hello friend! great guides, the best ones in my opinion, btw can you do a follow up guide about how to change the information of a superstar you already replaced with cakeview, like height thanks!
i have a video on installing Characters to an Unused slot. skip towards the part where i begin to talk about the charprofiletable, the process is the same you edit all that in there.
Hey great tutorial can u also make video on how to unlock locked wrestlers like Demon Finn Balor using meta. I tried to put a playable flag in Demon Balor slot but it didnt unlock it and for some reason I was not able to add render path to Demon balor like Facetexture json file was not saving.
when you use meta to add alt attires the json for the character you created when opened in visual studio always has attire_id as 0 for all of them no matter how many you have added. should you change that 0 in both face textures and in the wrestlers json you made in meta using creation suite or leave it as 0?
@@wrestlincrusade when you add a new attire in meta to a superstar you then have to save it. lets call that json 1. next you open visual studio, open chartable and its lists all wrestlers and info in the game. we will call that json 2. json 1 when open in visual studio is only info on the wrestler you are adding. in json 1 under the attire id's they are always labeled as "attire_id": 0 not matter how many attires you have added
@@wrestlincrusade no i mean all of them are 0. take it from the view of starting from scratch adding a new wrestler to an unused slot. you make their profile in creation suite. you select 2 attires. you put in all the data for default and other attire. you save that profile. now when you need to add it to the game in char table face txts etc etc your char profile you created with creation suite still says 0 for each attire id in visual studio. i dont know if i should change that in visual studio and save or if i should leave them 0
@@Face24Face24 pay attention to the video, i use the profile only to make it easier creating the strings for the attire ids, you dont need to fill out the first one since thats already in the game, thats why everything is 0 just the 2nd attire is whats needed
@@wrestlincrusade I am honestly having trouble rewatched this video over and over all day lol so lets say I want it to say 2k22 2k22 port do I make a new sting text like when I added a new slot name before in the adding them to new slots tutorial and do I make a separate folder for this attire and just name it 460_2k22_port since the original attire I already have is 460_Samoa_Joe or can I put the alt attire in in with the other attire or separate folders like I am adding a new wrestler
@morecrusader I wanna ask one more thing that initially if a wrestler has only default attire then how many slots we can use for its alt. attire? because when i tried to add the 4th attire for jey uso there was no character mapping for 4th attire only default,2nd & 3rd were present in its json file which we create during alt attire step.
Can you install an alt attire that uses a different base model? so for example could you use a mod of kenny omega from a different creator with a different base model as an alt attire for joe mashups mod?
@@struanstevenson7813 yeah just name them so that it adds on to it and not replaces for example basemodel_joe.mdl and mtls and assign them the same way in character mapping
@morecrusader thanks for the response. So to be clear would that be under the same character folder so for example, under a folder called 721_kenny_omega would there then be two basemodel folders alongside the two attire folders?
@morecrusader so inside the basemodel folder there would essentially be the default mdl and mtls files as well as two additional mdl and mtls files with slightly different names if I'm understanding you correctly?