Carlzilla's Mod Suite - Updated for 1.02 - Updated on 06/29 @ 07:16pm MDT

Files for use in the modification of Fire Pro World on PC. USE AT YOUR OWN RISK.
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Carlzilla
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Carlzilla's Mod Suite - Updated for 1.02 - Updated on 06/29 @ 07:16pm MDT

Postby Carlzilla » Sat Aug 05, 2017 4:30 am

Last edited by Carlzilla on Mon Jul 16, 2018 11:55 pm, edited 109 times in total.

Celt
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Re: Carlzilla's Mod Suite - Updated for .9004

Postby Celt » Sat Aug 05, 2017 4:15 pm

Sweet! Definitely be checking these out, good work.

Just curious how future patches effect things like tag names and will the mod require real patching on each update like individual mods?

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Re: Carlzilla's Mod Suite - Updated for .9004

Postby RemyDuron » Sat Aug 05, 2017 5:01 pm

Celt wrote:Sweet! Definitely be checking these out, good work.

Just curious how future patches effect things like tag names and will the mod require real patching on each update like individual mods?

That'll depend entirely on what Spike Chunsoft change when they patch.

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Re: Carlzilla's Mod Suite - Updated for .9004

Postby Celt » Sat Aug 05, 2017 5:09 pm

[/quote]
That'll depend entirely on what Spike Chunsoft change when they patch.[/quote]

The blood mod required patching on each new patch and I'm pretty sure nothing was changed regarding that. I was just curious as to whether the tag names would be wiped on each update of the game.

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Carlzilla
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Re: Carlzilla's Mod Suite - Updated for .9004

Postby Carlzilla » Sat Aug 05, 2017 5:34 pm

Yes. I can say without question, that after every update you will need to repatch your game.

Your team database is 100% independent of anything Spike would patch, so that will carry through...however the code that looks up the team names will need to be reapplied after every patch (and possibly updated on my end, depending on what Spike changes).

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Re: Carlzilla's Mod Suite - Updated for .9004

Postby TigerSword » Sat Aug 05, 2017 5:42 pm

Celt wrote:The blood mod required patching on each new patch and I'm pretty sure nothing was changed regarding that. I was just curious as to whether the tag names would be wiped on each update of the game.

It seems like Spike-Chunsoft is essentially replacing everything with default files with each update, or maybe Steam's file integrity verification system triggers with each update. I noticed my custom textures that I had imported were reset to the default textures after updating to .9004 so I'm betting that's why mods will have to be re-patched after every update.

Of course, might just be a glitch on my end that caused the textures to revert and I might just be rambling about nonsense.
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Carlzilla
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Re: Carlzilla's Mod Suite - Updated for .9004

Postby Carlzilla » Sat Aug 05, 2017 5:50 pm

TigerSword wrote:
Celt wrote:The blood mod required patching on each new patch and I'm pretty sure nothing was changed regarding that. I was just curious as to whether the tag names would be wiped on each update of the game.

It seems like Spike-Chunsoft is essentially replacing everything with default files with each update, or maybe Steam's file integrity verification system triggers with each update. I noticed my custom textures that I had imported were reset to the default textures after updating to .9004 so I'm betting that's why mods will have to be re-patched after every update.

Of course, might just be a glitch on my end that caused the textures to revert and I might just be rambling about nonsense.


The Assembly-CSharp.dll file will be replaced with every update. It contains all the game code, so doing an update to the game, whether it's to fix bugs, or add features, necessitates replacing this file. You will have to recreate your Assembly-CSharp.original.dll (the file used by the patcher to make the patched Assembly-CSharp.dll) and repatch every time.

There may be updates where the Resources.assets file (the file that contains the textures) is not updated...but since it also contains the move data, and they've been giving us a new move every time, there's a pretty good bet that file will be replaced every time until they run out of moves.

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Re: Carlzilla's Mod Suite - Updated for .9004

Postby TigerSword » Sat Aug 05, 2017 6:13 pm

Makes sense
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Re: Carlzilla's Mod Suite - Updated for .9004

Postby Celt » Sat Aug 05, 2017 6:35 pm

Yeah makes sense, cheers for the reply.
Ran it just then and it works great! Being able to tweak the blood level is a nice touch and trying the new arenas is pretty sweet too.

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Re: Carlzilla's Mod Suite - Updated for .9004

Postby Pyrodean » Sat Aug 05, 2017 8:02 pm

I'm having trouble with the PWGpatcher. I extracted everything to the managed folder. I copied my Assembly-Csharp.dll to Assembly-Csharp.origina.dll but when I run the PWGR patcher.exe I get an error. It says it could not find part of the path. I'm pretty sure I put it in the right place.

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Re: Carlzilla's Mod Suite - Updated for .9004

Postby Carlzilla » Sat Aug 05, 2017 8:23 pm

Pyrodean wrote:I'm having trouble with the PWGpatcher. I extracted everything to the managed folder. I copied my Assembly-Csharp.dll to Assembly-Csharp.origina.dll but when I run the PWGR patcher.exe I get an error. It says it could not find part of the path. I'm pretty sure I put it in the right place.


You in fact did not put everything in the right place.

The patcher needs be decompressed to the MAIN FirePro directory. If it doesn't have FireProWrestlingW.exe in it, you're in the wrong directory.

The Assembly-CSharp.original.dll file needs to be in the Managed directory, so you're good there, but you'll have to decompress the downloaded patcher file to the correct directory before anything will work.

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Re: Carlzilla's Mod Suite - Updated for .9004

Postby rockphantom » Sun Aug 06, 2017 5:45 am

Thanks Carlzilla as a Fire Pro player since 1999, I'm glad to see the return of the light bulb gimmick matches and the Spike Dome!
Your mod suite adds features I've missed.

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Re: Carlzilla's Mod Suite - Updated for .9004

Postby Pyrodean » Sun Aug 06, 2017 7:25 am

Carlzilla wrote:
Pyrodean wrote:I'm having trouble with the PWGpatcher. I extracted everything to the managed folder. I copied my Assembly-Csharp.dll to Assembly-Csharp.origina.dll but when I run the PWGR patcher.exe I get an error. It says it could not find part of the path. I'm pretty sure I put it in the right place.


You in fact did not put everything in the right place.

The patcher needs be decompressed to the MAIN FirePro directory. If it doesn't have FireProWrestlingW.exe in it, you're in the wrong directory.

The Assembly-CSharp.original.dll file needs to be in the Managed directory, so you're good there, but you'll have to decompress the downloaded patcher file to the correct directory before anything will work.


Thanks for the helpful reply. I got it working. The slower ref count as been amazing and I love the new arenas, especially the scs stadium. I'm also really liking the 10 count in normal matches.

Do you think it be possible for a mod to make the cpu do the finisher steal? I've only been programming for a couple of years and am fairly new to C# and Visual Studio but am wanting to give modding a try.

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Re: Carlzilla's Mod Suite - Updated for .9004

Postby Carlzilla » Sun Aug 06, 2017 6:29 pm

Pyrodean wrote:
Carlzilla wrote:
Pyrodean wrote:I'm having trouble with the PWGpatcher. I extracted everything to the managed folder. I copied my Assembly-Csharp.dll to Assembly-Csharp.origina.dll but when I run the PWGR patcher.exe I get an error. It says it could not find part of the path. I'm pretty sure I put it in the right place.


You in fact did not put everything in the right place.

The patcher needs be decompressed to the MAIN FirePro directory. If it doesn't have FireProWrestlingW.exe in it, you're in the wrong directory.

The Assembly-CSharp.original.dll file needs to be in the Managed directory, so you're good there, but you'll have to decompress the downloaded patcher file to the correct directory before anything will work.


Thanks for the helpful reply. I got it working. The slower ref count as been amazing and I love the new arenas, especially the scs stadium. I'm also really liking the 10 count in normal matches.

Do you think it be possible for a mod to make the cpu do the finisher steal? I've only been programming for a couple of years and am fairly new to C# and Visual Studio but am wanting to give modding a try.



It might be. I haven't dug around too much in the AI to be honest, only when I need to for things like the outside return count. If you want to try, I can have Freem invite you to the discord group if you have a discord account, RemyDuron has been digging in the AI and logic stuff a lot, so maybe he can answer that better.

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Re: Carlzilla's Mod Suite - Updated for .9004

Postby Foffy » Sun Aug 06, 2017 7:34 pm

Sorry if asking this is dumb, but I'm a bit lost on the More Match Options thing.

I have a PWGR window that appears when I run the game, but I don't see any options in there. I'm left with the default settings.

Any ideas on help?

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Re: Carlzilla's Mod Suite - Updated for .9004

Postby Carlzilla » Sun Aug 06, 2017 8:40 pm

Is Carlzilla.dll checked? If you're using a recent version of the patcher, are the different mod groups in Carlzilla.dll checked?

If not, repatch with those checked.

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Re: Carlzilla's Mod Suite - Updated for .9004

Postby B-A-G-H » Sun Aug 06, 2017 11:48 pm

Awesome work with this man, thanks heaps. Quick question, do the new arenas use their new rating systems or just the default?

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Re: Carlzilla's Mod Suite - Updated for .9004

Postby rockphantom » Sun Aug 06, 2017 11:57 pm

Thanks Carlzilla! As a Fire Pro player since 1999, I'm glad to see the return of the light bulb gimmick matches and the Spike Dome!
Your mod suite unlocks features I've missed.

Light bulb death match battle royals coupled with permanent blood stains are insane!

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Re: Carlzilla's Mod Suite - Updated for .9004

Postby Carlzilla » Mon Aug 07, 2017 1:00 am

B-A-G-H wrote:Awesome work with this man, thanks heaps. Quick question, do the new arenas use their new rating systems or just the default?


They will use whatever they are assigned by spike to use. It's more than a model swap...it actually loads all the venue data. I don't know if all the evaluation sets are fully defined and working though...so you may get strange ratings and things.

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Re: Carlzilla's Mod Suite - Updated for .9004

Postby kikrusher99 » Mon Aug 07, 2017 2:59 am

rockphantom wrote:Light bulb death match battle royals coupled with permanent blood stains are insane!

How'd you figure that out? Battle royal in a deathmatch?

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Re: Carlzilla's Mod Suite - Updated for .9004

Postby Carlzilla » Mon Aug 07, 2017 4:40 am

Updated to include a slider for the amount of Health/Spirit recovery between falls in 2/3 falls matches. The slider defaults to the game's current default settings, but can be adjusted from 0% recovery to 100% (full) recovery. The winner of the fall will only receive 75% of the value, while the loser will have the entire value added to his health and spirit.

Link is in the first post.

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Re: Carlzilla's Mod Suite - Updated for .9004

Postby Carlzilla » Mon Aug 07, 2017 4:41 am

kikrusher99 wrote:
rockphantom wrote:Light bulb death match battle royals coupled with permanent blood stains are insane!

How'd you figure that out? Battle royal in a deathmatch?


Start a battle royal and force the game to use the "Landmine + XXX" arena.

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Re: Carlzilla's Mod Suite - Updated for .9004

Postby kikrusher99 » Mon Aug 07, 2017 4:53 am

Carlzilla wrote:
kikrusher99 wrote:
rockphantom wrote:Light bulb death match battle royals coupled with permanent blood stains are insane!

How'd you figure that out? Battle royal in a deathmatch?


Start a battle royal and force the game to use the "Landmine + XXX" arena.


Mind is blown!

Also, on the Steam boards, looks like they're all in on "mod mania"and posted a bunch of your mods with links to the topics.

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Re: Carlzilla's Mod Suite - Updated for .9004

Postby Carlzilla » Mon Aug 07, 2017 4:54 am

kikrusher99 wrote:
Carlzilla wrote:
kikrusher99 wrote:How'd you figure that out? Battle royal in a deathmatch?


Start a battle royal and force the game to use the "Landmine + XXX" arena.


Mind is blown!

Also, on the Steam boards, looks like they're all in on "mod mania"and posted a bunch of your mods with links to the topics.


I posted them on the Steam boards myself. I'm admittedly shitty with promotion, but I'm not that bad...

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Re: Carlzilla's Mod Suite - Updated for .9004

Postby kikrusher99 » Mon Aug 07, 2017 4:57 am

Carlzilla wrote:
kikrusher99 wrote:
Carlzilla wrote:
Start a battle royal and force the game to use the "Landmine + XXX" arena.


Mind is blown!

Also, on the Steam boards, looks like they're all in on "mod mania"and posted a bunch of your mods with links to the topics.


I posted them on the Steam boards myself. I'm admittedly shitty with promotion, but I'm not that bad...

I understand, but spike cs developer started the stickied thread --> http://steamcommunity.com/app/564230/di ... 947219709/


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