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Extracting Game Files
1. Monster Hunter: World packs its files into bin files, and the game pulls data from this. Fortunately, they added a method to overwrite the base game files with custom files, via using the same folder structure as the chunk.bin files inside of a “nativePC” folder in the root directory. To extract these chunk files we are going to need one of two tools. They are separated by functionality, one blindly extracting every file in the chunk folder, and another one allowing you to pick and choose what to extract. The one that lets you pick and choose can also dump everything, so it is often recommended to use it.
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This is a program made by JodoZT, which allows you to pick and choose files, but also can do whole chunk extraction and merge all chunks before extracting. This is the recommended choice: https://www.nexusmods.com/monsterhunterworld/mods/411
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This is a program made by MHVuze, which dumps the entire chunk file: https://www.nexusmods.com/monsterhunterworld/mods/6
2. For both of these programs you will need to copy a file for it to function. Capcom has stopped distributing the required file post Iceborne update, so you will need to get "oo2core_8_win64.dll" from another game such as Warframe (F2P) or STAR WARS Jedi: Fallen Order.
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3. Where the application file is located you need to COPY this file to it. For example:
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4. For WorldChunkTool all you need to do is drag the chunk folder onto the program and it will begin extracting in a CMD window. The extracted files will be written to the same folder where your chunk is located. Be aware of the estimated disk space required for extraction. Because of intricate technicalities, this estimate can vary by a couple hundred MB to a couple GB. Safe to say, make sure there is more than enough space on your drive before extracting the chunk.
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5. The application will continuously inform you which file it is currently extracting, so you will know it's still working. It will take a while, just be patient.
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6. A new folder will appear with the extracted files.
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7. To use Jodo’s tool you just double click the application file (MHWNoChunk.exe) and drag the chunk file onto the window as instructed.
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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