yeah..youre right, my faultTheHorseCockExpress wrote:The max amount of soldiers you can have after buying all extra FOB and maxing all of them out comes out too 3500. So your 11F4 converts into 4596 soldiers which to my knowledge isn't possible so I think you possibly made a mistake when converting your number of soldiers.Nachtklinge wrote:4001FB34 0000004E
4xxx0004 00000000
ok....but my hex Calculation give me this...11F4, thats 4 letters not 3
[LOCKED - QMO] MGSV: TTP
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Re: MGSV: TTP
Re: MGSV: TTP
Anyone cares about this?Aladore wrote: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.
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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).
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Re: MGSV: TTP
Me Aladore I have just havent had time to mess around with it, thanks for providing the detailed info.
On the link you provided it has the most common 'skills' what about the specialist skills such as master gunsmith or noise suppression can they be modded, what my aim is to have S++ one off specialists.
What would be awesome is to have a code calculator based on the number of troops, I read on a earlier post Chris's S+ code whilst awesome seems to be a bit biased towards certains expertise i.e base development
On the link you provided it has the most common 'skills' what about the specialist skills such as master gunsmith or noise suppression can they be modded, what my aim is to have S++ one off specialists.
What would be awesome is to have a code calculator based on the number of troops, I read on a earlier post Chris's S+ code whilst awesome seems to be a bit biased towards certains expertise i.e base development
Re: MGSV: TTP
Here are the specialist skills (found by Wildcat), use advance mode to apply them to soliders starting at address x1FB34 - where you modded for S rank, for example my first soldier would be 4E xx xx 05 = 4E FF 96 05 for Russian interpreter. I posted the values in reverse order so players don't have to go through the trouble of reversing each one when modding.
FF96 Russian interpreter
5F77 Pashto interpreter
1F17 Africa interpreter
7F08 Tactics instructor
9F08 Mother base Vice instructor
BF01 Outpost Sniper
DF06 Bipedal Weapons Development
0145 Radar Technology
16F4 anesthesia technology
3FA5 metamaterial
FF63 Master gun smith
7FB6 video surveillance
DF07 code talkers - parasite
9F34 Sleeping gas technology
2256 transportation technology
DFC5 rocket control
DF94 electromagnetic net
5F05 Drug discovery technology
FF96 Russian interpreter
5F77 Pashto interpreter
1F17 Africa interpreter
7F08 Tactics instructor
9F08 Mother base Vice instructor
BF01 Outpost Sniper
DF06 Bipedal Weapons Development
0145 Radar Technology
16F4 anesthesia technology
3FA5 metamaterial
FF63 Master gun smith
7FB6 video surveillance
DF07 code talkers - parasite
9F34 Sleeping gas technology
2256 transportation technology
DFC5 rocket control
DF94 electromagnetic net
5F05 Drug discovery technology
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Re: MGSV: TTP
I do!!!Aladore wrote:Anyone cares about this?Aladore wrote: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)
---
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).
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Re: MGSV: TTP
Sorry to ask but I can't seem to find/understand something. So are all these skills the correct name? I don't see "Noise Suppression Specialist" not unless if Im misunderstanding or it may have not been found yet.chris83 wrote:Here are the specialist skills (found by Wildcat), use advance mode to apply them to soliders starting at address x1FB34 - where you modded for S rank, for example my first soldier would be 4E xx xx 05 = 4E FF 96 05 for Russian interpreter. I posted the values in reverse order so players don't have to go through the trouble of reversing each one when modding.
FF96 Russian interpreter
5F77 Pashto interpreter
1F17 Africa interpreter
7F08 Tactics instructor
9F08 Mother base Vice instructor
BF01 Outpost Sniper
DF06 Bipedal Weapons Development
0145 Radar Technology
16F4 anesthesia technology
3FA5 metamaterial
FF63 Master gun smith
7FB6 video surveillance
DF07 code talkers - parasite
9F34 Sleeping gas technology
2256 transportation technology
DFC5 rocket control
DF94 electromagnetic net
5F05 Drug discovery technology
P.S. Have you by any chance had the time to look/make a "All Soldiers Max Morale" code yet?
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Re: MGSV: TTP
Update: So even though my unique soldiers (Hideo, Ocelot, Miller, Code Talker and Ziang Tan) did dissappear after applying this code you can still get your unique soldiers back. All I did was fultoned/extracted a soldier and it seems to throw back all the unique soldiers into my MB that were missing. But this will NOT bring Quiet back in order for her to come back to MB just replay chapter 11 don't skip the cutscene where you're able to choose to kill her. Just capture her like before and finish the mission and she'll be in the sickbay. After some time has passed she should be discharged and return back to your brig.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!!!
Last edited by TheHorseCockExpress on Fri Aug 11, 2017 8:43 pm, edited 2 times in total.
Re: MGSV: TTP
Using Aladore's information (''C0 43") for max morale, I have a code for all soldier's max morale, but it will remove all soldier's from support, etc. and place them in all staff tab. You will have to redistribute staff to the correct departments. I tried using auto assign, but you need to select the soldiers and place them in the departments. Let me know and I will post the code if you want it.
As for the skills, I haven't analyzed any of them. The values were found online, maybe not all of them though. Didn't see noise suppression specialist.
As for the skills, I haven't analyzed any of them. The values were found online, maybe not all of them though. Didn't see noise suppression specialist.
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Re: MGSV: TTP
Yeah I'd really appreciate that if you could post the code.chris83 wrote:Using Aladore's information (''C0 43") for max morale, I have a code for all soldier's max morale, but it will remove all soldier's from support, etc. and place them in all staff tab. You will have to redistribute staff to the correct departments. I tried using auto assign, but you need to select the soldiers and place them in the departments. Let me know and I will post the code if you want it.
As for the skills, I haven't analyzed any of them. The values were found online, maybe not all of them though. Didn't see noise suppression specialist.
Re: MGSV: TTP
Max morale all soldiers (test it); I haven't had much time to experiment with this, but let me know.
400231E6 000000C0
4xxx0004 00000000
400231E7 00000043
4xxx0004 00000000
xxx = number of soldiers in hex.
400231E6 000000C0
4xxx0004 00000000
400231E7 00000043
4xxx0004 00000000
xxx = number of soldiers in hex.