Dragon Ball Xenoverse Modding

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Melpontro
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Dragon Ball Xenoverse Modding

Post by Melpontro » Tue Mar 24, 2015 6:25 am

I thought it would be appropriate to make a general thread for all Xenoverse modding content, to avoid clogging up the main Xenoverse thread.

--- Modding Tools ---
https://github.com/DarioSamo/LibXenoverse
All the current Xenoverse modding tools can be obtained from that url, at the moment there are tools for the following:
Converting to and from the game's EMD model format
Packing and unpacking EMB archives
Converting the game's EMM materials to and from XML
Previewing models via Xenoviewer ( Very early WIP at the moment )

The tools should be pretty self explanatory to use for anyone who has done this sort of thing in the past. In the future we will have a guide for each of them here:
https://github.com/DarioSamo/LibXenoverse/wiki
At the moment the page is pretty empty, so if anyone needs help with the tools, feel free to ask me here in this thread.
If you do use the tools, make sure to report any issues you might have on the Github page, it'll tremendously help development!

---Mods!---
Here are some mods I have personally made.
Future Gohan:
https://www.youtube.com/watch?v=XvdnS_mNJ8k
Time Breaker Bardock:
https://www.youtube.com/watch?v=LUcpw-DHaQQ
Super Saiyan 4 Gohan:
https://www.youtube.com/watch?v=upakbQNfNjo
All these are available for download here:
https://www.youtube.com/watch?v=E5oPbBAd_h8

Definitely post any mods you've made or are working on in this thread, lets try and grow this into a thriving modding community together!
I make 3D models and mod video games.
https://www.youtube.com/user/Melpontro

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goku262002
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Re: Dragon Ball Xenoverse Modding

Post by goku262002 » Tue Mar 24, 2015 8:55 pm

Hey Mel, nice to see you're getting the word out! :D

Mind posting this at Retro too?

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Re: Dragon Ball Xenoverse Modding

Post by BlazingBarrrager » Tue Mar 24, 2015 9:21 pm

If one of you or someone else gets a mod for CaC SSJ hair models I will be like Cell and hug you (no homo). Bonus hug points if more hair styles appear and one miraculously turned out to be the same (or close) to what my FC has.

But that's just me dreaming. I'm just anxious to see any sort of modding community form and grow, especially since XV is the first DBZ game to get a PC port.

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Melpontro
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Re: Dragon Ball Xenoverse Modding

Post by Melpontro » Tue Mar 24, 2015 9:52 pm

goku262002 wrote:Hey Mel, nice to see you're getting the word out! :D

Mind posting this at Retro too?
Sure thing, I haven't posted on Retro in a long time, but I'll post whatever Xenoverse content I make there.
BlazingBarrrager wrote:If one of you or someone else gets a mod for CaC SSJ hair models I will be like Cell and hug you (no homo). Bonus hug points if more hair styles appear and one miraculously turned out to be the same (or close) to what my FC has.

But that's just me dreaming. I'm just anxious to see any sort of modding community form and grow, especially since XV is the first DBZ game to get a PC port.
Right now we're not 100% sure what controls the model switching for the hair, but I'm leaning towards it being controlled by the BCS files. Once things are further along I'll try to look into it.
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Re: Dragon Ball Xenoverse Modding

Post by sangofe » Wed Mar 25, 2015 6:26 am

It'd be so cool if you could make one-armed Gohan. But I guess that's too difficult?

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Melpontro
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Re: Dragon Ball Xenoverse Modding

Post by Melpontro » Wed Mar 25, 2015 6:35 am

sangofe wrote:It'd be so cool if you could make one-armed Gohan. But I guess that's too difficult?
It'd be simple enough to just remove the arm, but editing animations isn't possible currently. I was going to do a basic one armed version as an option for the first release, but a few small issues causes me to delay those plans until the next update.
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Re: Dragon Ball Xenoverse Modding

Post by Zenkashuu » Wed Mar 25, 2015 10:10 am

I tried to install Time Breaker Bardock mod, but I only wanting to overwrite one outift not all three ones. Is it possible or not? If yes, how?

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Re: Dragon Ball Xenoverse Modding

Post by BlazingBarrrager » Wed Mar 25, 2015 5:10 pm

A thought just occurred to me. Obviously some players have been able to mod/hack their characters into having stats that are beyond possible for a CaC to have. My question is how are they doing it? Are they giving themselves more points to distribute while removing the stat cap from leveling, or are they altering there clothes/z-soul give them even bigger boosts? Also, if it turns out to be the latter, is it possible to modify the Super Saiyan transformations at this point? You know like increase stat boosts, alter drain, and (most importantly) alter or get rid of the 0 cost effect for Supers/Ultimates?

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Melpontro
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Re: Dragon Ball Xenoverse Modding

Post by Melpontro » Wed Mar 25, 2015 5:15 pm

Zenkashuu wrote:I tried to install Time Breaker Bardock mod, but I only wanting to overwrite one outift not all three ones. Is it possible or not? If yes, how?
It is not possible yet, but it might be after we figure out the .bcs format. Depending on how much control those files have over outfits.
BlazingBarrrager wrote:A thought just occurred to me. Obviously some players have been able to mod/hack their characters into having stats that are beyond possible for a CaC to have. My question is how are they doing it? Are they giving themselves more points to distribute while removing the stat cap from leveling, or are they altering there clothes/z-soul give them even bigger boosts? Also, if it turns out to be the latter, is it possible to modify the Super Saiyan transformations at this point? You know like increase stat boosts, alter drain, and (most importantly) alter or get rid of the 0 cost effect for Supers/Ultimates?
I'm not really sure since I haven't really tried to do any cheating in the game, I'm guessing it is just memory or save editing, finding the stat values and modifying them. I know that on the 360 version I was able to raise the level cap, but going over level 99 would crash the system.

Also, for people that have been wondering how to install mods, I made a very basic guide on the general process:
https://youtu.be/Iiq7VunXMZ0
As I don't really do video tutorials often, it is pretty rough around the edges, but hopefully it gets the idea across.
I make 3D models and mod video games.
https://www.youtube.com/user/Melpontro

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Re: Dragon Ball Xenoverse Modding

Post by BlazingBarrrager » Wed Mar 25, 2015 5:18 pm

Ah okay. Simply checking. I'm sure that's something a lot of people will want to see in the future since I doubt Dimps/Bandai are going to do it.

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Re: Dragon Ball Xenoverse Modding

Post by DarkPrince_92 » Wed Mar 25, 2015 9:22 pm

I asked you on Youtube, but it probably makes more sense to ask here. I downloaded Mastaklo's Golden Freeza mod, and have no idea how to install it. Comes with 3 folders (chara, system, and ui) and a readme file about the custom_skill.cus file. Last time I tried a different method of installation, and my character select screen fucked up. I could just create a Golden Freeza like everybody else... but that's mad lame.
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Re: Dragon Ball Xenoverse Modding

Post by BlazingBarrrager » Wed Mar 25, 2015 9:25 pm

So yeah I did some checking around and it technically is possible for our CaCs to have SSJ3 (and Unlocked Potential) as skills. Granted it would just give us the power boost effect and aura/lightning (Unlocked Potential doesn't give you its aura still), but it's still something. Also I can't help but wonder if Dimps made XV a little mod friendly on purpose like most of Bethesda's games.

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Re: Dragon Ball Xenoverse Modding

Post by Saiga » Wed Mar 25, 2015 10:12 pm

BlazingBarrrager wrote:So yeah I did some checking around and it technically is possible for our CaCs to have SSJ3 (and Unlocked Potential) as skills. Granted it would just give us the power boost effect and aura/lightning (Unlocked Potential doesn't give you its aura still), but it's still something. Also I can't help but wonder if Dimps made XV a little mod friendly on purpose like most of Bethesda's games.
So do you mean that's currently possible to do? I'd love to have that on my human character.
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Re: Dragon Ball Xenoverse Modding

Post by BlazingBarrrager » Wed Mar 25, 2015 10:27 pm

Saiga wrote:
BlazingBarrrager wrote:So yeah I did some checking around and it technically is possible for our CaCs to have SSJ3 (and Unlocked Potential) as skills. Granted it would just give us the power boost effect and aura/lightning (Unlocked Potential doesn't give you its aura still), but it's still something. Also I can't help but wonder if Dimps made XV a little mod friendly on purpose like most of Bethesda's games.
So do you mean that's currently possible to do? I'd love to have that on my human character.
I'm not entirely sure.

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Re: Dragon Ball Xenoverse Modding

Post by Zenkashuu » Thu Mar 26, 2015 8:58 am

Melpontro wrote:
Zenkashuu wrote:I tried to install Time Breaker Bardock mod, but I only wanting to overwrite one outift not all three ones. Is it possible or not? If yes, how?
It is not possible yet, but it might be after we figure out the .bcs format. Depending on how much control those files have over outfits.
What a shame... :cry:

One more question, can you expand the character roster by adding more, not overwrite existing ones (like how DLCs work)? Are modders looking for it?

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Re: Dragon Ball Xenoverse Modding

Post by BlazingBarrrager » Thu Mar 26, 2015 10:32 am

If it's alright, I'd like to explain how I believe the SSJ forms should be modded.

Appearance: Obviously our CaC's hairstlye doesn't adapt to the transformation so this should be addressed. The same also goes for our eyes; while having pupils in SSJ forms have been shown occasionally (Burst Limit did this) it's still annoying that the typical pupil-less eyes don't happen if your character has pupils (I don't think they even change into the right color), which is incredibly annoying. I don't know if these are a result of Dimps being lazy or time constraints, but it would be nice if these were fixed. Obviously this would require some texture and mesh modding, but considering what has been already done so far it shouldn't be too difficult once the SSJ forms are figured out.

Stats: Another problem with the SSJ transformations is that they give shitty stat boosts. Getting only a 5% increase in SSJ2 is pitiful, especially when compared to regular Kaio-Ken which gives you a 10% increase in all attack stats. Not only that, but it makes choosing between the regular Super Saiyan line and Super Vegeta line pointless because regardless of what you pick you'll only be benefiting from 0 skill cost reduction because the stat boosts aren't high enough to have a significant impact. I feel that the stat boosts should not only be better, but also have a big enough impact so that choosing between Super Saiyan or Super Vegeta would be more geared towards your build. As such I believe the stat boosts should be:

SSJ/Super Vegeta:
10% increase in specific attack stats; 5% otherwise
10% damage reduction in specific skills; Basic melee and Strikes for SSJ and basic/skill ki blasts for Super Vegeta (the problem with the SSJ transformations is that regular SSJ had reduction in damage from all attacks while Super Vegeta only had reduction in ki blast moves; obviously this made regular SSJ more viable since the bad stat boosts made using either one pointless otherwise)
10% in movement speed (this is the normal boost for SSJ/Super Vegeta and I believe it's fine as it is)
Skill cost reduction: The most obvious needed fix. Instead of having 0 cost Supers/Ultimates, it would be more balanced to have them simply reduce the cost of skills by a specific amount (25% is what I'm thinking for the first level) or simply get rid of the boost. If we were to reduce the cost to a more balanced way, it should only apply to skills that are associated with the form (Strikes for SSJ and ki blast for Super Vegeta), otherwise make skills have their normal cost.
Ki Drain: This should be modified depending on how the other stats are worked, especially the skill ki reduction effect; if we apply a more balanced super/ultimate cost reduction than slightly reducing the drain would be viable. If we get rid of the buff, then no drain should be applied but we don't gain ki regen from dealing/taking attacks and the form shuts itself off when you reach a certain amount of bars of ki (like say you have one bar left, your SSJ form ends). Obviously it would be up to the modder to decide this.

SSJ2/Super Vegeta 2:
15% increase in specific attack stats; 7 or 8% otherwise (this stat boost would be the same as Kaio-Ken x3 and Kaio-Ken x20 and thus prevents SSJ2 from being superior to the higher Kaio-Ken levels in this regard)
15% damage reduction in specific skills (melee basic attacks and Strikes for SSJ2 and basic/Skill ki blasts for Super Vegeta 2)
15% movement speed increase (again same as vanilla and is fine as it is)
Skill Cost Reduction: Again either balance the buff or get rid of it; should we balance it a 50% decrease in specific skills would be good (Strikes for SSJ2 and Ki Blasts for Super Vegeta 2) and make other skills have a normal cost
Ki Drain: Again, it depends on what the modder decides. Either have a slightly reduced drain (or none at all) or make ki regen 0 and end the transformation when you have two or less bars of ki left

Obviously these are merely my opinions on how I think the SSJ forms should be modified, but I felt like sharing them with you nonetheless.

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Re: Dragon Ball Xenoverse Modding

Post by Melpontro » Thu Mar 26, 2015 4:27 pm

Zenkashuu wrote:
Melpontro wrote:
Zenkashuu wrote:I tried to install Time Breaker Bardock mod, but I only wanting to overwrite one outift not all three ones. Is it possible or not? If yes, how?
It is not possible yet, but it might be after we figure out the .bcs format. Depending on how much control those files have over outfits.
What a shame... :cry:

One more question, can you expand the character roster by adding more, not overwrite existing ones (like how DLCs work)? Are modders looking for it?
That might be hardcoded, not really sure yet. I was planning on poking around the DLC files some more this weekend.


Something a little bit different that Dario and I are working on:
Image
Image
Image
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Re: Dragon Ball Xenoverse Modding

Post by TheDevilsCorpse » Thu Mar 26, 2015 4:38 pm

Really liking the tweaks, but I think if you're going to go that route then the light source needs to be toned down a slight notch. Some of the colors get too bright and start to lose details, especially in the whites like Vegeta's boots or Tenshinhan's shirt.
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Re: Dragon Ball Xenoverse Modding

Post by Melpontro » Thu Mar 26, 2015 4:49 pm

TheDevilsCorpse wrote:Really liking the tweaks, but I think if you're going to go that route then the light source needs to be toned down a slight notch. Some of the colors get too bright and start to lose details, especially in the whites like Vegeta's boots or Tenshinhan's shirt.
I believe that is just the game's bloom/hdr causing that in certain scenes, but I'll see about tweaking it a bit.
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Re: Dragon Ball Xenoverse Modding

Post by DarkPrince_92 » Thu Mar 26, 2015 5:05 pm

Yooo, that looks amazing. Can't wait till that's done. I especially like the jet black hair on the Saiyans.
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