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Creating a custom Subspecies using the Subspecies Loader
- MHWNoChunk (or any other method of extracting the game's files)
- A hex editor, usual recommendations are 010 Editor and HxD
- (optional, but recommended) Stracker's move-subspecies program, which can be found here
- Stracker's Loader, which is needed to load the custom subspecies
- Aradi147's Quest Editor, the most recent version of which can be found in the MHW Modding Discord
Extract all files of the main species of the monster you want to make a subspecies of (emXXX/00). Do not use an already present subspecies for this, as they do not immediately contain all of the needed files for the Subspecies Loader. If you want to use another subspecies as a base, wait until a little bit later into the guide.
Rename all files within the folder using the original subspecies ID (00) to your preferred ID, as well as any paths that may lie within the files themselves. If you are using move-subspecies, this is done automatically for you, just select original ID and preferred ID.
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From there, make your edits to the monster data as you would normally.
If you would like to use a subspecies as a base, do all of the prior steps, then also copy the files from the subspecies folder and replace the originals with these versions. You still need to rename any paths that may be present for this, so renaming the base folder, then copying the subspecies into your preferred id using move-subspecies, then merging the folders keeping all files in the subspecies-base one will work.
Open a quest that you will fight the custom subspecies in the quest editor, and go to the Monsters tab. Edit the "Sobj ID" value to a unique value for the stage you want to spawn them on (sobjs can be found within quest/enemy/boss) and save the quest.
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Then, make a copy of a sobj for that monster/stage combination (or make one, should you need to) and rename it to use the proper ID. Now open the sobj in the hex editor. Find the first large set of CD hex values, and replace the last 4 with the int32 value of your subspecies ID.
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Now load up the game, enter the quest, and your custom monster should be present.
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NOTE: If you are crashing on load, make sure you have all necessary files and that these files are the most up-to-date versions. Both monster data files and sobjs have received updates that will cause the game to hang if they are not the correct versions.
General Tutorials
Animation Tutorials
Audio Tutorials
File & In Game IDs
- Accessory and Specialized Tool IDs (Asset)
- Armor IDs (Asset)
- Decorations IDs
- EFX IDs
- Endemic Critter IDs (Asset)
- Face IDs (Asset)
- Furniture IDs (Asset)
- Gimmick IDs (Asset)
- Hairstyle IDs (Asset)
- Item IDs
- LMT IDs
- Material IDs
- Medal IDs
- Model Bone Function IDs
- Monster IDs
- Monster Shell IDs (A-P)
- Monster Shell IDs (Q-Z)
- NPC IDs (Asset)
- NPC Base Model (Asset)
- Palico Equipment IDs (Asset)
- Pendant IDs (Asset)
- Poogie Clothes IDs
- Quest IDs
- Skill IDs
- Stage IDs (Asset)
- Player Weapon Action IDs
- Weapon IDs (Asset)
- Weapon ID Dump (GS,SnS,DB)
- Weapon ID Dump (LS,Ham,HH)
- Weapon ID Dump (Lan,GL)
- Weapon ID Dump (SA,CB)
- Weapon ID Dump (Bow,HBG,LBG)
Model Tutorials
- Quick Guide to Importing Models (Blender 2.79)
- Walkthrough of a Weapon Import
- Basics of Exporting Into the .mod3 Format
- How To Fix UVs Sharing a Seam
- How To Separate Mesh Parts in Blender
- Rotating, Moving and Resizing in Blender
- How to Split a Single Mesh Outfit into Player Equippable Parts
- Jigglebone Chains (.ctc) and Colliders (.ccl)
- Axial CTC Rotations
- Editing Hair Models and Materials
- Useful Blender Scripts
- [external page] How to Make All Polygons Into Triangles (Required for MHW models)
- [external page] How to Convert Triangles Back Into Quads
- [external page] How to Change The View-port clipping Parameters For Large Models
- [external page] How to Set Origin to Vertex in Edit Mode
- [external page] Shortcut to repeat the last operation in Blender
- [external page] Transferring Rig Weights From One Mesh To Another
- [external page] How to Copy Paint Weights From One Object to Another
- [external page] How to Remove All Zero-Weight Vertex Groups
- [external page] How to Weight Paint Against Current Pose
- [external page] Making a Hair Rig
- [external page] Physics Transfer
EFX Tutorials
FSM Editing
MRL3 Tutorials
NPC Editing
Plugins and Memory Editing
Monster AI Editing
General Texture Tutorials
- Obtaining, Converting and Replacing Textures
- Textures with Paint NET
- How To Open DDS Files
- Editing Textures
- Understanding Alpha Channels
- Exporting Textures with Transparency
- How To Achieve Glass Texture
- How to create Crystal materials with Alpha Textures
- Working Around the Mip Map Loading Bug
- [external page] Extracting a UV Layout
Specific Texture Tutorials
Asterisk's Plugin Notes
Miscellaneous Tutorials
Outdated Tutorials
- How to Make an NPC Skin Material Support Skin Color Customization
- Plugin Comparison
- A Theoretical Proposal on Skeleton Extension
- Monster Hunter World Save Editor Tutorial
- Making Copies of a Save Slot
- Making a Green Screen
- Notes on CTC Physics Jiggle Files
- Opening MRL3 file with a template
- Transferring MRL3 Files Between Models
- Expanding mrl3 Reference List
- How to Edit Eye Color in mrl3 Files