If you enjoyed this mod, Bloodshed Nargacuga (Sep 6, 2024) is the first realization of what this mod wanted to do with Nargacuga's moveset, but couldn't due to limitations of the thk files. The standalone mod uses a plugin to free up hardcoded actions (framecut, speed manipulation). This Nargacuga goes invinsible and the quest features an optional full dark mode. A shoutout to JediTabu's enAI Custom Quests (May 26, 2025) for their nice bundle of custom quests designed with enAI in mind. enAI itself may be inherently harsh in order to compensate for weaker vanilla stats. This quest author gave careful consideration to stat rebalancing, making hunting in these quests feel tight-paced without feeling drawn out by excessive HP. The custom quests have the touch of someone with a clear understanding of when things might go too far.
unAI Zinogre - punches from 4 (Jul 11, 2025) Mimic the one-two punch from 4, custom projectile behaviors, altered speed/recovery for certain actions.
Author's notes
Spoiler:
Show
Hunt optimization manifests over the collective tens of thousands of hours through which hunters developed creative punishes. These weren't some genius 300 IQ 5D chess in Capcom's monster designs, perfectly matching up every monster's every attack against every weapon. Entitlement to being spoonfed such combat knowledge is what rushes one to complain about a monster on the first hunt.
The main intention of this mod is to promote high stakes combat for late endgamers. They're not made to be absurd fights or to grief the players. There's no buffing monster health or damage output. Just choreography, counters, mount/knockdown overhauls. Thanks to all who encouraged me and show support for this mod.
Combination with -mhg- custom quests (Nov 1, 2024) Since then, I’ve regularly hunted these monsters using enAI with FQ's quest bundle, a combination I dub "g+enAI." Here's a playlist of recent hunts. These custom quests have higher stats. My favorites are Glavenus, A.Glavenus, R.Nergigante, S.Zinogre, and Rajang. These monsters cycle through complex states, achieving the challenge and variety I intended without feeling repetitive at higher stats. mhgCQ Hunting Log
With higher-scaled monster stats, risks are more constant, as behaviors now have more time to fully play out. This can make some moves feel repetitive, especially those intended to give vanilla-stat monsters an edge through focusing on a few high damage attacks. For monsters like Tobi-Kadachi, Zinogre, Teostra, I suggest using only the .actp2 file to keep them at max charge. For Rajang, I included an optional file to prevent it from entering pump state immediately upon enraging, making the hunt feel smoother.
In this mod, Shara Ishvalda’s rocks break almost instantly, adding surprise before it transforms into a more threatening state at vanilla stats. However, with “AT” stats in custom quests, Shara’s first form becomes significantly tougher. I recommend removing both the epg and eda files to slow its shell-breaking process so it gets to perform more of the starting attacks.
From Sid Meier's Memoir "Highly realistic AI gets accused of cheating even more often than its dishonest brethren, because on some level, all players are unnerved by the idea that a computer could outsmart them. Part of the fun is learning the patterns of the AI and successfully predicting them, and when computers don't act like computers, the only psychologically safe assumption is that they must have accessed information they shouldn't have. AI isn't allowed to gamble, or behave randomly, or get lucky-even though humans do all of these things on a daily basis- not because we can't program it, but because experience tells us that players will get frustrated and quit. The same phenomenon doesn't happen when both opponents are humans, because they've already tempered their expectations for the possibility that the other guy is crazy. Computers are too smart to be crazy, so if they start acting that way, we can't shake the suspicion that they know something we don't. Thus, from the designer's perspective, brilliant AI is usually not our highest priority."
Is there any tutorial or source for how to make proper AI like you do ? I try to modifie deviljho since a week x))) i don't really understand all the process or identify monster attacks in code.
It's not a step by step tutorial per se but here's the Leviathon compiler-decompiler encyclopedia https://github.com/Ezekial711/MonsterHunterWorldModding/wiki/Leviathon-Language-Reference The monster ID and action ID https://github.com/Ezekial711/MonsterHunterWorldModding/wiki/Monster-IDs https://github.com/AsteriskAmpersand/Leviathon/tree/main/common/ActionDumps The main process: 1) extract .thklst and .thk files from game chunk (I recommend MHWNoChunk) 2) run terminal where the ABCompiler.exe is to decompile aforementioned files into writable format. An example of the command: .\ABCompiler.exe .\chunk\em\em063\05\data\em063.thklst -outputPath .\Decompiled\MonsterToEdit *note that you need to create the destination folder first (new folder named "MonsterToEdit") 3) In Visual Studio Code, open the entire folder of "MonsterToEdit" 4) In the editor is where you identify the nodes and make sense of the links between the nodes. How the edit is done really depends on what you want and how the nodes are connected are different per the monster. It's a logical process but there are also limits to thk editing such as A) some actions are tied together as a sequence hence the monster is forced to fully complete the chain, B) most of the functions are unknown which would require further testing or reverse engineering 5) Save all edits, then compile them back into the game readable format. An example of the terminal command: .\ABCompiler.exe .\Decompiled\MonsterToEdit\em063.fand -outputRoot .\Recompiled\em\em063\05\data\ -outputName em063.thklst 6) Place the recompiled edited files (thk and thklst) into nativePC accordingly
Hello, really enjoying your mod! I wanted to try and mod a few monsters in much the same way but only found guides for changing the thk and thklst files, I think I need to get into either the EM_DMG or more likely the actp2 file to be able to customize further, do you have any tips for decoding and recoding those files?
You can edit EM_DMG by eyeballing the pattern or write a template to define each 4 bytes of ui32. For eyeballing we can use this em013.em_dmg below as example, you can see a repetitive zigzag pattern of Blue box, Red box, Yellow 1 2 3 4.
Before the first set of the pattern there's an outlier and that's the header. Most if not all files have an entry count in their header and here that would be the Orange box. BE 00 00 00 would be 190.
Each set of the zigzag is a struct. Blue box is 101 which is the exeID for Fatalis; Red box we can see it increasing at every repetition so that would be the index. And then we have the four values that follow, these would be the actionIDs.
So from here on it's just finding the ID you want to replace and change it. Most damage type actionIDs have many duplicates which are called for different scenarios but to know which exact scenario they belong to, you'd have to do further controlled testing.
As for the ACTP2, edits I've done for it in this mod are only gauge values for a monster to enter a different state. Such as both Glavenus having mAddHeatValueHeat, mAddHeatValueRust etc; or Zinogre & Elders having mIncBarrier, mDecBarrier etc. You can find these through searching Text(t) on the hex editor.
ACTP2 tend to be more complex and many more things can be altered through it. Last year I tinkered around with values like mRate mGoalOffsetY for Rajang and basically it did things like this
Do you have any tips for finding specific moves to edit? I am looking into giving some of kulu-ya-ku's moves a glowup, but first wanted to learn a bit more about the hex coding for greater success. For example, if I am looking for the "carry_tired_dash(1,2,0,600,3000)" function in the 11.thk, is there a good way of finding out where exactly it leads? Quite a lot of the lines are very similar to each other in actp2 and it's very hard to find what I am looking for. Am I even looking in the right place? I had a feeling I am not, but it's just really hard to find the right thing. Thanks for any advice you can give me ahead of time!
Actions like dash, walk, run are mostly if not always tied to these distance parameters. When it comes to thk editing most of this stuff is undocumented, they might be tied to whatever the monster was targeting in that particular node, or they're trying to read off the exe.
Distance conditions are quite sensitive, because they are often followed by traversal actions that will close said distance. For example, if you replace dash with something else and that distance doesn't get closed, then the AI might get stuck in a loop or might even crash the game from stack overflow.
When it comes to thk editing if the goal is to switch up combos, then it's mainly finding out the nodes of action you want to expand upon. Testing to see how the action you want to add will be executed (as a limitation of thk, some actions belong to a chain & are hardcoded to follow up by other moves from said chain; some can be isolated).
The difficult part for this was coming up with ideas that will work well in a fight. As a rule of thumb, it essentially boils down to: -if the attack just chips away some health, for pressure, then it can be a surprise/trade without much of a tell -if the attack does take significant health (over half the life bar) then it should be performed sparingly or with a tell.
Without custom shells or animations, things may get quite limited with thk alone depending on the monster. Anything beyond would require a plugin. That's essentially what Bloodshed Nargacuga set out to do: custom conditions, breaking the aforementioned "hardcoded chain," and using speed or frame manipulation so the actions can have different pacing.
Do you have any plans to modify the remaining monsters as well? After applying the mod, the monsters that are not affected are not just cute, they are pitiful. I'm playing Monster Hunter World for the third time, and your mod is what got me started on my third playthrough!
One suggestion After a jump attack, the monster falls down and immediately gets up. I think it reduces the value of the jump attack too much.(Ex IG) Could you reconsider this part?
There's no plan to overhaul the remaining entries, felt that would be overpromising and it's better to focus on one at a time. But if I ever do more (eg. Banbaro had great potential but need stronger ideas), new edits would have more freedom as with unchained Nargacuga. I've added an optional file to restore the down animation for the monsters that had it changed in the main file. It's a bit late to go back to make bigger changes now, but I hope it will improve the new game experience, as the original edits were primarily made to counter endgame builds. Thanks for dropping by!
I recommend playing this with the artful hunter mod. This mod combined with this is what I always wanted from a lowrank experience. Like holy s#*!, great mod!
Great mod, also I wonder if, since it recently got fixed, have you though about using the Action Cloner to enhance the movesets further by giving monsters more action slots, allowing for varied movesets than what the game would normally allow (Such as giving Safi some moves from Xeno without removing any of Safi's moves, or having a monster have multiple copies of the same attack with different speeds or frame cuts coexist without taking space away from anything else, such as having Uraagan have 2 version of the chin slam, one that's normal and another that frame-cuts directly into a roll). It could also help mitigate the issue of some moves feeling repetetive. What do you think?
Thanks for the suggestions. This (attack variation) actually became possible as I was making the SPL plugin for Bloodshed Nargacuga, along with the "action unchaining" that it uses. But actioncloner is probably even more viable for the same purpose, though a missing part is my knowledge for animation edits. I'll keep in mind the Uragaan combo idea and am always open to more suggestions
Sometimes I revisit this mod myself and feel like delisting the entire project, being too aware of its flaws & seeing so much more potential now with the tech since BloodNarga. I wanted to make more but unfortunately I'm just very burnt out now, largely due to not just the low reception this & BloodNarga had, but genuine attacks toward my efforts by some in the community. Won't get into specifics here but you may find more on the BloodNarga page.
I believe Wilds will rekindle that energy, and in an ideal future similar effort will maintain for both titles. Thank you again for your kind message
No problem man! While It's rough around the edges it's still a great mod.
I do also have a few more suggestions while were at it, so I'm just gonna spit ball them out real quick (Keep in mind that I play solo exclusively so my ideas might clash with your idea of this being a public lobby friendly mod. I do think that's neat, but at the same time I do think that the benefits of going full single player mode would outway the costs of making it incompatible with online, especially since we have discord to form organise sessions on, but thats's for you to decide):
-More impactful partbrakes (Think Barioth, how each broken part has a meaningful effect on the fight, I would really love to see more of that, especially since with a lot of monsters it really feels pointless besides an extra material & knockdown/flinch, which were removed from the mod. Ideas for it would involve stuff like making base Rajang unable to become golden once it's tail is cut, but still able to go rampage/hard-arms mode (but without the golden fur, idk if that's possible but it would be really cool if it was), making it use more close-range physical moves over lightning ones, or having DevilJho/Savage fall over briefly or flinch after jumping once you break it's legs. It would make them feel much more rewarding and add even more variance into the fights.)
-No pernament charge (While I get the idea, I would much prefer giving the monsters like Zinogre or Fulgur different movesets while they are charging up would make a much more dymanic fight. One way you could make it work is by having the monsters start-of-battle roar instantly build like 75% of the monsters charge, so it quickly charges up once the battle starts, then it stays in it's charged state for a long time, eventually falling out of it, making them rebuild it slowly, before finally building up to max charge again. You could also make their enrage roars add 25% of their charge so that if the player decides to instantly triple-claw them they got powered up instantly)
-Add back exhaustion (More or less same thing as above, having monsters act differently during their exhausted states would make for a more varied and dymanic fight, where it's clear both parties are pushing eachother to their limits. To provide an example an exhausted Rajang could focus more on staying away from the hunter and using it's ranged attacks like the wall-jump or it's non-furious grab)
-Smother Counters (I do really like monsters having counters, and this is kinda a nitpick, but some of them to look really rough, and it would be ideal if they could be smothed out a little bit, like maybe having the monster first do a frame-cut clagger into the counter? Idk, again this is really minor and low priority.)
-Single Player version (This is more so based on your older comments in response to other people about changing projectiles, damage values or giving monsters new visual effects. I just wanted to say that I would be fully down for that. It could be handled by having the multiplayer safe changes be the main download and then all the changes that are incompatible with public online could be held in an optional file with a warning. Best of both worlds.)
-Optional file for DevilJho to still be able to pick up the Odogaron's please
That's about everything I can think of right now. I will reply again if anything else crosses my mind.
Also, on an unrelated note, what's the deal with the pocket music mod? You see there's this mod called "Pocket Music Mod - Resurgence and Hellblade Glavenus Sticker Themes" and it directly mentions that it's based on mod made by you, however I could not find any reference to it on your page nor the document, I would like to knon what the deal with that is.
These are some strong suggestions, thanks for sharing the ideas. Sadly, I don't think I'll make another World mod for across-the-board AI edits/reedits. IDK when I'll make another monster mod for world again, but I'd take more liberty with projectiles & explore hitbox more. This project started as something friends would use to surprise each other, and as more entries got added over a year the vision was still bound by the same local stat restrictions, as well as its predating action cloner and SPL. But I'll remember your inputs and several others here for future projects
For documentation's sake: .actp2 file holds the gauge value for charged states among many things. It's likely possible to assign existing gauge value to different actions, but the ideal way to add entirely custom states is through a plugin.
I came to understand that as a modder, removing such fundamental designs as partbreaks/exhaustion is only a lose-lose situation for me—half the players find them cheesy and other half like them. However, I believe these designs can be more dynamic if players don't overpower monsters as they do in post-endgame Iceborne, which is easily achieved by stat changes.
On the point of smoother counters: animation is certainly heavy lifting & what gets the most buzz, it's something that I as a lone modder hope to get to but not prioritize. Before that I want to first have better freedom at things like efx, modelling, hitbox geometry, etc.
I first made the sticker mod as a simple but new way to "add" music. I think my OCD was triggered by the low response and since the idea already managed to kick off another mod, I removed it—not that it matters because they never took off, but what's left on my page is perhaps a quarter of the total uploaded. Frankly, it baffled me when I uploaded something like "16 players in Astera TOWN" and the response was completely lukewarm.
We can't all be winners unfortunetly, but that doesn't mean your works are bad or worthy of deletion. I actually do remember seeing the 16 player Astera mod when it came out and though it was neat but didn't download it because I play single player only so the mod was be pointless for a player like me. That doesn't mean it anything was wrong with it, it was very impressive and cool, it just wasn't for me. No need to beat yourself over that. After all the quality of something has nothing to do with how many eyes are on it. Just because we see Mc'Donalds everywhere doesn't make it the greatest restaurant on earth. There are plenty of niche high quality local restaurants out there with small but dedicated fanbases.
Also that statement of 75% really upsets me, do you have any of those deleted mods still saved somewhere? I hate when media goes missing and I would like to archive as much as possible, and it wouldn't hurt anyone to keep them on even if they don't attract crowds (refer back to the first paragrah). If you don't want to host them here, I actually run a mod archiving project for World (and plan to do the same for Wilds once it gets a modding community of it's own), so I could have them be saved there for the future generations (with full credit, obviously)
Here's the link to it if you are interested: https://mega.nz/folder/b5VV3IYB#OJSbBBL5P7kGhOK9gjJSsQ
God damn how hard this is. Really strong fights that offer a completely new experience. If you think that you have already seen everything after over 2k playing time or even AT Velkhana is a piece of play, you absolutely need this sensational modification. Holy straw bag can break you if you are not focussed enough. As with your Bloodshot Mod....thank you for your effort and work. Is one of the best experiences you can get via mod.
Wow. Thank you for the intense fight against AT Velkhana... I generally like to fight against the AT variant because you feel like you are on a steep dance floor with the long sword. But damn how strong your EnAi variant is. That really demanded everything as a samurai player.... Good thing I really know that Lai Counter. But not only that because I think that all the fights against the AT Vanilla version also helped me well. s#*! was that intense..... The scenery is otherwise very well chosen. For me, and after thousands of hours, the best fight. Yes, I also find AT Velkhana more demanding than Fatalis. By the way, it was also really close....had only 23 seconds. ^^
The story mentioned that Velkhana coated itself with frozen magma from ElderRecess, so I always felt Velkhana wouldn't be avoidant of the lava areas—imagine the spectacle if it singlehandedly changes the landscape like RagingBrachydios did, overcoming the heat and freezing the zone. I think that would've been refreshing as E.Recess got really dull after several years (most areas we fight in are just rocks or dead crystals)
Original AT Velkhana is definitely already a very hard boss with its damage output, I hope the scenario and moveset changes could add something different to that. I'm glad you're here at World's last haul before Wilds and hope you'll keep having engaging hunts, thanks for stopping by!
Having a bit of trouble understanding what you wrote in the "toggle" instructions. Will simply renaming your AI folders prevent it from applying? ALso naming it the same as the "em and quest" folders will just fuse them and create a hassle. SO are you saying for use to just make a copy of our quest folders before hand, merge your ai folders with our quests and then delete the whole thing every time we want the vanilla experience or our own custom quests?
basically, the game only reads mod files in the correct nativePC path, so it will read "nativePC\em" but will not read anything inside, say, "nativePC\emIncorrectPath"
For some custom quests, there are files responsible for custom locale such as .ALNK files inside "nativePC\em" + .SOBJ files inside "nativePC\quest\enemy". Hence why the renaming to toggle, because uninstalling completely may cause certain Monsters to not behave correctly in custom locale quests
The suggestion is to have 2 versions for these 2 folders: 1 for the modded quest itself, and 1 for the modded quest PLUS this AI mod. They should never merge, which means first you rename what you want disabled to an IncorrectPath; then, you rename what you want enabled to the correct path
I love the mod and everything about it is amazing, but I did find an issue with zinogre where when I hit him in the air, it kinda gets funky sometimes cuz I triggered one of his counters being his howling thunder move, and he just slowly proceeds to slide down mid fall while performing the attack.
Edit: Also Rajang using his Furious variant's grab is kinda visually and audibly bugged because the laser and the sound effect along with it is kinda gone.
I am aware of this but decided that it's a trivial issue so kept it as a compromise. What happens is that the mod adds counter attack to certain flinch threshold, some monsters don't actually have a separate flinch response for mid-air vs on-ground. In fact, in vanilla (without mod) if you managed to flinch Zinogre during its combo mid-air, its flinch animation midair would be the same as on-ground, but it's so short so you probably wouldn't even notice unless with close attention.
I left a comment a few months ago about how much fun I was having with this mod, and here I am still using it quite frequently. I've said it before, and I'll say it again. This mod must be one of the absolute coolest on this website. The thought and care that go into these changes has me frequently checking back for updates. Your work is amazing.
I've seen the list of unbalanced, early monster AI edits in the download section. I was wondering, do you have any plans to ever touch Safi/Alatreon/Fatalis at any point?
I've been dreaming of a Fatalis edit by your hand, to see how you might be able to breathe new life into the fight. I'd feel like a kid again on Christmas.
Thanks, it really means a lot to feel seen. Over time, I've found new ways to approach things. This mod offers convenience since those with the files can host quests for friends, but I'm now leaning towards quest design maybe with a touch of storytelling
My main focus is on behaviors since I haven't learned animation. I can chain combos and control monster behaviors more freely now, though I’m still developing new ideas. It's always a learning process, and in a way, the monsters grow alongside me. I know my mods might not get much attention, which can be discouraging, but I'll keep putting things out one way or another
As for Fatalis, I won’t be releasing anything soon, but I recommend Type59x's updated Old Fatalis mod. I helped turn it into an independent subspecies and added files that work with Luca's mod for different maps. Check it out: Old Fatalis mod. The Google Drive link for the map files is in the description.
Hey im a big fan of your mod makes the game rly fun and i hope you will keep updating it and add even more altered monsters to the list :D
i have one question tho. I saw you mentioning that you have a private Fatalis AI edit that u are using, could you upload that as well ? would be a nice challenge for sure. And if you chose not to upload it could you tell me if the "cursed Fatalis AI" mod is compatible with your mod ?
Another question if i add modded monsters like for example "green nargacuga" would your mod affect their AI as well ?
“Entering pumped up state once enraged” Based on the consideration of allowing monsters to have more stats and moves, I think it would be better to keep a short period of time that has not entered the Entering pumped up when enraged.
149 comments
is the first realization of what this mod wanted to do with Nargacuga's moveset, but couldn't due to limitations of the thk files. The standalone mod uses a plugin to free up hardcoded actions (framecut, speed manipulation). This Nargacuga goes invinsible and the quest features an optional full dark mode.
A shoutout to JediTabu's enAI Custom Quests (May 26, 2025)
for their nice bundle of custom quests designed with enAI in mind. enAI itself may be inherently harsh in order to compensate for weaker vanilla stats. This quest author gave careful consideration to stat rebalancing, making hunting in these quests feel tight-paced without feeling drawn out by excessive HP. The custom quests have the touch of someone with a clear understanding of when things might go too far.
unAI Zinogre - punches from 4 (Jul 11, 2025)
Mimic the one-two punch from 4, custom projectile behaviors, altered speed/recovery for certain actions.
Author's notes
Hunt optimization manifests over the collective tens of thousands of hours through which hunters developed creative punishes. These weren't some genius 300 IQ 5D chess in Capcom's monster designs, perfectly matching up every monster's every attack against every weapon. Entitlement to being spoonfed such combat knowledge is what rushes one to complain about a monster on the first hunt.
The main intention of this mod is to promote high stakes combat for late endgamers. They're not made to be absurd fights or to grief the players. There's no buffing monster health or damage output. Just choreography, counters, mount/knockdown overhauls. Thanks to all who encouraged me and show support for this mod.
Combination with -mhg- custom quests (Nov 1, 2024)
Since then, I’ve regularly hunted these monsters using enAI with FQ's quest bundle, a combination I dub "g+enAI." Here's a playlist of recent hunts. These custom quests have higher stats. My favorites are Glavenus, A.Glavenus, R.Nergigante, S.Zinogre, and Rajang. These monsters cycle through complex states, achieving the challenge and variety I intended without feeling repetitive at higher stats. mhgCQ Hunting Log
With higher-scaled monster stats, risks are more constant, as behaviors now have more time to fully play out. This can make some moves feel repetitive, especially those intended to give vanilla-stat monsters an edge through focusing on a few high damage attacks. For monsters like Tobi-Kadachi, Zinogre, Teostra, I suggest using only the .actp2 file to keep them at max charge. For Rajang, I included an optional file to prevent it from entering pump state immediately upon enraging, making the hunt feel smoother.
In this mod, Shara Ishvalda’s rocks break almost instantly, adding surprise before it transforms into a more threatening state at vanilla stats. However, with “AT” stats in custom quests, Shara’s first form becomes significantly tougher. I recommend removing both the epg and eda files to slow its shell-breaking process so it gets to perform more of the starting attacks.
From Sid Meier's Memoir
"Highly realistic AI gets accused of cheating even more often than its dishonest brethren, because on some level, all players are unnerved by the idea that a computer could outsmart them. Part of the fun is learning the patterns of the AI and successfully predicting them, and when computers don't act like computers, the only psychologically safe assumption is that they must have accessed information they shouldn't have. AI isn't allowed to gamble, or behave randomly, or get lucky-even though humans do all of these things on a daily basis- not because we can't program it, but because experience tells us that players will get frustrated and quit. The same phenomenon doesn't happen when both opponents are humans, because they've already tempered their expectations for the possibility that the other guy is crazy. Computers are too smart to be crazy, so if they start acting that way, we can't shake the suspicion that they know something we don't. Thus, from the designer's perspective, brilliant AI is usually not our highest priority."
https://github.com/Ezekial711/MonsterHunterWorldModding/wiki/Leviathon-Language-Reference
The monster ID and action ID
https://github.com/Ezekial711/MonsterHunterWorldModding/wiki/Monster-IDs
https://github.com/AsteriskAmpersand/Leviathon/tree/main/common/ActionDumps
The main process:
1) extract .thklst and .thk files from game chunk (I recommend MHWNoChunk)
2) run terminal where the ABCompiler.exe is to decompile aforementioned files into writable format. An example of the command: .\ABCompiler.exe .\chunk\em\em063\05\data\em063.thklst -outputPath .\Decompiled\MonsterToEdit
*note that you need to create the destination folder first (new folder named "MonsterToEdit")
3) In Visual Studio Code, open the entire folder of "MonsterToEdit"
4) In the editor is where you identify the nodes and make sense of the links between the nodes. How the edit is done really depends on what you want and how the nodes are connected are different per the monster. It's a logical process but there are also limits to thk editing such as A) some actions are tied together as a sequence hence the monster is forced to fully complete the chain, B) most of the functions are unknown which would require further testing or reverse engineering
5) Save all edits, then compile them back into the game readable format. An example of the terminal command: .\ABCompiler.exe .\Decompiled\MonsterToEdit\em063.fand -outputRoot .\Recompiled\em\em063\05\data\ -outputName em063.thklst
6) Place the recompiled edited files (thk and thklst) into nativePC accordingly
I wanted to try and mod a few monsters in much the same way but only found guides for changing the thk and thklst files, I think I need to get into either the EM_DMG or more likely the actp2 file to be able to customize further, do you have any tips for decoding and recoding those files?
For eyeballing we can use this em013.em_dmg below as example, you can see a repetitive zigzag pattern of Blue box, Red box, Yellow 1 2 3 4.
Before the first set of the pattern there's an outlier and that's the header. Most if not all files have an entry count in their header and here that would be the Orange box. BE 00 00 00 would be 190.
Each set of the zigzag is a struct. Blue box is 101 which is the exeID for Fatalis; Red box we can see it increasing at every repetition so that would be the index. And then we have the four values that follow, these would be the actionIDs.
So from here on it's just finding the ID you want to replace and change it. Most damage type actionIDs have many duplicates which are called for different scenarios but to know which exact scenario they belong to, you'd have to do further controlled testing.
As for the ACTP2, edits I've done for it in this mod are only gauge values for a monster to enter a different state. Such as both Glavenus having mAddHeatValueHeat, mAddHeatValueRust etc; or Zinogre & Elders having mIncBarrier, mDecBarrier etc. You can find these through searching Text(t) on the hex editor.
ACTP2 tend to be more complex and many more things can be altered through it. Last year I tinkered around with values like mRate mGoalOffsetY for Rajang and basically it did things like this
Kept some notes in the video description.
I am looking into giving some of kulu-ya-ku's moves a glowup, but first wanted to learn a bit more about the hex coding for greater success.
For example, if I am looking for the "carry_tired_dash(1,2,0,600,3000)" function in the 11.thk, is there a good way of finding out where exactly it leads? Quite a lot of the lines are very similar to each other in actp2 and it's very hard to find what I am looking for. Am I even looking in the right place? I had a feeling I am not, but it's just really hard to find the right thing.
Thanks for any advice you can give me ahead of time!
Distance conditions are quite sensitive, because they are often followed by traversal actions that will close said distance. For example, if you replace dash with something else and that distance doesn't get closed, then the AI might get stuck in a loop or might even crash the game from stack overflow.
When it comes to thk editing if the goal is to switch up combos, then it's mainly finding out the nodes of action you want to expand upon. Testing to see how the action you want to add will be executed (as a limitation of thk, some actions belong to a chain & are hardcoded to follow up by other moves from said chain; some can be isolated).
The difficult part for this was coming up with ideas that will work well in a fight. As a rule of thumb, it essentially boils down to:
-if the attack just chips away some health, for pressure, then it can be a surprise/trade without much of a tell
-if the attack does take significant health (over half the life bar) then it should be performed sparingly or with a tell.
Without custom shells or animations, things may get quite limited with thk alone depending on the monster. Anything beyond would require a plugin. That's essentially what Bloodshed Nargacuga set out to do: custom conditions, breaking the aforementioned "hardcoded chain," and using speed or frame manipulation so the actions can have different pacing.
After applying the mod, the monsters that are not affected are not just cute, they are pitiful.
I'm playing Monster Hunter World for the third time,
and your mod is what got me started on my third playthrough!
One suggestion
After a jump attack, the monster falls down and immediately gets up.
I think it reduces the value of the jump attack too much.(Ex IG)
Could you reconsider this part?
I've added an optional file to restore the down animation for the monsters that had it changed in the main file. It's a bit late to go back to make bigger changes now, but I hope it will improve the new game experience, as the original edits were primarily made to counter endgame builds. Thanks for dropping by!
it would be no problem to call it 'Monster Hunter World 2'.
Thank you for the new experience!
Goodbye and have a nice day.
Sometimes I revisit this mod myself and feel like delisting the entire project, being too aware of its flaws & seeing so much more potential now with the tech since BloodNarga. I wanted to make more but unfortunately I'm just very burnt out now, largely due to not just the low reception this & BloodNarga had, but genuine attacks toward my efforts by some in the community. Won't get into specifics here but you may find more on the BloodNarga page.
I believe Wilds will rekindle that energy, and in an ideal future similar effort will maintain for both titles. Thank you again for your kind message
I do also have a few more suggestions while were at it, so I'm just gonna spit ball them out real quick (Keep in mind that I play solo exclusively so my ideas might clash with your idea of this being a public lobby friendly mod. I do think that's neat, but at the same time I do think that the benefits of going full single player mode would outway the costs of making it incompatible with online, especially since we have discord to form organise sessions on, but thats's for you to decide):
-More impactful partbrakes (Think Barioth, how each broken part has a meaningful effect on the fight, I would really love to see more of that, especially since with a lot of monsters it really feels pointless besides an extra material & knockdown/flinch, which were removed from the mod. Ideas for it would involve stuff like making base Rajang unable to become golden once it's tail is cut, but still able to go rampage/hard-arms mode (but without the golden fur, idk if that's possible but it would be really cool if it was), making it use more close-range physical moves over lightning ones, or having DevilJho/Savage fall over briefly or flinch after jumping once you break it's legs. It would make them feel much more rewarding and add even more variance into the fights.)
-No pernament charge (While I get the idea, I would much prefer giving the monsters like Zinogre or Fulgur different movesets while they are charging up would make a much more dymanic fight. One way you could make it work is by having the monsters start-of-battle roar instantly build like 75% of the monsters charge, so it quickly charges up once the battle starts, then it stays in it's charged state for a long time, eventually falling out of it, making them rebuild it slowly, before finally building up to max charge again. You could also make their enrage roars add 25% of their charge so that if the player decides to instantly triple-claw them they got powered up instantly)
-Add back exhaustion (More or less same thing as above, having monsters act differently during their exhausted states would make for a more varied and dymanic fight, where it's clear both parties are pushing eachother to their limits. To provide an example an exhausted Rajang could focus more on staying away from the hunter and using it's ranged attacks like the wall-jump or it's non-furious grab)
-Smother Counters (I do really like monsters having counters, and this is kinda a nitpick, but some of them to look really rough, and it would be ideal if they could be smothed out a little bit, like maybe having the monster first do a frame-cut clagger into the counter? Idk, again this is really minor and low priority.)
-Single Player version (This is more so based on your older comments in response to other people about changing projectiles, damage values or giving monsters new visual effects. I just wanted to say that I would be fully down for that. It could be handled by having the multiplayer safe changes be the main download and then all the changes that are incompatible with public online could be held in an optional file with a warning. Best of both worlds.)
-Optional file for DevilJho to still be able to pick up the Odogaron's please
That's about everything I can think of right now. I will reply again if anything else crosses my mind.
Also, on an unrelated note, what's the deal with the pocket music mod? You see there's this mod called "Pocket Music Mod - Resurgence and Hellblade Glavenus Sticker Themes" and it directly mentions that it's based on mod made by you, however I could not find any reference to it on your page nor the document, I would like to knon what the deal with that is.
That's all for now.
Have a nice day!
For documentation's sake: .actp2 file holds the gauge value for charged states among many things. It's likely possible to assign existing gauge value to different actions, but the ideal way to add entirely custom states is through a plugin.
I came to understand that as a modder, removing such fundamental designs as partbreaks/exhaustion is only a lose-lose situation for me—half the players find them cheesy and other half like them. However, I believe these designs can be more dynamic if players don't overpower monsters as they do in post-endgame Iceborne, which is easily achieved by stat changes.
On the point of smoother counters: animation is certainly heavy lifting & what gets the most buzz, it's something that I as a lone modder hope to get to but not prioritize. Before that I want to first have better freedom at things like efx, modelling, hitbox geometry, etc.
I first made the sticker mod as a simple but new way to "add" music. I think my OCD was triggered by the low response and since the idea already managed to kick off another mod, I removed it—not that it matters because they never took off, but what's left on my page is perhaps a quarter of the total uploaded. Frankly, it baffled me when I uploaded something like "16 players in Astera TOWN" and the response was completely lukewarm.
Also that statement of 75% really upsets me, do you have any of those deleted mods still saved somewhere? I hate when media goes missing and I would like to archive as much as possible, and it wouldn't hurt anyone to keep them on even if they don't attract crowds (refer back to the first paragrah). If you don't want to host them here, I actually run a mod archiving project for World (and plan to do the same for Wilds once it gets a modding community of it's own), so I could have them be saved there for the future generations (with full credit, obviously)
Here's the link to it if you are interested: https://mega.nz/folder/b5VV3IYB#OJSbBBL5P7kGhOK9gjJSsQ
I hope you have a fantastic day.
Original AT Velkhana is definitely already a very hard boss with its damage output, I hope the scenario and moveset changes could add something different to that. I'm glad you're here at World's last haul before Wilds and hope you'll keep having engaging hunts, thanks for stopping by!
For some custom quests, there are files responsible for custom locale such as .ALNK files inside "nativePC\em" + .SOBJ files inside "nativePC\quest\enemy". Hence why the renaming to toggle, because uninstalling completely may cause certain Monsters to not behave correctly in custom locale quests
The suggestion is to have 2 versions for these 2 folders: 1 for the modded quest itself, and 1 for the modded quest PLUS this AI mod.
They should never merge, which means first you rename what you want disabled to an IncorrectPath; then, you rename what you want enabled to the correct path
Edit: Also Rajang using his Furious variant's grab is kinda visually and audibly bugged because the laser and the sound effect along with it is kinda gone.
I left a comment a few months ago about how much fun I was having with this mod, and here I am still using it quite frequently. I've said it before, and I'll say it again. This mod must be one of the absolute coolest on this website. The thought and care that go into these changes has me frequently checking back for updates. Your work is amazing.
I've seen the list of unbalanced, early monster AI edits in the download section. I was wondering, do you have any plans to ever touch Safi/Alatreon/Fatalis at any point?
I've been dreaming of a Fatalis edit by your hand, to see how you might be able to breathe new life into the fight. I'd feel like a kid again on Christmas.
My main focus is on behaviors since I haven't learned animation. I can chain combos and control monster behaviors more freely now, though I’m still developing new ideas. It's always a learning process, and in a way, the monsters grow alongside me. I know my mods might not get much attention, which can be discouraging, but I'll keep putting things out one way or another
As for Fatalis, I won’t be releasing anything soon, but I recommend Type59x's updated Old Fatalis mod. I helped turn it into an independent subspecies and added files that work with Luca's mod for different maps. Check it out: Old Fatalis mod. The Google Drive link for the map files is in the description.
i have one question tho. I saw you mentioning that you have a private Fatalis AI edit that u are using, could you upload that as well ? would be a nice challenge for sure. And if you chose not to upload it could you tell me if the "cursed Fatalis AI" mod is compatible with your mod ?
Another question if i add modded monsters like for example "green nargacuga" would your mod affect their AI as well ?
Based on the consideration of allowing monsters to have more stats and moves, I think it would be better to keep a short period of time that has not entered the Entering pumped up when enraged.