Monster Hunter Rise

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MrNiggles

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keegars

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27 comments

  1. keegars
    keegars
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    This mod will now be compatible with v15 of sunbreak.
  2. dabgdix
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    hey so am i doing something wrong becuase the mod doesnt work for me? it used to but not anymore i already tried using the newset update for this mod and still doesnt work
  3. nxvarin
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    Do you have the ID's for the Hair DLCS in the game?
  4. Natsukiminato
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    it seems like the most recent update broke it :<
    1. keegars
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      The mod has been updated for the latest update (TU3), could you try pressing the "re-read game archives" button and try it again? As the small patch would've caused the paks to become invalid for fluffy.
    2. Natsukiminato
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      Hey there, sorry for never responding back but the information you gave helped tremendously! Thank you very much, even if its a tad late 
  5. xBattedPond
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    I can always appreciate how quick you are to update these!! You da man!
  6. FCFallenAngels
    FCFallenAngels
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    Wohoooo! Thanks for the quick and reliable TU4 Version 14.0.0.0 update!

    Great service! (^.^)=b
  7. FCFallenAngels
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    Question: is it possible and would it make sense to make a version of the mod which does not rely on the prefab system?
    I am happy that you updated this so fast - but with the 70+ mods I am using I noticed also it seems almost just the kind of mods breaking which uses the prefab system while mods which overwrite stuff using the normal folder structure are seemingly unaffected.

    What do you think about that suggestion?
    1. keegars
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      You can overwrite the default hair styles, however it will cause NPC's to also have that hair and will cause checkered or even a neon white to replace their hair texture. It was set up like this to avoid this occurrence.

      Prefabs are mainly having their CRC which is a checksum, being updated each title update, and will happen almost every title update going forward. So all prefab mods e.g. any that redirect from the native files to different location to load alternative versions of files, will be adversely affected. 

      It's why the Physics Enabler will need updated every title update, as it relies on prefabs that are updated every title update, to add in a chain file which enables the physics for that particular set of armor, and to add new armor sets.

      I do have a prefab-fixer program, that anyone including a user can run against their own mods (if they are in fluffy or natives first folder) and will update the prefabs each title update (once I've figured out what the checksum is, usually only takes the morning to figure out).
    2. FCFallenAngels
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      I see. I forgot about the fact that the hairstyles apply to the NPCs as well. With that it makes naturally sense to avoid it with the prefab.
      I did not know how the prefabs work with the CRC checksum thingy. Thanks for sharing that information! As someone who just uses mods I understood prefabs only as static shortcuts and it leaved me puzzled why seemingly just them are affected every update while the actual files are not.
    3. keegars
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      Yeah, if it wasn't tied to the NPC's we could use it without the prefabs. As for the checksums, it's most likely due to their development pipelines, that they use a unique checksum for each title update, sort of as a version for that update that is applied to each prefab to let them know which version of the file they are looking at. 

      The prefabs are more an index to where files associated to that outfit/weapon/hair are located, and tells the program where to load those resources from. By standard, if we didn't modify the prefabs, if we modified the original files it would load the original files that we replaced and give us the custom ones, but in the case of physics enabler, we needed to modify some prefab files to include a chain file to allow physics on those armor pieces, so we need to replace those files each title update, as without the chain in the prefab, we get no chain loaded and no physics. But since the checksum is only applied to the prefab, gives us only one file to update instead of each individual file referenced in the prefab, and means we have to keep it updated. A pain, but not too much since it's only 4 bytes mostly. 

      I have got it to a point where I can run a program and it'll update them as a batch, aslong with generate the new prefabs/chains for the armor/hair etc. which even users can use, but updating the mod is easier for most users :D

      If there was a way to modify MH Rise executable to ignore the prefab checksum, we'd not need to do this every update, but it is encrypted and sadly I don't know how to reverse engineer it!
  8. Natsukiminato
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    New update seems to have caused an issue again, infinite loading screen on character select
    1. keegars
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      Mod has now been updated for TU2
    2. Natsukiminato
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      Perfect, thank you!
  9. FCFallenAngels
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    Thanks for the update! ^.^
  10. LeonUzumakiX
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    this mod is giving me an infinite loading screen when i load up my character ill check the mod page periodically for updates - hope you can fix it its my favorite mod ^~^
    1. keegars
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      Mod has been updated for the new update :D
    2. FCFallenAngels
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      That was quick! Thanks!
  11. SoulOfDarkest
    SoulOfDarkest
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    It seem to mess with some npc in game,like the chevalier guy and calgo the researcher,one lose his hair and the other glow/miss textures
    1. keegars
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      Thanks, never noticed them glowing or having balding spots. I've figured out the fix and will be releasing a new version soon :)
    2. keegars
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      New versions are now uploading, could you confirm that the issue isn't occurring anymore?
    3. SoulOfDarkest
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      Yep all good,same with the female one btw
    4. keegars
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      Perfect thanks for confirming! And thanks for the bug report it's much appreciated :)
    5. SoulOfDarkest
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      Altho one thing I realise,previous hair mod i had on now suddenly don't work if I use your too (by that i mean new structure,more below)
      Like with the Female one,I had all the hairs working fine,and had another one on hair 15 (003)
      npc were messy,sure,but all worked
      now that i use your with the eldenhair00X and prefab,npc work fine,but then if I include an hair mod (like the previous one that was working with the old structure),it infinite load whenever it would load the char,so either at the start of the game,or when changing appearance that would load the new files
      So I think the game now for hair only accept your structure cause when i took the hair mod,put the files in a folder and named it felden003 (which was the hair 15 you weren't using,so i just named it that cause there was felden002 and felden004)
      the game would load this time,but when getting into apparence it would crash,supposedly cause the hair wasn't made to work with the new structure
      so basically if you use the new structure,it seem other hair mods need it too to adapt
      else old structure work with them just fine,but npc are affected
      Whole thing seem tricky,but if you find a fix it'd be nice,for now i'll keep old structure,npc messy is kinda heh,but at least i can use other hair mods in addition to your. GL if you try to tackle the problem
      gonna try more stuff on my end and see if i can find smth

      edit : got it to work via the prefab and using the old structure,and keeping your new structure,so all is well!
    6. keegars
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      Could you send me a message with the details of what fixed the other hair mod not loading? I can imagine it was because the prefab is pointing to other files, and either couldn't find the chain or textures.

      I basically changed the structure so that the original hair files are no longer overwritten, and instead the prefabs control where to look for the mesh (the model), mdf2 (where the textures are pointed to) and chain (controls physics), and points to custom folders instead. So your NPC's still use the base game files in f_hair00X, whilst your player will use for only those slots I've provided prefabs for, from the felden00X folders.

      If you are using other custom hair mods, don't follow the new structure as that was to get around those NPC's that become bald/no texture (glowsticks). Instead use the f_hair00X format, as some mods are made to work with by replacing the base game textures/models/chains, whilst some are instead made to work by redirecting the files to new textures/models.

      The old method tried the former, which cause the balding/glow stick npcs, and the latter new method does the redirect so that NPC's aren't affect and only the player models instead (Note: only those hair styles with the prefabs defined in the folder are affected.)