Well, this started when someone started a topic about this theme, asking on how to do it. I instantaly thought: this can't be possible!
But then, some other guy talked about his friend, who was able to do it, and I started to search in the csv's, editing lots of files without getting any result. This was the way since today, I managed to be able to change it, and I will share my knowledge with you, guys, for helping me to enter in the world of dekaron hacking since 0.
Introduction, initial steps for making the cheat work:
For being able to do this "cheat", you will need to use the crc bypass.
You can watch the following topics to be able to use it.
Once you got how to use the CRC bypass, you will need to extract your data and place it in your data folder. You can try this options:
Remember to give thanks to them, without them this would not have been possible.
Once you have the data unpacked, go to the data folder and search for a .txt file called shadow and change this
Code:
PackIO 1
Code:
PackIO 0
Let's enter to the body of the release:
Changing mobs graphical appearance:
To change the mob's appearance you must do the following:
1.- Go to data\script\creature
2.- Now open the file called monster_shape (with wordpad is fine).
3.- Now you can see the list of the mobs, and which files uses for it's body and it's textures.
4.- Now you must change those files to whatever existing mob files you want (I will change Langrama Boss to make it look as a Lizardman in the exemple).
You must search (Ctrl+B in wordpad) for the name (ingame name, as you see when you are playing) of the mob you want to edit.
The original line of code looks like this:
Code:
82,langramaboss,[COLOR="DarkGreen"]Monster\langrima_boss.mesh[/COLOR],[COLOR="Red"]Monster\langrima_boss.tpack[/COLOR],[COLOR="Blue"]0[/COLOR],FALSE
The red color is the mobs texture, the color, the decorations, etc.
The blue color is the mobs effects. If it zero it means it hasn't any effect.
So if I want to change it so it looks like a Lizardman I must do the following changes.
Code:
82,langramaboss,[COLOR="DarkGreen"]Monster\lizard.mesh[/COLOR],[COLOR="Red"]Monster\lizard.tpack[/COLOR],[COLOR="Blue"]0[/COLOR],FALSE
If you want to edit a different mob, and you want to edit it for looking let's say a spider larva, just search first for spider larva to see the name of it's .mesh and .tpack files. Copy them. Now search for the mob you want to edit and do your changes.
Note that some mobs, just like Laiden Egos, have special effects arround them. You can just set zeros to those effects and that way you can erase them.
Exemple: Laiden Ego -> Spider Larva with no effects.
Code:
226,reiden_ego,[COLOR="DarkGreen"]Monster\reiden.mesh[/COLOR],[COLOR="Red"]Monster\reiden.tpack[/COLOR],[COLOR="Blue"]176[/COLOR],FALSE
Code:
226,reiden_ego,[COLOR="DarkGreen"]Monster\spider_raba.mesh[/COLOR],[COLOR="Red"]Monster\spider_raba.tpack[/COLOR],[COLOR="Blue"]000[/COLOR],FALSE
Here you have a link to a image where I show the edit done:
How to negate animations (by Gawron25, pls thank him here -> )
1.- Go to your data folder
2.- Open shadow.txt
3.- Search for a line of code that looks like this:
Code:
path_boneanimation Anim \
5.- Save your file.
6.- Now mobs (and everything with actions, such you) will look inanimated, as you can see in this photo: