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:
http://i.imgur.com/KAGmBAK.jpg
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
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
Re: Metal Gear Solid V: The Phantom Pain Community Modding Research Thread
Quote:
Originally Posted by
amany
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
Re: Metal Gear Solid V: The Phantom Pain Community Modding Research Thread
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.
Re: Metal Gear Solid V: The Phantom Pain Community Modding Research Thread
i will use pointer i think besause i see offset look changed with region game
Re: Metal Gear Solid V: The Phantom Pain Community Modding Research Thread
I use the version, that was leaked 1 week before release. I assume it's the US version, but not sure. :/
At the moment I search for save routine code in xex. Perhaps so I can understand how the offsets are calculated.