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1. Origins have 3 essential "files" which should be all connected by one another.
"Origin" file, which contains information for the game to load a character as a playable origin
"Character" file, which works as a motherboard, containing direct information of a character(such as traits/abilities/stats and more), as well as connecting other files.
"Animset" file, which works like a organizer file that connects all of the character's animations for each of the action done in game
2. "Animset" file needs to be put in "Character" file.
"Character" file needs to be put in "Origin" file.
3. It is HIGHLY recommended to start with a "vanilla" file that works, as that not only provides crucial information for you to understand, as well as having the least possibility of a character not loading in the first place
4. When you just started modding, try making a simple origin that simply works...then add a bit more and more and see if the change broke the origin or not.
These are hidden rules that apply for a character's function that isn't really well known, but results in serious consequences when broken.
1. animations have different numbers of clips/clip pairs required for proper functioning
For example, vanilla "Walking animations" or "Running animations" that are used for character's walking/running only has 4 clips.
-<forward> anim clip
-<backward> anim clip
-<left> anim clip
-<right> anim clip
However "Sprinting" animations only have one
-<sprint> animation clip
Therefore, when the game reads the sprinting animation file of a character, will only read the first clip and ignore the rest. So you can use walking/running animations as a character's sprinting animation.
HOWEVER, if you try using a "sprinting" animation as a walking/running animation. The character will break since the game cannot find the rest of the three animation clips to function.
That is why it's recommended to work from the vanilla animation when you're making a new animation file
- - - - -
2. Grapple animations NEED consequences
Some of you might use a "Grapple(grab)" animation for a character. However, grappling is an action which requires a consequent action to take its place.
For say, if your character dashes and grapples an innocent grunt, what will happen?
Does your character kill the grunt? Does the grunt struggle and try to shove you off?
If there's no consequence for the grab, the game sees it as a blank state, making the character unusuable.
The "OverrideGrapple" stat of the <animset> file does exactly this.
Most vanilla grapple consequences that start with "G2"(ex. G2_Execute) are the ones that you should use.
"G2_Execute" uses your character's highest priority execution that can be used in the grabbing situation, so I'd recommend using that first before testing anything else.
- - - - -
3. Some stats of a file are better off completely gone than left blank
In MCM, every stats have an <active> state and <deactive> state.
Active states are bright white, Deactive states are grey and dim.
You can make a stat into an active state by clicking on it and adding something to it.
HOWEVER, active states remain active even if you remove that added information.
This will create a line called "empty" for that specific stat in the file...which looks like
<"WarchestWeapons": ["Empty"],>
The game REALLY hates some of these left-over info, and sometimes break your character completely.
The only way of removing this is opening the file outside MCM manually and remove that specific stat line completely.
- - - - -
4. Effects that are straight up a pile of lag
These effects are rare, but will definitely drop the Frame rate tremendously. The most widely known effect such as these is "pixel blood effect" used by training ai's from Sleepwalker mission.
- - - - -
5. Don't leave file impurities such as a missing ","
I can't stress this enough. Whatever crazy ♥♥♥♥ you've put in your files, files needs to be in PERFECT shape.
Let's see a very simple file as an example.
{
"Character": [
{
"Filename": "Arena_Quartermaster",
"Root": "Y.AUD00_Base",
"Enabled": false
"DefaultArmor": [
"Hat_QM",
"Armor_N51Recon"
],
"Priority": 1
}
]
}
Will this file work? NO
All because there's a single "," missing after <"Enabled" : false>.
No matter if your mod file is 10GB with over 1000 freaking characters with custom weapons and all kind of BS...
If you remove that "," even by accident, your file's ♥♥♥♥♥♥ MOTHER ♥♥♥♥♥♥♥ ♥♥♥♥♥♥ LIGHT THE HOUSE ON FIRE BURN ALL THE BABIES ♥♥♥♥♥♥
So yeah. Do make sure not to leave typos or missing signs when manually editing your files.
Many of us modders wasted HOURS to find a single "," missing. I'm dead serious.