How to wear multiple accessories at the same time (Merging Accessories Tutorial)

Xenoverse 2 Mods Forums Xenoverse 2 Tutorials How to wear multiple accessories at the same time (Merging Accessories Tutorial)

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  • #255177
    TheBlackXTheBlackX
    Participant

    It’s just all copy-paste.
    [TheBlackX, on how to merge accessories in Dragon Ball Xenoverse 2]

    ==Begin Random Talk==

    Hey you! -points to you-
    Yes you, what are you doing here? Reading? Seriously? Ah… i see you want to know how to merge accessories too?
    Well if you concentrate, pay attention and follow my almighty (yeah, sure..) guidance you may eventually be able to do it too…
    ..Just kidding it’s easy you can do this while watching tv.
    Well actually i am not the best one to ask however i’ll try to do my best here.
    Ok, enough talking lets begin.

    ==End Random Talk==

    ========================================================
    HOW TO MERGE ACCESSORIES IN DRAGON BALL XENOVERSE 2
    ========================================================
    —-by The Black X—-

    1——————————————————-

    You should have already but if not, go here and download XV2 Mods Installer and xv2patcher:

    http://animegamemods.freeforums.net/thread/701/tools-eternity

    Follow a video online how to install it.

    Now for merging the accessories we use:
    -“xv2costcreat.exe”
    -.txt file (optional, but recommended, just right-click on desktop and select new-> text document)
    or
    – another “xv2costcreat.exe” (yes you can open more of them but they use a lot of PC’s RAM, 440MB on my pc).

    “xv2costcreat.exe” is located in same folder of “xv2ins.exe” (the one you use to install the mods).

    2——————————————————–

    Open “xv2costcreat.exe”
    you will see a self explanatory window [Mod info]. however here is a brief description
    Name = The name of the mod THAT YOU WILL SEE IN “xv2ins.exe” WINDOW, you will never see this in game.
    Author = you can add your name here if you partecipated to the mod’s creation, also add the names of the others that partecipated to the mod’s creation if you use someone else’s files. (Be sure to have the permission before uploading anything)
    Version = …
    GUID = SUPER IMPORTANT, it’s the identification code of the mod. MUST be different from each mod you installed, and possibly from each mod existing. If this is the same of another mod, the mod installed later with the same number will replace the previous one (even if completely different thing!). You can change it with the button “generate new”. (Sometimes i forget to change this)

    Next window [Files]
    You can put your (or other’s) custom files here (ONLY for CUSTOM accessories/clothes!). For each race/gender you can choose a folder from your pc where the files are located in. (I will talk about custom files later)

    3———————————————————

    Now the windows we are more intrested in and where actually the merge effect comes in.
    [HUM/SYM – HUF/SYF – etc]
    Each window correspond to the aviable race of your accessory, so if your accessory is for all races you have to compile all the windows.
    Also for each race/gender you want you have to check the box [ ][Enable -race/gender-].
    Now i will introduce you your favourite button here. [Copy] Say hello to him. He is you best friend here.
    It allows you to copy (well…) the code of an existing accessory set or clothing set from game (including the custom after installation, but the ids of custom accessories varies, so in that case you need a different procedure). The selected part code will appear in the window.

    Now all you have to do is select the piece of code you are intrested, copy the code from the line <Part idx=”Number”> to the line </Part>. Paste it in the .txt file.

    EXAMPLE OF A CODE BELOW (Saiyan Tail for HUM)

    <PartSet>
    <Part idx=”0″>
    <!–Face_base–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”1″>
    <!–Face_forehead–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”2″>
    <!–Face_eye–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”3″>
    <!–Face_nose–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”4″>
    <!–Face_ear–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”5″>
    <!–Hair–>
    <!–This entry is empty.–>
    </Part> <—As you see until here is all Empty.
    <Part idx=”6″> <—This is your intrested part until </Part> down there.
    <!–Bust–> And the part that we paste in the .txt file
    <MODEL value=”65535″ /> <— This changes the characters body pieces, (eg: for scouters removes a Ear)
    <MODEL2 value=”65535″ /> the way is setted now do not changes anything.
    <TEXTURE value=”0″ />
    <U_10 value=”0x0″ />
    <U_18 value=”0x0″ />
    <U_1C value=”0x0″ />
    <U_20 value=”0x0″ />
    <F_24 value=”0.0″ />
    <F_28 value=”0.0″ />
    <U_2C value=”0x0″ />
    <U_30 value=”0x0″ />
    <NAME value=”HUM” />
    <!–MODEL, EMM, EMB, EAN–>
    <FILES value=”NULL, NULL, NULL, NULL” />
    <PhysicsObject> <——————Here starts the real accessory code until </PhysicsObject>
    <U_00 value=”0xffff” />
    <U_02 value=”0xffff” />
    <U_04 value=”0x0″ />
    <U_18 value=”0x4″ />
    <U_1C value=”0x0″ />
    <U_20 value=”0x0″ />
    <NAME value=”HUM” />
    <STR_28 value=”HUM_943, NULL, NULL, NULL, b_C_Base, NULL” /> <—— Accessory id (HUM_943) and location.
    </PhysicsObject>
    </Part> <———————————————– </Part> is here.
    <Part idx=”7″> <—Now again from here as you see is all Empty again until end </PartSet>.
    <!–Pants–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”8″>
    <!–Rist–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”9″>
    <!–Boots–>
    <!–This entry is empty.–>
    </Part>
    </PartSet>

    Next use the button [Copy] again and select the second part you are intrested in. If that part you copied has a different <Part idx=”Number”>, from the one you see now, you can paste the whole code you copied in .txt, replacing the “empty” code you see.
    So after that it will look like this.

    I took the code for Great Priest’s Ring. (Again for HUM!)

    <PartSet>
    <Part idx=”0″>
    <!–Face_base–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”1″>
    <!–Face_forehead–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”2″>
    <!–Face_eye–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”3″>
    <!–Face_nose–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”4″>
    <!–Face_ear–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”5″> <—Start of the Great Priest’s Ring code is here. until </Part> down there.
    <!–Hair–>
    <MODEL value=”65535″ />
    <MODEL2 value=”65535″ />
    <TEXTURE value=”0″ />
    <U_10 value=”0x0″ />
    <U_18 value=”0x0″ />
    <U_1C value=”0x0″ />
    <U_20 value=”0x0″ />
    <F_24 value=”0.0″ />
    <F_28 value=”0.0″ />
    <U_2C value=”0x0″ />
    <U_30 value=”0x0″ />
    <NAME value=”HUM” />
    <!–MODEL, EMM, EMB, EAN–>
    <FILES value=”NULL, NULL, NULL, NULL” />
    <PhysicsObject>
    <U_00 value=”0xffff” />
    <U_02 value=”0xffff” />
    <U_04 value=”0x0″ />
    <U_18 value=”0x4″ />
    <U_1C value=”0x0″ />
    <U_20 value=”0x0″ />
    <NAME value=”HUM” />
    <STR_28 value=”HUM_924, NULL, NULL, NULL, b_C_Head, NULL” />
    </PhysicsObject>
    </Part> <———————————————– </Part> End of the Great Priest’s Ring code is here.
    <Part idx=”6″> <—This the part you pasted (Saiyan Tail code) until </Part> down there.
    <!–Bust–>
    <MODEL value=”65535″ />
    <MODEL2 value=”65535″ />
    <TEXTURE value=”0″ />
    <U_10 value=”0x0″ />
    <U_18 value=”0x0″ />
    <U_1C value=”0x0″ />
    <U_20 value=”0x0″ />
    <F_24 value=”0.0″ />
    <F_28 value=”0.0″ />
    <U_2C value=”0x0″ />
    <U_30 value=”0x0″ />
    <NAME value=”HUM” />
    <!–MODEL, EMM, EMB, EAN–>
    <FILES value=”NULL, NULL, NULL, NULL” />
    <PhysicsObject>
    <U_00 value=”0xffff” />
    <U_02 value=”0xffff” />
    <U_04 value=”0x0″ />
    <U_18 value=”0x4″ />
    <U_1C value=”0x0″ />
    <U_20 value=”0x0″ />
    <NAME value=”HUM” />
    <STR_28 value=”HUM_943, NULL, NULL, NULL, b_C_Base, NULL” />
    </PhysicsObject>
    </Part> <———————————————– </Part> is here.
    <Part idx=”7″>
    <!–Pants–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”8″>
    <!–Rist–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”9″>
    <!–Boots–>
    <!–This entry is empty.–>
    </Part>
    </PartSet>

    Now you will wear both accessory together for the race/gender you took the code from (HUM in the example). Beware to do not mix the races codes (and don’t just change HUM to HUF or whatever!)
    You can repeat this until you selected 4 accessories/clothes, since, for me, it never loaded more than 4 things at the same time for merged accessories.

    4—————————————————————————————————————

    And now what if the accessories are attached to the same piece of body? (Both to <Part idx=”6″> for example?)
    IF, AND ONLY IF IS THAT THE CASE
    Simple, all you have to do is copy the code from <PhysicsObject> to </PhysicsObject>, and paste it after the original code in this way:
    [Also be sure that the code between <!–Bust–> and <FILES value… is the same!]
    i pick Saiyan tail (as above) and turtle’s heremit golden shell as example.

    <PartSet>
    <Part idx=”0″>
    <!–Face_base–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”1″>
    <!–Face_forehead–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”2″>
    <!–Face_eye–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”3″>
    <!–Face_nose–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”4″>
    <!–Face_ear–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”5″>
    <!–Hair–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”6″>
    <!–Bust–> <———————————————– From here the code must be the same in both accessories until down there!
    <MODEL value=”65535″ />
    <MODEL2 value=”65535″ />
    <TEXTURE value=”0″ />
    <U_10 value=”0x0″ />
    <U_18 value=”0x0″ />
    <U_1C value=”0x0″ />
    <U_20 value=”0x0″ />
    <F_24 value=”0.0″ />
    <F_28 value=”0.0″ />
    <U_2C value=”0x0″ />
    <U_30 value=”0x0″ />
    <NAME value=”HUM” />
    <!–MODEL, EMM, EMB, EAN–>
    <FILES value=”NULL, NULL, NULL, NULL” /> <———————————————– Until here!
    <PhysicsObject>
    <U_00 value=”0xffff” />
    <U_02 value=”0xffff” />
    <U_04 value=”0x0″ />
    <U_18 value=”0x4″ />
    <U_1C value=”0x0″ />
    <U_20 value=”0x0″ />
    <NAME value=”HUM” />
    <STR_28 value=”HUM_943, NULL, NULL, NULL, b_C_Base, NULL” />
    </PhysicsObject>
    <PhysicsObject> <———————————————– Start of turtle’s heremit golden shell code is here.
    <U_00 value=”0xffff” />
    <U_02 value=”0xffff” />
    <U_04 value=”0x0″ />
    <U_18 value=”0x4″ />
    <U_1C value=”0x0″ />
    <U_20 value=”0x0″ />
    <NAME value=”HUM” />
    <STR_28 value=”HUM_942, NULL, NULL, NULL, b_C_Chest, NULL” />
    </PhysicsObject> <———————————————– </Part> of turtle’s heremit golden code shell is here.
    </Part>
    <Part idx=”7″>
    <!–Pants–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”8″>
    <!–Rist–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”9″>
    <!–Boots–>
    <!–This entry is empty.–>
    </Part>
    </PartSet>

    Now you will wear both accessory together for the race/gender you took the code from (HUM in the example). Beware to do not mix the races codes (and don’t just change HUM to HUF or whatever!)
    You can repeat this until you selected 4 accessories/clothes, since, for me, it never loaded more than 4 things at the same time for merged accessories.

    5—————————————————————————————-

    And Last but not least, what if the accessories are CUSTOM?
    It’s the same process but you need to change a pair of values.

    Also you can find the files inside x2m files by opening them with winrar.

    So First of all you take the files you want for the race you want (Usually they are different so do not mix them!). You need 4 files for 1 accessory.

    something.emd
    something.emb
    something.emm
    something.esk

    Now you need to rename them in the correct way. For the first custom accessory files, just take the race/gender they are for (eg: HUM that works for Male Earthlings and Male Saiyans) and add to that _10000 so that they will look this way.

    HUM_10000.emd
    HUM_10000.emb
    HUM_10000.emm
    HUM_10000.esk

    Put them in a folder you remember, Possibly named HUM (in this case), now go to the window [Files] and select that FOLDER (not files, you will not see them indeed) for the race you want. (Repeat the process for all the desired races).

    Now on the [HUM/SYM – HUF/SYF – etc] window (the one you choose, HUM for me).
    [Copy] the code of an accessory that is similar to your’s and go to this part of the code:

    <!–Bust–>
    <MODEL value=”65535″ />
    <MODEL2 value=”65535″ />
    <TEXTURE value=”0″ />
    <U_10 value=”0x0″ />
    <U_18 value=”0x0″ />
    <U_1C value=”0x0″ />
    <U_20 value=”0x0″ />
    <F_24 value=”0.0″ />
    <F_28 value=”0.0″ />
    <U_2C value=”0x0″ />
    <U_30 value=”0x0″ />
    <NAME value=”HUM” />
    <!–MODEL, EMM, EMB, EAN–>
    <FILES value=”NULL, NULL, NULL, NULL” />
    <PhysicsObject>
    <PhysicsObject>
    <U_00 value=”0xffff” />
    <U_02 value=”0xffff” />
    <U_04 value=”0x0″ />
    <U_18 value=”0x4″ />
    <U_1C value=”0x0″ /> ________________________ Here.
    <U_20 value=”0x0″ /> |
    <NAME value=”HUM” /> V
    <STR_28 value=”HUM_942, NULL, NULL, NULL, b_C_Chest, NULL” />
    </PhysicsObject>

    Change the part after the race/gender code (HUM_942 in my case) and substitute the number with the same of the one in your files (_10000 in my case, and in any case you only have 1 custom accessory in the folder.) It will look like this:

    <!–Bust–>
    <MODEL value=”65535″ />
    <MODEL2 value=”65535″ />
    <TEXTURE value=”0″ />
    <U_10 value=”0x0″ />
    <U_18 value=”0x0″ />
    <U_1C value=”0x0″ />
    <U_20 value=”0x0″ />
    <F_24 value=”0.0″ />
    <F_28 value=”0.0″ />
    <U_2C value=”0x0″ />
    <U_30 value=”0x0″ />
    <NAME value=”HUM” />
    <!–MODEL, EMM, EMB, EAN–>
    <FILES value=”NULL, NULL, NULL, NULL” />
    <PhysicsObject>
    <PhysicsObject>
    <U_00 value=”0xffff” />
    <U_02 value=”0xffff” />
    <U_04 value=”0x0″ />
    <U_18 value=”0x4″ />
    <U_1C value=”0x0″ /> _______________________ Here.
    <U_20 value=”0x0″ /> |
    <NAME value=”HUM” /> V
    <STR_28 value=”HUM_10000, NULL, NULL, NULL, b_C_Chest, NULL” />
    </PhysicsObject>

    In case you have multiple CUSTOM accessories, you need to rename the second accessory files by adding a further “_<insert whatever you want>.”
    In this way

    first custom accessory files
    HUM_10000.emd
    HUM_10000.emb
    HUM_10000.emm
    HUM_10000.esk

    second custom accessory files (i inserted _1)
    HUM_10000_1.emd
    HUM_10000_1.emb
    HUM_10000_1.emm
    HUM_10000_1.esk

    For some reason i cant name them HUM_10001/2/3/etc… but if you can good for you.
    Then repeat the same process until you get whatever you want.
    Don’t forget that you can select 4 accessories, since, for me, it never loaded more than 4 things at the same time for merged accessories.

    Example

    <PartSet>
    <Part idx=”0″>
    <!–Face_base–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”1″>
    <!–Face_forehead–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”2″>
    <!–Face_eye–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”3″>
    <!–Face_nose–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”4″>
    <!–Face_ear–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”5″>
    <!–Hair–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”6″>
    <!–Bust–>
    <MODEL value=”65535″ />
    <MODEL2 value=”65535″ />
    <TEXTURE value=”0″ />
    <U_10 value=”0x0″ />
    <U_18 value=”0x0″ />
    <U_1C value=”0x0″ />
    <U_20 value=”0x0″ />
    <F_24 value=”0.0″ />
    <F_28 value=”0.0″ />
    <U_2C value=”0x0″ />
    <U_30 value=”0x0″ />
    <NAME value=”HUM” />
    <!–MODEL, EMM, EMB, EAN–>
    <FILES value=”NULL, NULL, NULL, NULL” />
    <PhysicsObject>
    <U_00 value=”0xffff” />
    <U_02 value=”0xffff” />
    <U_04 value=”0x0″ />
    <U_18 value=”0x4″ />
    <U_1C value=”0x0″ /> ______________________________________________ Here.
    <U_20 value=”0x0″ /> |
    <NAME value=”HUM” /> V
    <STR_28 value=”HUM_10000, NULL, NULL, NULL, b_C_Base, NULL” />
    </PhysicsObject>
    <PhysicsObject>
    <U_00 value=”0xffff” />
    <U_02 value=”0xffff” />
    <U_04 value=”0x0″ />
    <U_18 value=”0x4″ />
    <U_1C value=”0x0″ /> _______________________________________________ Here.
    <U_20 value=”0x0″ /> |
    <NAME value=”HUM” />V
    <STR_28 value=”HUM_10000_1, NULL, NULL, NULL, b_C_Chest, NULL” />
    </PhysicsObject>
    </Part>
    <Part idx=”7″>
    <!–Pants–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”8″>
    <!–Rist–>
    <!–This entry is empty.–>
    </Part>
    <Part idx=”9″>
    <!–Boots–>
    <!–This entry is empty.–>
    </Part>
    </PartSet>

    6———————————————————————————————————–
    Now to the last window [IDB] check the box [ ]Enable IDB then copy from an accessory aviable at the beginning of the game, so your merged accessory will be aviable at the the same time.
    Do not forget to enambe/disable the races you want/do not want to use it.

    I think that’s all.

    If you have any question/report you can comment here

    Feel free to post this tutorial anywhere you want, BUT send me the link, AND MORE IMPORTANT REMEMBER THE CREDITS!

    Check this!

    http://animegamemods.freeforums.net/thread/2015/creaing-costume-xv2-creator

    may be helpful.

    The hunter
    shall surpass all
    who came before him.
    - "Guidepost for the Hunters" Chapter 13, Clause 1.

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    1 user thanked author for this post.
    #257449
    WelshReaper1996WelshReaper1996
    Participant

    thats way too confusing for me ill just leave this stuff to the guys like you

    never underestimate a Sayian who is in touch with his primal power it will be the last thing you ever do

    #324956
    Sayonara77
    Participant

    Not very good tutorial. Way too confusing.

    You made something simple look complicated.

    1 user thanked author for this post.
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