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  1. #1
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    Metal Gear Solid V: The Phantom Pain Community Modding Research Thread

    This post is just a placeholder for now and in time, it will be filled with information. A moderator or administrator is free to update it as necessary.

    In this thread, we contribute our hex editing research on the game now that Philymaster has released a Security Fixer for it. This should hold us over until amany's editor is fixed or someone creates and uploads a new one.

    Make sure you keep game regions in mind when posting your finding, as it may be different for others from different regions. For example, I am doing this on my U.S./North American save.

    Happy modding and we're all looking forward to contributions! I'll be getting to work soon, myself.

    Update:

    So far, I've found Heroism and managed to successfully edit it in Hex Workshop and the changed showed up in game. (U.S./NA save) Here is the correct offset/address:

    Last edited by Ultimarok; 10-08-2015 at 03:58 PM.
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    "Being required to learn Java for a Comp Sci MAJOR is like being required to shit on a lawnmower to be an astronaut." -jleemero (Kodewerx)

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  3. #2
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    Re: Metal Gear Solid V: The Phantom Pain Community Modding Research Thread

    Offsets for TU 0
    Add 0x1D8 to the offsets, if you using TU > 0!


    General:

    SVAR 4 - 0x0000450C - Int32: GMP

    Resources (SVAR 4)

    Each value is multiplicated with the factor 2.

    amount = saveValue / 2
    saveValue = amount * 2

    amount is limited to 3.000 for medicinal plants.
    amount is limited to 200.000 for all other resources.

    Processed Materials:
    0xF1D0: Fuel Resources
    0xF1D4: Biological Material
    0xF1D8: Common Metal
    0xF1DC: Minor Metal
    0xF1E0: Precious Metal

    Medicinal Plant:
    0xF1E4: Wormwood
    0xF1E8: Black Carrot
    0xF1EC: Golden Crescent
    0xF1F0: Tarragon
    0xF1F4: African Peach
    0xF1F8: Digitalis (Purpurea)
    0xF1FC: Digitalis (Lutea)
    0xF200: Haoma

    Vehicles:
    0xF204: ZaAZ-S84/4W
    0xF208: APE T-41LV
    0xF20C: Zi-GRA 6T
    0xF210: BOAR-53CT
    0xF214: ZHUK BR-3
    0xF218: STOUT IFV-SC
    0xF21C: ZHUK RS-ZO
    0xF220: STOUT IFV-FS
    0xF224: TT77 NOSOROG
    0xF228: M84A MAGLOADER

    Walker Gears:
    0xF22C: WG.PP
    0xF230: CCCP-WG TYPE-C
    0xF234: CCCP-WG TYPE-A
    0xF238: CFA-WG TYPE-C
    0xF23C: CFA-WG TYPE-A

    Weapons:
    0xF258: VOL-GA K12
    0xF25C: HMG-3 WINGATE
    0xF260: M2A-304 MORTAR
    0xF264: ZHIZDRA-45
    0xF268: M276 AA G-GUN

    There are additional Int32's for each resource starting at 0xF2BC.

    Those are save, if the resource is unlocked and/or new.
    Therefor the first 2 bits of the Int32 are used for the following:

    0x1 = New (Point will show up in menu)
    0x2 = Unlocked
    0x3 = New & Unlocked

    Materials (fuel etc.) are an exception, because the unprocessed amount is saved after the bits.

    Example:
    We want 200.000 unprocessed fuel.

    1. Multiplicate with 2 => 400.000
    2. Multiplicate with 4 (This shift the value 2 bits left) => 1.600.000
    3. Add 2 (This sets the unlocked bit) => 1.600.002
    Last edited by Philymaster; 10-09-2015 at 06:16 PM.


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    Re: Metal Gear Solid V: The Phantom Pain Community Modding Research Thread

    on my editor

    0x0001ad78 - uint: GMP
    0x0002cfd4 - uint: pimp
    0x00004790- uint: fulton

    all resources localised & begin 0x25A34 also need multyplied expemple 10 floor = 100


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    Re: Metal Gear Solid V: The Phantom Pain Community Modding Research Thread

    Quote Originally Posted by amany View Post
    on my editor

    0x0001ad78 - uint: GMP
    0x0002cfd4 - uint: pimp
    0x00004790- uint: fulton

    all resources localised & begin 0x25A34 also need multyplied expemple 10 floor = 100
    Thanks for the offsets. :)

    Our both GMP offsets are different already, so the best would be if we are using relative offsets to the SVAR's.
    At the start of the GAME_DATA there is a SVAR table with the following structure:

    0x00000000 - Int32: Magic (SVCS)
    0x00000004 - Int32: SVAR Count

    0x00000008 - Int32: SVAR 1 Offset
    0x0000000C - Int32: SVAR 1 Size
    0x00000010 - Int32: SVAR 1 Size (Unknown)
    ...
    ...

    So I suggest to make offsets this way:

    SVAR Number - Relative Offset - Datatype: Name


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  9. #5
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    Re: Metal Gear Solid V: The Phantom Pain Community Modding Research Thread

    ok phil looking for

  10. #6
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    Re: Metal Gear Solid V: The Phantom Pain Community Modding Research Thread

    You guys just got me fired up enough to get back to work with this!

    Thanks for contributing. I'll be helping you guys out as well if I can.

    Attempting to find my resources on amany's advice. Also, amany, what is "pimp" in the game? I would assume that's heroism in your file?

    And away I go!

    Edit/Update:

    Okay, so clearly the offsets are very much different between the three of us, because the location for GMP in the save for both of you is different from mine. I haven't found mine yet because I was looking at the offsets you guys listed.

    So now, I will be attempting to manually find mine by looking under each SVAR.

    Also, for further reference, which region is both of your gamesaves from? I'm thinking that kind of matters seeing as our datas are slightly different.
    Last edited by Ultimarok; 10-08-2015 at 04:16 PM. Reason: New findings
    Downloads : 18 || Uploads : 2 || Rep Power : 5056 || Posts : 336 || Thanks : 133 || Thanked 83 Times in 34 Posts


    "Being required to learn Java for a Comp Sci MAJOR is like being required to shit on a lawnmower to be an astronaut." -jleemero (Kodewerx)

    Remember to take it sleazy and stay epic!

  11. #7
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    Re: Metal Gear Solid V: The Phantom Pain Community Modding Research Thread

    Hello guy's
    Thank you very much for your excellent job!
    But, Do you know where to find the data to change the level of the mother base's teams and additionally those of countdown time by using the hex editor?

  12. #8
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    Re: Metal Gear Solid V: The Phantom Pain Community Modding Research Thread

    Quote Originally Posted by Philymaster View Post
    General:

    SVAR 4 - 0x0000450C - Int32: GMP

    Resources (SVAR 4)

    Each value is multiplicated with the factor 2.

    amount = saveValue / 2
    saveValue = amount * 2

    amount is limited to 3.000 for medicinal plants.
    amount is limited to 200.000 for all other resources.

    Processed Materials:
    0xF1D0: Fuel Resources
    0xF1D4: Biological Material
    0xF1D8: Common Metal
    0xF1DC: Minor Metal
    0xF1E0: Precious Metal

    Medicinal Plant:
    0xF1E4: Wormwood
    0xF1E8: Black Carrot
    0xF1EC: Golden Crescent
    0xF1F0: Tarragon
    0xF1F4: African Peach
    0xF1F8: Digitalis (Purpurea)
    0xF1FC: Digitalis (Lutea)
    0xF200: Haoma

    Vehicles:
    0xF204: ZaAZ-S84/4W
    0xF208: APE T-41LV
    0xF20C: Zi-GRA 6T
    0xF210: BOAR-53CT
    0xF214: ZHUK BR-3
    0xF218: STOUT IFV-SC
    0xF21C: ZHUK RS-ZO
    0xF220: STOUT IFV-FS
    0xF224: TT77 NOSOROG
    0xF228: M84A MAGLOADER

    Walker Gears:
    0xF22C: WG.PP
    0xF230: CCCP-WG TYPE-C
    0xF234: CCCP-WG TYPE-A
    0xF238: CFA-WG TYPE-C
    0xF23C: CFA-WG TYPE-A

    Weapons:
    0xF258: VOL-GA K12
    0xF25C: HMG-3 WINGATE
    0xF260: M2A-304 MORTAR
    0xF264: ZHIZDRA-45
    0xF268: M276 AA G-GUN

    There are additional Int32's for each resource starting at 0xF2BC.

    Those are save, if the resource is unlocked and/or new.
    Therefor the first 2 bits of the Int32 are used for the following:

    0x1 = New (Point will show up in menu)
    0x2 = Unlocked
    0x3 = New & Unlocked

    Materials (fuel etc.) are an exception, because the unprocessed amount is saved after the bits.

    Example:
    We want 200.000 unprocessed fuel.

    1. Multiplicate with 2 => 400.000
    2. Multiplicate with 4 (This shift the value 2 bits left) => 1.600.000
    3. Add 2 (This sets the unlocked bit) => 1.600.002
    Thanks for the updated info! :D That will help some people out a LOT.

    Just one problem... None of those offsets represents resources in my save file. My fuel is in a different location as I listed earlier. Sadly it does not help me, but I wish it did.

    I am now 100% convinced that gamesave region matters since the locations and offsets will be different for everything. Yourself, amany and I have listed completely different offsets for everything so far, so we HAVE to take that into consideration when researching this and when working on the save editor.

    Should I send you my U.S./North American save so you can see for yourself where everything is located in those saves? You may want to get the accompanying xex for my region as well.

    Edit:

    Save sent! Happy researching.
    Attached Files Attached Files
    Downloads : 18 || Uploads : 2 || Rep Power : 5056 || Posts : 336 || Thanks : 133 || Thanked 83 Times in 34 Posts


    "Being required to learn Java for a Comp Sci MAJOR is like being required to shit on a lawnmower to be an astronaut." -jleemero (Kodewerx)

    Remember to take it sleazy and stay epic!

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