_Head". After clicking on the part you want to edit, click the "1" on the top right of the pop up. You'll notice the weight will change. Just un-click the Edit Envelope tab after this, to prevent any mess ups.
After that, Ctrl+A the project again, then right click & select "Rotate". Rotate it 90 degrees. Export it & drag the FBX into fbxemd.
If fbxemd doesn't work in any way, there's a bug & I fixed mine by (repeatedly) having to re-download the file. If you try to import a custom model, you'll have to do the positioning of it alot more, my WhiteHeart hair just wouldn't position right, took me awhile to do because of it.
Looks great! The second one seems familiar with Final Fantasy Characters, dont know why^^
Lol, infact I was going to import Seymours hair from FFX, because I find it Awesomesauce, but I couldn't find it. I may do some Final Fantasy peeps tho!
Alright, sounds like a plan. I actually tried using Mastaklos tutorial for it, but it kinda get confusing at the emm/emb part. I had the 1 color set up how it was supposed to ( I think ) in 3dsmax, but didn't get how to implant it to the game.
I have the Codex version & I repack it like originally posted. (I actually started the "2root" trend, I tell em they can make their own folder names but I guess sticking with data2root is fine. )