In case it isn't obvious, at this point I'm doing no further research or anything into the files. I made a few changes for things people have found or specifically made PRs for, so don't expect anything beyond that.
App is crashing randomly with no errors. Sometimes on startup, sometimes when clicking a dropdown box. No logs when it happens. Running Windows 11. No idea what other info might help.
" i tried to make tier 12 weapon or other tree weapon branch craftable from the get to without upgrading first? can you tell me how can i do this? I did read the wiki to Craft KT Weapons, but i still don't know how i can make new entries in "eq_crt" & "eq_cus"
https://github.com/Synthlight/MHW-Editor/blob/master/Kulve-Crafter/Program.cs I don't think I ever added something to the UI for this. Alternatively, you'd need to add the right amount of bytes (just zeroes) to the end of the file for each entry you want, and increase the entry count in the header. You could then edit the zeroed out items you added in the editor. (There's an 010 template for the file in the repo that'll make that much easier.)
That said, DO NOT MAKE HIGHER TIER KULVE WEAPONS CRAFTABLE THAT WAY. THEY WILL BE BROKEN AND NOT.... enhancable? I forget how they work, but you can't craft them that way, else I would have added it already myself.
The end result is the save being corrupt. DON'T DO IT.
I suspect that the gimmick.gcd and animal.gcd files can edit some data of gimmick and endemic (I opened gimmick.gcd in 010 and found that there was a text of gm id (gm_xxx_xx) in it) but I don't know how to edit it because the mhw editor does not support it. Or can you tell me how to edit the icon and icon color of gimmick?
Pretty much all text in the editor doesn't exist in the files! It's pre-extracted from the GMD files and for reference only. If you want to edit the GMD files, use this. You can `grep` through the GMD files to find the one with the text you want.
In fact, this is not a text file, and the gmd editor cannot open it. Judging from its size and the fact that there are only two files of the same type (gimmick.gcd and animal.gcd) in the editing environment, it is a file that contains some attributes (such as icons, icon colors, etc.) of the interactive content (gimmick) in the editing environment, just like itemData.itm
After my test, gimmick.gcd can modify the icons displayed on the map and the collected props, but I still don’t understand its structure clearly. In short, it is not a gmd text file.
--------------------------- Load Error --------------------------- Error occurred. Press Ctrl+C to copy the contents of th.s window and report to the developer. If this is the result of ignoring the obsolete data warning, it is safe to ignore. System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IO.FileNotFoundException: Could not load file or assembly 'BouncyCastle.Cryptography, Version=2.0.0.0, Culture=neutral, PublicKeyToken=072edcf4a5328938' or one of its dependencies. The system cannot find the file specified. at MHW_Editor.Util.EncryptionHelper.Decrypt(String key, Byte[] inBytes) at MHW_Editor.Util.EncryptionHelper.DecryptToStream(String key, Byte[] inBytes) at MHW_Editor.Models.MhwMultiStructFile`1.OpenFile(String targetFile, String encryptionKey) at MHW_Editor.Structs.PlData.PlSkillParam.LoadFile(String targetFile) at MHW_Editor.Models.SaveLoad`1.LoadData(String targetFile) --- End of inner exception stack trace --- at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at MHW_Editor.Windows.MainWindow.LoadTarget() at MHW_Editor.Windows.MainWindow.Load(String file) --------------------------- OK --------------------------- How do i fix this?
After messing around with this editor, trying to cram as many skills as possible into my gear, these are my findings, in case anyone is interested:
The game seems to start crashing at 53+ skills. That's 53 skills total, not entries in the skill list inside the game.
That's important because many set skills include 2 skills, so they add 2 entries to the list. In my experience adding more set skills to armor or decorations has not caused any problems, unlike what the Wiki or Readme for this mod says. It really only seems to be this specific number of total skills that causes the crashes.
In my current build I have 52 skills total. 4 of which are set skills with 2 skills each, so I have 56 entries in the list. I have the maximum possible amount of skills in any equipment that you could normally get: 3 for armor pieces, 2 for charms, a deco with 2 skills in each slot, 3 slots per armor piece and weapon, 1 for the charm. Well, all but one decorations have 2 skills. I had to use one single skill deco because otherwise I would have gotten to 53 and the game would have crashed again.
And with that I really wonder what causes the crashes. 53 seems like a completely random numbers, but the game always starts crashing once you add that many skills. And coincidentally 53 skills is the number I would have ended up with if I did add a 2 skill deco to every slot. It's the maximum amount of skills you can have in your gear so that they all still show up properly. So it doesn't seem like it's some kind of check the game is doing that causes the crashes.
I've just tried to add as many skills as possible by adding 5 skills to each gear set and charm, which have 3 rank 4 slots each, the charm has 1. And adding a second skill to any decorations I was gonna use. But when I start equipping the decos and adding all those skills, I get to about 8 pages of skills on the equipment screen until the game starts randomly crashing. Randomly as in usually a few seonds after I've added some decos and it's gotten to a certain total amount.
Is there some limitation for how many active skills the game can handle at a time? Or can certain skill combinations cause these crashes if you have too many of those specific skills active at a time? Having multiple set skills active doesn't seem to be an issue. But I can't say that it's not contributing to the crashes.
To be specific, if you add 3 rank 4 slots to the Fatalis weapon and 1 to charms, give the charm 5 skills and put decos with 2 skills in each slot, having each one max out the skill, then you can end up with 47 skills total. Which is what I've been using for a while now without issues. But if you add 5 skills to each gear piece as well, then you'll end up with 68 total.
After a bit more testing it seems that the game starts crashing as soon as the skills page reaches 60+ entries. With 59 the game still seems to remain stable, at least for a few minutes as I haven't tested it for longer than that yet.
Any insights into this? Is there some hardcoded limit or something like a cheat detection for skills that causes the game to shut down? I have Stracker's Loader and the Performance Booster installed and haven't had any other issues with mods yet.
Edit: And just as I've submitted this post the game crashed after all with 59 skill entries. After 5 or so minutes.
Edit 2: Did some more testing, removing all but the original set skill from the armor pieces. But nothing has made any difference. Removing some skills from the armor has only led to the game crashing even earlier. Now once the skill list surpasses 50 skills. Maybe because those set skills had 2 entries in the list while in the editor only showing up as 1 skill. But with that I have no clue what else can be done about this.
Edit 3: After reading through the posts here up to page 15 I've found a post where you mention that there's a limit of around 55-60 skills max, where the game starts crashing if you go beyond that. Which is what I've discovered as well. Though having multiple set skills on one armor piece doesn't really seem to cause any problems. As long as you stay under the overall skill limit mentioned.
Is it possible to change the names of gear items or even add new ones? So far from what I've seen in the editor you can only edit the stats of existing items.
Hi,I made a small modification to allow the editing of several cells at the same time in the DataGrid, I can make you a pull request if you want to see and if you haven't already done so obviously
1- On the 3rd section of each weapon param there is a value called Weapon Sweet Spot. Can I ask what exactly that is?. If I had to guess Id' say it's a dmg multiplier when the weapon hits a certain zone of the monster? or increases the radius of said hit zone or something?
2- Is there a way to enable a dark mode? There are certain instances where I have multiple windows of the editor on multiple screens and the flash bang hurts after a while.
Of course great Editor. Can't wait to get under the hood of Wilds =)
1) Weapon sweet spot is a damage bonus (3% in MHW) for certain weapons when you hit the monster with a specific part of the weapon. For GS and LS (?) it's the middle of the blade, not sure about others.
2) Either your room is too dark, your screen is too bright, or your eyes are already strained from staring too long at your screen even though you don't feel it with dark mode. Eye pain from using "light mode" (which was the norm and not a mode for 30 years) is not normal. Probably not what you want to hear but take care of your eyes.
ah ok, I figured it had to do something with hitting a certain spot, now I see its the spot on the weapon itself.Thanks for taking the time to respond.
The link doesn't work on my end. I get a 404 error.
nvm got the link 2work, it was adding some extra characters on the link when I clicked, just removed the extra and it took me there. weird. Thanks again!
No, but be courteous to whomever your playing with. Know that randos generally don't want to play with people with cheated/modified values. If you're using stuff that isn't going to affect combat numbers, fine. No-one will either care or know if you've got infinite well done steaks and it won't mess with damage.
1345 comments
In case it isn't obvious, at this point I'm doing no further research or anything into the files. I made a few changes for things people have found or specifically made PRs for, so don't expect anything beyond that.
- Make entries in both
" i tried to make tier 12 weapon or other tree weapon branch craftable from the get to without upgrading first? can you tell me how can i do this? I did read the wiki to Craft KT Weapons, but i still don't know how i can make new entries in "eq_crt" & "eq_cus"eq_crt
&eq_cus
.I don't think I ever added something to the UI for this. Alternatively, you'd need to add the right amount of bytes (just zeroes) to the end of the file for each entry you want, and increase the entry count in the header. You could then edit the zeroed out items you added in the editor. (There's an 010 template for the file in the repo that'll make that much easier.)
That said, DO NOT MAKE HIGHER TIER KULVE WEAPONS CRAFTABLE THAT WAY. THEY WILL BE BROKEN AND NOT.... enhancable? I forget how they work, but you can't craft them that way, else I would have added it already myself.
The end result is the save being corrupt. DON'T DO IT.
If you want to edit the GMD files, use this. You can `grep` through the GMD files to find the one with the text you want.
Load Error
---------------------------
Error occurred. Press Ctrl+C to copy the contents of th.s window and report to the developer.
If this is the result of ignoring the obsolete data warning, it is safe to ignore.
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IO.FileNotFoundException: Could not load file or assembly 'BouncyCastle.Cryptography, Version=2.0.0.0, Culture=neutral, PublicKeyToken=072edcf4a5328938' or one of its dependencies. The system cannot find the file specified.
at MHW_Editor.Util.EncryptionHelper.Decrypt(String key, Byte[] inBytes)
at MHW_Editor.Util.EncryptionHelper.DecryptToStream(String key, Byte[] inBytes)
at MHW_Editor.Models.MhwMultiStructFile`1.OpenFile(String targetFile, String encryptionKey)
at MHW_Editor.Structs.PlData.PlSkillParam.LoadFile(String targetFile)
at MHW_Editor.Models.SaveLoad`1.LoadData(String targetFile)
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at MHW_Editor.Windows.MainWindow.LoadTarget()
at MHW_Editor.Windows.MainWindow.Load(String file)
---------------------------
OK
---------------------------
How do i fix this?
The game seems to start crashing at 53+ skills. That's 53 skills total, not entries in the skill list inside the game.
That's important because many set skills include 2 skills, so they add 2 entries to the list. In my experience adding more set skills to armor or decorations has not caused any problems, unlike what the Wiki or Readme for this mod says. It really only seems to be this specific number of total skills that causes the crashes.
In my current build I have 52 skills total. 4 of which are set skills with 2 skills each, so I have 56 entries in the list. I have the maximum possible amount of skills in any equipment that you could normally get: 3 for armor pieces, 2 for charms, a deco with 2 skills in each slot, 3 slots per armor piece and weapon, 1 for the charm. Well, all but one decorations have 2 skills. I had to use one single skill deco because otherwise I would have gotten to 53 and the game would have crashed again.
And with that I really wonder what causes the crashes. 53 seems like a completely random numbers, but the game always starts crashing once you add that many skills. And coincidentally 53 skills is the number I would have ended up with if I did add a 2 skill deco to every slot. It's the maximum amount of skills you can have in your gear so that they all still show up properly. So it doesn't seem like it's some kind of check the game is doing that causes the crashes.
Is there some limitation for how many active skills the game can handle at a time? Or can certain skill combinations cause these crashes if you have too many of those specific skills active at a time? Having multiple set skills active doesn't seem to be an issue. But I can't say that it's not contributing to the crashes.
To be specific, if you add 3 rank 4 slots to the Fatalis weapon and 1 to charms, give the charm 5 skills and put decos with 2 skills in each slot, having each one max out the skill, then you can end up with 47 skills total. Which is what I've been using for a while now without issues. But if you add 5 skills to each gear piece as well, then you'll end up with 68 total.
After a bit more testing it seems that the game starts crashing as soon as the skills page reaches 60+ entries. With 59 the game still seems to remain stable, at least for a few minutes as I haven't tested it for longer than that yet.
Any insights into this? Is there some hardcoded limit or something like a cheat detection for skills that causes the game to shut down? I have Stracker's Loader and the Performance Booster installed and haven't had any other issues with mods yet.
Edit: And just as I've submitted this post the game crashed after all with 59 skill entries. After 5 or so minutes.
Edit 2: Did some more testing, removing all but the original set skill from the armor pieces. But nothing has made any difference. Removing some skills from the armor has only led to the game crashing even earlier. Now once the skill list surpasses 50 skills. Maybe because those set skills had 2 entries in the list while in the editor only showing up as 1 skill. But with that I have no clue what else can be done about this.
Edit 3: After reading through the posts here up to page 15 I've found a post where you mention that there's a limit of around 55-60 skills max, where the game starts crashing if you go beyond that. Which is what I've discovered as well. Though having multiple set skills on one armor piece doesn't really seem to cause any problems. As long as you stay under the overall skill limit mentioned.
https://github.com/Fusion86/Cirilla
1- On the 3rd section of each weapon param there is a value called Weapon Sweet Spot. Can I ask what exactly that is?. If I had to guess Id' say it's a dmg multiplier when the weapon hits a certain zone of the monster? or increases the radius of said hit zone or something?
2- Is there a way to enable a dark mode? There are certain instances where I have multiple windows of the editor on multiple screens and the flash bang hurts after a while.
Of course great Editor. Can't wait to get under the hood of Wilds =)
Check the data sheet under Weapon Modifiers
https://bit.ly/MHWIGeneralDataSheet
Also check the 2 other docs linked at the bottom
2) Either your room is too dark, your screen is too bright, or your eyes are already strained from staring too long at your screen even though you don't feel it with dark mode. Eye pain from using "light mode" (which was the norm and not a mode for 30 years) is not normal. Probably not what you want to hear but take care of your eyes.
respond.
The link doesn't work on my end. I get a 404 error.
If you're using stuff that isn't going to affect combat numbers, fine. No-one will either care or know if you've got infinite well done steaks and it won't mess with damage.