Testing nowchris83 wrote:Infinite clip after patch (didn't test)
100047D6 0000FFFF
100047D8 0000FFFF
100047DA 0000FFFF
[LOCKED - QMO] MGSV: TTP
Re: MGSV: TTP
Re: MGSV: TTP
works
Re: MGSV: TTP
Soldier ranking system (S+ and S++), code has been tested
4001FB34 0000004E
4xxx0004 00000000
Replace xxx with number of soldiers in hex. For example, if I have 48 soldiers, then xxx = 030
I'm not a metal gear fan, but I don't mind helping the community. Enjoy!!!
4001FB34 0000004E
4xxx0004 00000000
Replace xxx with number of soldiers in hex. For example, if I have 48 soldiers, then xxx = 030
I'm not a metal gear fan, but I don't mind helping the community. Enjoy!!!
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Re: MGSV: TTP
Thanksssschris83 wrote:Soldier ranking system (S+ and S++), code has been tested
4001FB34 0000004E
4xxx0004 00000000
Replace xxx with number of soldiers in hex. For example, if I have 48 soldiers, then xxx = 030
I'm not a metal gear fan, but I don't mind helping the community. Enjoy!!!
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Re: MGSV: TTP
Ok first off thank you so much for this code it does work but I don't know if all the effects of it are intended. What I mean by that is it seems glitchy/buggy as after I used it Code Talker, Miller and Quiet and Ocelot have all disappeared from my Mother Base.chris83 wrote:Soldier ranking system (S+ and S++), code has been tested
4001FB34 0000004E
4xxx0004 00000000
Replace xxx with number of soldiers in hex. For example, if I have 48 soldiers, then xxx = 030
I'm not a metal gear fan, but I don't mind helping the community. Enjoy!!!
Re: MGSV: TTP
Aladore posted some values for the characters:TheHorseCockExpress wrote:Ok first off thank you so much for this code it does work but I don't know if all the effects of it are intended. What I mean by that is it seems glitchy/buggy as after I used it Code Talker, Miller and Quiet and Ocelot have all disappeared from my Mother Base.chris83 wrote:Soldier ranking system (S+ and S++), code has been tested
4001FB34 0000004E
4xxx0004 00000000
Replace xxx with number of soldiers in hex. For example, if I have 48 soldiers, then xxx = 030
I'm not a metal gear fan, but I don't mind helping the community. Enjoy!!!
If you used the code for S+ and S++, open advance mode and go to location 0x4E7F0800, 0x4E9F0800, and so on. It seems like the characters are going in order. Just change the 4E back to 80 and the characters will reappear. One line for each character.
Re: MGSV: TTP
Guess I should post what I was able to find out, although it's not that great.
Each soldier is stored on 3 different group of 4 bytes, and each group is located at very distant offsets from each other.
Soldier #1
- 0x1C484 : XX XX XX XX
- 0x1FB34 : XX XX XX XX
- 0X231E4 : XX XX XX XX
The next soldier is located right next to it, just 4 bytes later :
- 0x1C488 : XX XX XX XX
- 0x1FB38 : XX XX XX XX
- 0X231E8 : XX XX XX XX
The order in which they are stored can be checked in-game : go to the tab with All your Mother Base Staff appearing. Sort them by Recruitment/Ascending => this is the order in which they'll be stored on the SAVEDATA.
---
Ok, next let's try to analyze those offsets. I think there are 3 type of characters coded in the game : Unique, Special, and Generic characters.
1. Unique
Ocelot, Miller, Code Talker, Quiet, Hideo, Ziang Tan, Silent Basilisk
2. Special
All those Special Volunteers, pre-order Bonus staff, people you get after the end of a mission like Razor Hedgehog (S++ Combat at the end of Mission 46)
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I didn't study those first two types. But I can say this : Special character also have functionning values for "Lock", "Morale" and "Medals" at the very least.
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3. Generic
Ok, let's say our 1st character in the recruitment order is a generic character :
- 1C484 : 00 50 52 4F
- 1FB34 : CE 61 49 83
- 231E4 : 80 70 C0 43
Starting from the first line I'd say : "00 50 52 4F" is about the ID, gender, face and name of the character.
On the 2nd line :
- "CE" seems to push all the stats towards S++, while the next digit seem to change the stats orientation, in this case 1 with "CE 61".
- The next two digits is the Skill "CE 61 49". Here it's Ranger 1, there is a .txt here.
- Then the last three digits "9 83" seem again linked to character's portrait.
On the 3rd line, "80" means manually locked (direct contract) and "70" means have all 3 medals (10+20+40). "C0 43" seems to fully restore Morale and place them into the Sickbay, and this part seem to also be linked to Persuasion and Health Status.
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So yeah, too many data close to each other, too many things share bytes. We really need a dedicated save editor, I don't think Quick Codes will make it.
Plus, the character order always change, especially once you have 3,500 staff and people start getting automatically dismissed and then the Unique keep getting fired and come back all the time. And you really don't want to mess with the wrong character.
But manually editing each character is a chore on Advanced Mode.
I used a combination of custom made Quick Codes (in that, I calculated which offsets should be modded and not).
Each soldier is stored on 3 different group of 4 bytes, and each group is located at very distant offsets from each other.
Soldier #1
- 0x1C484 : XX XX XX XX
- 0x1FB34 : XX XX XX XX
- 0X231E4 : XX XX XX XX
The next soldier is located right next to it, just 4 bytes later :
- 0x1C488 : XX XX XX XX
- 0x1FB38 : XX XX XX XX
- 0X231E8 : XX XX XX XX
The order in which they are stored can be checked in-game : go to the tab with All your Mother Base Staff appearing. Sort them by Recruitment/Ascending => this is the order in which they'll be stored on the SAVEDATA.
---
Ok, next let's try to analyze those offsets. I think there are 3 type of characters coded in the game : Unique, Special, and Generic characters.
1. Unique
Ocelot, Miller, Code Talker, Quiet, Hideo, Ziang Tan, Silent Basilisk
2. Special
All those Special Volunteers, pre-order Bonus staff, people you get after the end of a mission like Razor Hedgehog (S++ Combat at the end of Mission 46)
---
I didn't study those first two types. But I can say this : Special character also have functionning values for "Lock", "Morale" and "Medals" at the very least.
---
3. Generic
Ok, let's say our 1st character in the recruitment order is a generic character :
- 1C484 : 00 50 52 4F
- 1FB34 : CE 61 49 83
- 231E4 : 80 70 C0 43
Starting from the first line I'd say : "00 50 52 4F" is about the ID, gender, face and name of the character.
On the 2nd line :
- "CE" seems to push all the stats towards S++, while the next digit seem to change the stats orientation, in this case 1 with "CE 61".
- The next two digits is the Skill "CE 61 49". Here it's Ranger 1, there is a .txt here.
- Then the last three digits "9 83" seem again linked to character's portrait.
On the 3rd line, "80" means manually locked (direct contract) and "70" means have all 3 medals (10+20+40). "C0 43" seems to fully restore Morale and place them into the Sickbay, and this part seem to also be linked to Persuasion and Health Status.
---
So yeah, too many data close to each other, too many things share bytes. We really need a dedicated save editor, I don't think Quick Codes will make it.
Plus, the character order always change, especially once you have 3,500 staff and people start getting automatically dismissed and then the Unique keep getting fired and come back all the time. And you really don't want to mess with the wrong character.
But manually editing each character is a chore on Advanced Mode.
I used a combination of custom made Quick Codes (in that, I calculated which offsets should be modded and not).
Last edited by Aladore on Wed Aug 09, 2017 10:26 pm, edited 1 time in total.
Re: MGSV: TTP
ok so i got 642 soldiers would that be put in as 0642? or 0x282
Re: MGSV: TTP
Yes, 282Itzgrande wrote:ok so i got 642 soldiers would that be put in as 0642? or 0x282
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Re: MGSV: TTP
I just tried this out and it worked out mostly fine, but it gave me an overwhelming number of Base Dev S++ soldiers. In fact, most of my R&D and Support S++ soldiers (~95%) were converted to Base Dev S++ soldiers, which dropped my levels for those first two categories. Any chance on fixing this?chris83 wrote:Soldier ranking system (S+ and S++), code has been tested
4001FB34 0000004E
4xxx0004 00000000
Replace xxx with number of soldiers in hex. For example, if I have 48 soldiers, then xxx = 030
I'm not a metal gear fan, but I don't mind helping the community. Enjoy!!!
(Bravo though, on such an accomplishment for only two lines of code)