You're here because you didn't read the mod description, huh? Fine, then I'll give you here a brief summary of what's mentioned there. So please don't ask a question that's ALREADY answered in the mod description. I purposefully wrote the description extra-detailed so that it can also work as a FAQ page.
Description:
Supported counter moves
Unsupported counter moves and their reasons
Things to note about the sound files
Installation guide
Credits
Detailed Description:
Explanation with the kinds of counters in Rise and my decisions while making this mod
What sound is applied to what counter move
Unsupported counter moves and their reasons (mentioning this twice because I KNOW someone's gonna question this without reading the description first.)
If any of these matches your questions, please read them first before you comment a question so you that both of our time doesn't get wasted. Your time is as valuable as mine. Reading the description first takes much less time than posting a question and then waiting for me to answer it. But if it's a question that's not already answered in the mod description, then I would be happy to help. Thanks.
NOTE: Before you make a "Please update" comment or rant about it, please, just PLEASE simply reinstall the mod or check if you did any of the installation steps wrong. Over 95%, the problem is simply just that, and not the mod. SFX mods are very future-proof.
I test the mod thoroughly myself every time there's a title update (when I have time), and I put a "compatible" mark as you can see above if everything's working properly. If not, THAT's when I post a new version with the fix.
i totally get it,i have to connect the "Onoken Blast Extinguisher Maximum FullPower" after using “counter morph slash” to defence attack. exactly i want the sound come out when guardPoint show up。maybe is impossible。
As mentioned in the description, Counter Morph Slash in CB works. I missed it while making the demo video, but every single counter in that description, I tested them myself, and they work. I don't exactly get what you're saying, but I believe you're referring to "Super Amped Element Discharge (SAED)". The guard point itself is associated with a single basic block SFX file, which upon modifying, will affect every single block SFX, which is not what we wanted as we specifically wanted counters to have modified SFX. Besides, guard points are as the name implies, just a "guard", not a counter, so it's pointless to this mod's premise. I'm not going to modify it. Not that guard points have a separate SFX file anyway, so it's impossible even if I wanted to.
That would’ve been nice, but if it was possible, it would’ve already be included in the first place. Me and my modding partner researched and tested a lot when Sunbreak came out to analyze the counters and their SFX, but only some of them had that unique counter proc SFX. CB’s ready stance, along with all shield-type weapons’ block (including perfect blocks) only have a basic block SFX, which upon modifying, will affect every single block SFX, which is not what we wanted as we specifically wanted counters to have modified SFX. Also, for counter moves that doesn’t have a SFX at all, they have no SFX file associated with them, so we couldn’t modify anything,
More details can be found in the mod details page.
I just checked if TU4 would miraculously just break a SFX mod, but no, this mod works properly as ever. Please just read the OBVIOUS magenta-highlighted text just above you. This kind of comment is precisely why I wrote all those things above
Glad you enjoy the mod! Thank you! Sorry for being so late, I haven't paid attention to modding, or MHR in general for so long, but TU4 brought me back. I just updated the optional section to have long sword -5dB as well :)
Oh, I forgot to update the description of this page, I haven't been able to pay attention to MHR in general. Just tested it briefly and updated the description! The mod's still fully functional after TU2 :)
hi I really like your work but recently I started picking up SnS and I have to say I find the counter SFX for Metsu quite loud...Do you think you can make a -5db version for that too? That would be fantastic
After the recent update (bug fixes from Capcom), you have to refresh the mods for those to work, this mod as well. Simply uninstall the mod once and then reinstall it right afterwards to ensure that the mod will work.
42 comments
You're here because you didn't read the mod description, huh? Fine, then I'll give you here a brief summary of what's mentioned there. So please don't ask a question that's ALREADY answered in the mod description. I purposefully wrote the description extra-detailed so that it can also work as a FAQ page.
Description:
Detailed Description:
If any of these matches your questions, please read them first before you comment a question so you that both of our time doesn't get wasted.
Your time is as valuable as mine. Reading the description first takes much less time than posting a question and then waiting for me to answer it.
But if it's a question that's not already answered in the mod description, then I would be happy to help. Thanks.
NOTE: Before you make a "Please update" comment or rant about it, please, just PLEASE simply reinstall the mod or check if you did any of the installation steps wrong.
Over 95%, the problem is simply just that, and not the mod. SFX mods are very future-proof.
I test the mod thoroughly myself every time there's a title update (when I have time), and I put a "compatible" mark as you can see above if everything's working properly.
If not, THAT's when I post a new version with the fix.
I don't exactly get what you're saying, but I believe you're referring to "Super Amped Element Discharge (SAED)".
The guard point itself is associated with a single basic block SFX file, which upon modifying, will affect every single block SFX, which is not what we wanted as we specifically wanted counters to have modified SFX.
Besides, guard points are as the name implies, just a "guard", not a counter, so it's pointless to this mod's premise. I'm not going to modify it.
Not that guard points have a separate SFX file anyway, so it's impossible even if I wanted to.
Me and my modding partner researched and tested a lot when Sunbreak came out to analyze the counters and their SFX, but only some of them had that unique counter proc SFX.
CB’s ready stance, along with all shield-type weapons’ block (including perfect blocks) only have a basic block SFX, which upon modifying, will affect every single block SFX, which is not what we wanted as we specifically wanted counters to have modified SFX.
Also, for counter moves that doesn’t have a SFX at all, they have no SFX file associated with them, so we couldn’t modify anything,
More details can be found in the mod details page.
Please just read the OBVIOUS magenta-highlighted text just above you.
This kind of comment is precisely why I wrote all those things above
Sorry for being so late, I haven't paid attention to modding, or MHR in general for so long, but TU4 brought me back.
I just updated the optional section to have long sword -5dB as well :)
Just tested it briefly and updated the description! The mod's still fully functional after TU2 :)
Check out version 1.0.2 in the optional files section :)
Simply uninstall the mod once and then reinstall it right afterwards to ensure that the mod will work.
Thanks for confirming on your end :)