Can you edit a preset using in game character editor? That way i could actualy see what im changing in real time. Cause its kinda of a pain when you cant see what your character look like.
EDIT:
1. I Found OUT HOW YESSS!!! you need to export your preset in .cmp format using this character editor tool then add it as a in game preset via NativePC!!! The path is as follow nativePC\stage\st407\common\preset\preset_female_1.cmp or preset_male_1.cmp
2. You can change any preset you want to replace by change the number at the end example preset_male_1 change the default male preset change it to 2 and it will change the second preset instead.
3. For next step i recommend using Skippable Cutscenes mod by AsteriskAmpersand it allows to skip all those intro cutscenes
4. Now all you need to do is start a new game (fresh character) load your favorite preset then edit it to your taste. After that reach the first city and all that bulls***, save and quit the game, export the appearance from the fresh character to your main character and TADA!
One addition to this, as soon as you leave the character creator the game will automatically save. So as soon as you are outside the character creator (AFTER palico creation) you can exit the game and import your appearance in another slot.
Well I could be biased, but no it is safe to install and run. You might have to make an exception in your antivirus, but windows defender shouldn't need it by default.
You can try to right click the installer -> properties -> unblock. Or temporarily disable your antivirus or add the file as am exception. I assume you are using something different than windows defender? Defender has never given issues so far I believe.
Not saving character expression changes, Name change works fine but characters expression is stuck on the ugly smirk 'expression 2' even when edited to expression 1 in the editor. Anyone with any suggestions / help would be appreciated
When I change my appearance, my save data reverts to older versions. I keep losing lots of progress made. What am I doing wrong?
Edit: I think I may be doing it too fast. You need to wait for Steam to fully shutdown MHW and sync the saves with the cloud. Then you open the appearance editor, BACKUP YOUR SAVE, make your changes, save, exit, start MHW, and THEN you should be able to pick up where you left off.
There have been times when I swear that I've gone through this song and dance and still lose hours of progress. (excluding the save backup, I've learned my lesson moving forward) I still don't know what's happening, sometimes it works, sometimes it doesn't.
Whenever I try to install the latest Version (1.7.1) the installer gives me a Error with the message "The drive or UNC share you selected does not exist or is not accessible. Please select another." while not giving me an option to select any path.
When I try to install older versions -which I know worked in the past- I get this message after selecting my Steam Account: ReactiveUI.UnhandledErrorException: An object implementing IHandleObservableErrors (often a ReactiveCommand or ObservableAsPropertyHelper) has errored, thereby breaking its observable pipeline. To prevent this, ensure the pipeline does not error, or Subscribe to the ThrownExceptions property of the object in question to handle the erroneous case. ---> System.Reflection.TargetInvocationException: Ein Aufrufziel hat einen Ausnahmefehler verursacht. ---> System.Text.DecoderFallbackException: Die Bytes [8E] im Index -1 können nicht von der angegebenen Codepage in Unicode übersetzt werden. bei System.Text.DecoderExceptionFallbackBuffer.Throw(Byte[] bytesUnknown, Int32 index) bei System.Text.DecoderExceptionFallbackBuffer.Fallback(Byte[] bytesUnknown, Int32 index) bei System.Text.DecoderFallbackBuffer.InternalFallback(Byte[] bytes, Byte* pBytes) bei System.Text.UTF8Encoding.GetCharCount(Byte* bytes, Int32 count, DecoderNLS baseDecoder) bei System.String.CreateStringFromEncoding(Byte* bytes, Int32 byteLength, Encoding encoding) bei System.Text.UTF8Encoding.GetString(Byte[] bytes, Int32 index, Int32 count) bei System.Text.Encoding.GetString(Byte[] bytes) bei Cirilla.Core.Models.SaveSlot.get_HunterName() bei MHWAppearanceEditor.ViewModels.Tabs.SaveSlotViewModel.get_HunterName() --- Ende der internen Ausnahmestapelüberwachung --- bei System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) bei System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) bei System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) bei System.Reflection.RuntimePropertyInfo.GetValue(Object obj, BindingFlags invokeAttr, Binder binder, Object[] index, CultureInfo culture) bei System.Reflection.RuntimePropertyInfo.GetValue(Object obj, Object[] index) bei ReactiveUI.Reflection.TryGetValueForPropertyChain[TValue](TValue& changeValue, Object current, IEnumerable`1 expressionChain) bei ReactiveUI.ReactiveNotifyPropertyChangedMixin.ObservedChangeFor(Expression expression, IObservedChange`2 sourceChange) bei ReactiveUI.ReactiveNotifyPropertyChangedMixin.NestedObservedChanges(Expression expression, IObservedChange`2 sourceChange, Boolean beforeChange, Boolean suppressWarnings) bei ReactiveUI.ReactiveNotifyPropertyChangedMixin.<>c__DisplayClass4_1`2.<SubscribeToExpressionChain>b__4(IObservedChange`2 y) bei System.Reactive.Linq.ObservableImpl.Select`2.Selector._.OnNext(TSource value) --- Ende der internen Ausnahmestapelüberwachung --- bei ReactiveUI.RxApp.<>c__DisplayClass11_0.<.cctor>b__2() bei System.Reactive.Concurrency.Scheduler.Invoke(IScheduler scheduler, Action action) bei System.Reactive.Concurrency.Scheduler.<>c.<Schedule>b__74_0(IScheduler s, Action a) bei Avalonia.Threading.AvaloniaScheduler.Schedule[TState](TState state, TimeSpan dueTime, Func`3 action) bei System.Reactive.Concurrency.LocalScheduler.Schedule[TState](TState state, Func`3 action) bei System.Reactive.Concurrency.Scheduler.Schedule(IScheduler scheduler, Action action) bei ReactiveUI.RxApp.<>c.<.cctor>b__11_1(Exception ex) bei System.Reactive.AnonymousSafeObserver`1.OnNext(T value) bei System.Reactive.Sink`1.ForwardOnNext(TTarget value) bei System.Reactive.ObserveOnObserverNew`1.DrainStep(ConcurrentQueue`1 q) bei System.Reactive.ObserveOnObserverNew`1.DrainShortRunning(IScheduler recursiveScheduler) bei System.Reactive.ObserveOnObserverNew`1.<>c.<.cctor>b__17_0(IScheduler scheduler, ObserveOnObserverNew`1 self) bei System.Reactive.Concurrency.ScheduledItem`2.InvokeCore() bei System.Reactive.Concurrency.CurrentThreadScheduler.Trampoline.Run(SchedulerQueue`1 queue) bei System.Reactive.Concurrency.CurrentThreadScheduler.Schedule[TState](TState state, TimeSpan dueTime, Func`3 action) bei System.Reactive.Concurrency.LocalScheduler.Schedule[TState](TState state, Func`3 action) bei System.Reactive.Concurrency.Scheduler.ScheduleAction[TState](IScheduler scheduler, TState state, Action`1 action) bei System.Reactive.Producer`2.SubscribeRaw(IObserver`1 observer, Boolean enableSafeguard) bei System.Reactive.Producer`2.Subscribe(IObserver`1 observer) bei ReactiveUI.ObservableAsPropertyHelper`1..ctor(IObservable`1 observable, Action`1 onChanged, Action`1 onChanging, T initialValue, Boolean deferSubscription, IScheduler scheduler) bei ReactiveUI.OAPHCreationHelperMixin.ObservableToProperty[TObj,TRet](TObj target, IObservable`1 observable, Expression`1 property, TRet initialValue, Boolean deferSubscription, IScheduler scheduler) bei ReactiveUI.OAPHCreationHelperMixin.ToProperty[TObj,TRet](IObservable`1 target, TObj source, Expression`1 property, TRet initialValue, Boolean deferSubscription, IScheduler scheduler) bei ReactiveUI.Fody.Helpers.ObservableAsPropertyExtensions.ToPropertyEx[TObj,TRet](IObservable`1 item, TObj source, Expression`1 property, TRet initialValue, Boolean deferSubscription, IScheduler scheduler) bei MHWAppearanceEditor.ViewModels.Tabs.SaveSlotViewModel..ctor(SaveSlot saveSlot) bei MHWAppearanceEditor.ViewModels.SaveDataViewModel.<>c.<LoadSaveData>b__21_3(SaveSlot x) bei System.Linq.Enumerable.WhereSelectListIterator`2.MoveNext() bei System.Collections.Generic.List`1..ctor(IEnumerable`1 collection) bei System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source) bei DynamicData.Kernel.EnumerableEx.AsList[T](IEnumerable`1 source) bei DynamicData.RangeChange`1..ctor(IEnumerable`1 items, Int32 index) bei DynamicData.Change`1..ctor(ListChangeReason reason, IEnumerable`1 items, Int32 index) bei DynamicData.ChangeAwareList`1.AddRange(IEnumerable`1 collection) bei MHWAppearanceEditor.ViewModels.SaveDataViewModel.<>c__DisplayClass21_0.<LoadSaveData>b__2(IExtendedList`1 lst) bei DynamicData.List.Internal.ReaderWriter`1.Write(Action`1 updateAction) bei DynamicData.SourceList`1.Edit(Action`1 updateAction) bei MHWAppearanceEditor.ViewModels.SaveDataViewModel.<>c__DisplayClass21_0.<LoadSaveData>b__0() bei Avalonia.Threading.JobRunner.Job.Avalonia.Threading.JobRunner.IJob.Run() --- Ende der Stapelüberwachung vom vorhergehenden Ort, an dem die Ausnahme ausgelöst wurde --- bei System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task) bei System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) bei MHWAppearanceEditor.ViewModels.SaveDataViewModel.<LoadSaveData>d__21.MoveNext() (hope you can make sense of it even if part of it is in German) Downloaded the Game and Tool fresh on a new drive. Would appreciate any help and suggestions on what I can do!
Could you try this version? This is just the extracted 1.7.1 version. Kinda weird that the installer doesn't work for you though. https://www.mediafire.com/file/bblha66smpki8pp/MHWAppearanceEditor-171.zip/file
743 comments
- The hairstyle selector menu is still missing. Click here to see a list of all the hairstyle IDs.
As always, if you find any issues, or have suggestions/feature requests, please do share them :)
EDIT:
1. I Found OUT HOW YESSS!!! you need to export your preset in .cmp format using this character editor tool then add it as a in game preset via NativePC!!! The path is as follow nativePC\stage\st407\common\preset\preset_female_1.cmp or preset_male_1.cmp
2. You can change any preset you want to replace by change the number at the end example preset_male_1 change the default male preset change it to 2 and it will change the second preset instead.
3. For next step i recommend using Skippable Cutscenes mod by AsteriskAmpersand it allows to skip all those intro cutscenes
4. Now all you need to do is start a new game (fresh character) load your favorite preset then edit it to your taste. After that reach the first city and all that bulls***, save and quit the game, export the appearance from the fresh character to your main character and TADA!
Other players will see the changes. E.g. if you change hairstyle 1 to hairstyle 2, everyone will see you have hairstyle 2.
However what hairstyle 2 actually looks like (the 3D model and texture) could be different to each player if they installed cosmetic mods.
Edit: I think I may be doing it too fast. You need to wait for Steam to fully shutdown MHW and sync the saves with the cloud. Then you open the appearance editor, BACKUP YOUR SAVE, make your changes, save, exit, start MHW, and THEN you should be able to pick up where you left off.
There have been times when I swear that I've gone through this song and dance and still lose hours of progress. (excluding the save backup, I've learned my lesson moving forward) I still don't know what's happening, sometimes it works, sometimes it doesn't.
When I try to install older versions -which I know worked in the past- I get this message after selecting my Steam Account:
ReactiveUI.UnhandledErrorException: An object implementing IHandleObservableErrors (often a ReactiveCommand or ObservableAsPropertyHelper) has errored, thereby breaking its observable pipeline. To prevent this, ensure the pipeline does not error, or Subscribe to the ThrownExceptions property of the object in question to handle the erroneous case. ---> System.Reflection.TargetInvocationException: Ein Aufrufziel hat einen Ausnahmefehler verursacht. ---> System.Text.DecoderFallbackException: Die Bytes [8E] im Index -1 können nicht von der angegebenen Codepage in Unicode übersetzt werden.
bei System.Text.DecoderExceptionFallbackBuffer.Throw(Byte[] bytesUnknown, Int32 index)
bei System.Text.DecoderExceptionFallbackBuffer.Fallback(Byte[] bytesUnknown, Int32 index)
bei System.Text.DecoderFallbackBuffer.InternalFallback(Byte[] bytes, Byte* pBytes)
bei System.Text.UTF8Encoding.GetCharCount(Byte* bytes, Int32 count, DecoderNLS baseDecoder)
bei System.String.CreateStringFromEncoding(Byte* bytes, Int32 byteLength, Encoding encoding)
bei System.Text.UTF8Encoding.GetString(Byte[] bytes, Int32 index, Int32 count)
bei System.Text.Encoding.GetString(Byte[] bytes)
bei Cirilla.Core.Models.SaveSlot.get_HunterName()
bei MHWAppearanceEditor.ViewModels.Tabs.SaveSlotViewModel.get_HunterName()
--- Ende der internen Ausnahmestapelüberwachung ---
bei System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
bei System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
bei System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
bei System.Reflection.RuntimePropertyInfo.GetValue(Object obj, BindingFlags invokeAttr, Binder binder, Object[] index, CultureInfo culture)
bei System.Reflection.RuntimePropertyInfo.GetValue(Object obj, Object[] index)
bei ReactiveUI.Reflection.TryGetValueForPropertyChain[TValue](TValue& changeValue, Object current, IEnumerable`1 expressionChain)
bei ReactiveUI.ReactiveNotifyPropertyChangedMixin.ObservedChangeFor(Expression expression, IObservedChange`2 sourceChange)
bei ReactiveUI.ReactiveNotifyPropertyChangedMixin.NestedObservedChanges(Expression expression, IObservedChange`2 sourceChange, Boolean beforeChange, Boolean suppressWarnings)
bei ReactiveUI.ReactiveNotifyPropertyChangedMixin.<>c__DisplayClass4_1`2.<SubscribeToExpressionChain>b__4(IObservedChange`2 y)
bei System.Reactive.Linq.ObservableImpl.Select`2.Selector._.OnNext(TSource value)
--- Ende der internen Ausnahmestapelüberwachung ---
bei ReactiveUI.RxApp.<>c__DisplayClass11_0.<.cctor>b__2()
bei System.Reactive.Concurrency.Scheduler.Invoke(IScheduler scheduler, Action action)
bei System.Reactive.Concurrency.Scheduler.<>c.<Schedule>b__74_0(IScheduler s, Action a)
bei Avalonia.Threading.AvaloniaScheduler.Schedule[TState](TState state, TimeSpan dueTime, Func`3 action)
bei System.Reactive.Concurrency.LocalScheduler.Schedule[TState](TState state, Func`3 action)
bei System.Reactive.Concurrency.Scheduler.Schedule(IScheduler scheduler, Action action)
bei ReactiveUI.RxApp.<>c.<.cctor>b__11_1(Exception ex)
bei System.Reactive.AnonymousSafeObserver`1.OnNext(T value)
bei System.Reactive.Sink`1.ForwardOnNext(TTarget value)
bei System.Reactive.ObserveOnObserverNew`1.DrainStep(ConcurrentQueue`1 q)
bei System.Reactive.ObserveOnObserverNew`1.DrainShortRunning(IScheduler recursiveScheduler)
bei System.Reactive.ObserveOnObserverNew`1.<>c.<.cctor>b__17_0(IScheduler scheduler, ObserveOnObserverNew`1 self)
bei System.Reactive.Concurrency.ScheduledItem`2.InvokeCore()
bei System.Reactive.Concurrency.CurrentThreadScheduler.Trampoline.Run(SchedulerQueue`1 queue)
bei System.Reactive.Concurrency.CurrentThreadScheduler.Schedule[TState](TState state, TimeSpan dueTime, Func`3 action)
bei System.Reactive.Concurrency.LocalScheduler.Schedule[TState](TState state, Func`3 action)
bei System.Reactive.Concurrency.Scheduler.ScheduleAction[TState](IScheduler scheduler, TState state, Action`1 action)
bei System.Reactive.Producer`2.SubscribeRaw(IObserver`1 observer, Boolean enableSafeguard)
bei System.Reactive.Producer`2.Subscribe(IObserver`1 observer)
bei ReactiveUI.ObservableAsPropertyHelper`1..ctor(IObservable`1 observable, Action`1 onChanged, Action`1 onChanging, T initialValue, Boolean deferSubscription, IScheduler scheduler)
bei ReactiveUI.OAPHCreationHelperMixin.ObservableToProperty[TObj,TRet](TObj target, IObservable`1 observable, Expression`1 property, TRet initialValue, Boolean deferSubscription, IScheduler scheduler)
bei ReactiveUI.OAPHCreationHelperMixin.ToProperty[TObj,TRet](IObservable`1 target, TObj source, Expression`1 property, TRet initialValue, Boolean deferSubscription, IScheduler scheduler)
bei ReactiveUI.Fody.Helpers.ObservableAsPropertyExtensions.ToPropertyEx[TObj,TRet](IObservable`1 item, TObj source, Expression`1 property, TRet initialValue, Boolean deferSubscription, IScheduler scheduler)
bei MHWAppearanceEditor.ViewModels.Tabs.SaveSlotViewModel..ctor(SaveSlot saveSlot)
bei MHWAppearanceEditor.ViewModels.SaveDataViewModel.<>c.<LoadSaveData>b__21_3(SaveSlot x)
bei System.Linq.Enumerable.WhereSelectListIterator`2.MoveNext()
bei System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
bei System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
bei DynamicData.Kernel.EnumerableEx.AsList[T](IEnumerable`1 source)
bei DynamicData.RangeChange`1..ctor(IEnumerable`1 items, Int32 index)
bei DynamicData.Change`1..ctor(ListChangeReason reason, IEnumerable`1 items, Int32 index)
bei DynamicData.ChangeAwareList`1.AddRange(IEnumerable`1 collection)
bei MHWAppearanceEditor.ViewModels.SaveDataViewModel.<>c__DisplayClass21_0.<LoadSaveData>b__2(IExtendedList`1 lst)
bei DynamicData.List.Internal.ReaderWriter`1.Write(Action`1 updateAction)
bei DynamicData.SourceList`1.Edit(Action`1 updateAction)
bei MHWAppearanceEditor.ViewModels.SaveDataViewModel.<>c__DisplayClass21_0.<LoadSaveData>b__0()
bei Avalonia.Threading.JobRunner.Job.Avalonia.Threading.JobRunner.IJob.Run()
--- Ende der Stapelüberwachung vom vorhergehenden Ort, an dem die Ausnahme ausgelöst wurde ---
bei System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
bei System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
bei MHWAppearanceEditor.ViewModels.SaveDataViewModel.<LoadSaveData>d__21.MoveNext()
(hope you can make sense of it even if part of it is in German)
Downloaded the Game and Tool fresh on a new drive.
Would appreciate any help and suggestions on what I can do!
https://www.mediafire.com/file/bblha66smpki8pp/MHWAppearanceEditor-171.zip/file
At least the tool, I'll let you know if anything goes wrong with the game.
Appreciate it, thanks!