Modding SoulCalibur 3

I got a problem though. When I try to change a character name in the executable file, I can't delete any letters or else the game will crash.
 
Yes, that is correct you can substitute an equal number of letters or use the space bar to put blank spaces when needed,
but if the file's length is altered the game tends to crash.
 
Sure, weapon names are stored within Root.OLK > File 3 > File 10.
Same rules apply here, you can substitute an equal number of letters or use the space bar to put blank spaces when needed.

Now here's something fun, watch Soul Edge (Phantom 1P) fight by itself against Inferno
I just substituted Soul Edge's model within (File 7 > File 473) instead of Demuth's model within File 7 > File 737,
The sword's eye dislodges itself and you can actually attack quite effectively, crazy mod.

Soul_Edge_Phantom_474-_Fighting_as_Demuth_737.jpg


The sword itself has life and it has corrupted the spirit sword soul calibur as well.
Inferno is not yet visible...-

Malfested_Soulcalibur_2.jpg

Malfested_Soulcalibur_1.jpg
 
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Here's another mod, this time it's music, using AFS Explorer 3.7 you can mod the music in Soul Calibur III, in this case bgm.afs was modded.

Within that AFS container file, bgm_sys004.adx was replaced with a different mix of Infinite Images and A Tribute To Those Who Shed Red.

Make sure not to exceed the original file size to avoid problems or game crashes.

The result is here:

 
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Byros I guess the files in File3 from File557-File598 are character icons. There are 42 of them and there are 42 characters on SCIII.
 
Byros I guess the files in File3 from File557-File598 are character icons.
There are 42 of them and there are 42 characters on SCIII.

Thank you very much for your reply.
If I'm not mistaken Tales of souls are somewhere around File 3 > Files > (897 pkg - 933 pkg).

I believe you just found the museum images from the Art Gallery!
I replaced files 557 to 560 with files 595 to 598, and while I did not detect an icon change in the character selection screen,
the images in the museum changed in the following way:

pcsx2_2016-06-19_16-16-21-52.jpg

pcsx2_2016-06-19_16-16-23-83.jpg


When you click the Mitsurugi icon insted of getting a Hi-Res version of it,
I get the following image:

pcsx2_2016-06-19_16-16-29-65.jpg

pcsx2_2016-06-19_16-16-32-10.jpg

Can someone translate from Japanese?
It also happens with taki:

I believe the game should have more than 42 icons stored somewhere, given the fact that the stage select screen also has selection icons as well, (29 + the ? icon) all regular characters get 2 icons (for 1P & 2P), also there are some bonus characters that also appear to have dual icons, it's just that the normal character screen doesn't display them.

Here's what I'm talking about:
pcsx2_2016-06-19_16-28-14-05.jpg


This is the standard practice character select screen with 2 icons for 25 standard characters (50 icons) + 17 bonus characters that also appear to have 2 icons each (34 icons) + Night Terror (1 hidden icon) + memcard icons (2 icons) + ! icon (1) + ? icon (1)
Total = 89 character select icons + 29 stage select icons.

pcsx2_2016-06-19_16-33-02-68.jpg

If you substitute File 3 > File 38 > File1.unk (375K) with the same file from the SC3 Arcade Edition version (328K)
you will get a character selection screen like this:
pcsx2_2016-06-19_16-54-21-58.jpg



As you can see Tira's icon space has been replaced by 2 Li-long icons (1P & 2P),
pretty much all bonus character icons have also been altered as you can see,
and then there are some I believe Japanese text icons as well (see revenant).

pcsx2_2016-06-19_16-54-43-67.jpg


All this happens by simply replacing PS2 File 3 > File 38 > File1.unk (375K) with the same file from the SC3 Arcade Edition version (328K)
I'm not sure if the actual icons are stored & linked within that file, or if they are actually are stored on some other location and
just linked to that file maybe acting as a canvas?

Within File 3 > File 38 > File 4.pkg you will also find 85 subfiles which I initially thought could be the actual icons,
but their file size seems extremely small, so I think perhaps those are just links to other files with the actual images,
I have exchanged some of those files in reverse order (85 instead of 1, 84 instead of 2, etc.)
but I haven't detected changes so far.
 
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If someone has ROOT.OLK from the PS2 Soul Calibur III game demo, perhaps we could also check
for icon changes by using that version's File 3 > File 38 > File1.unk, and "see" what changes, as I believe
that demo version only had 1 or 2 selectable characters.
 
Understood. I will take a look on that tales... Btw When I try to replace Any Character with inferno, at there last scene, the game freezes. Can you explain me why?

Thanks.

Hmmm... I haven't seen that before, I have replaced some bonus characters with Inferno from SC3 Arcade Edition but I haven't experienced game crashes with that, if you're using an actual Ps2 I think it just freezes when something is different, but if you're using PCSX2 emulator, you will usually get a message on the console, either a TLB miss which is I believe that a particular file was not found or a VBLANK overlap, where some file got really messed up.

Are you substituting the whole inferno.pkg file?
If you just substitute the actual model does it still crash? (Sc3 AE File 6 > File 105 > File1.unk - 548k (this is the actual model with textures)
 
Hmmm... I haven't seen that before, I have replaced some bonus characters with Inferno from SC3 Arcade Edition but I haven't experienced game crashes with that, if you're using an actual Ps2 I think it just freezes when something is different, but if you're using PCSX2 emulator, you will usually get a message on the console, either a TLB miss which is I believe that a particular file was not found or a VBLANK overlap, where some file got really messed up.

Are you substituting the whole inferno.pkg file?
If you just substitute the actual model does it still crash? (Sc3 AE File 6 > File 105 > File1.unk - 548k (this is the actual model with textures)
THANKS VERY MUCH!!!! I LOVE YOU!!! THAT WORKED!!! Sorry, just got happy.

AnonymousModder
 
Well, Olcadan and Abyss are great, but Night Terror is the ultimate bad ass!
Perhaps if a script could be altered to randomly have Night Terror, Inferno or some other modded character as the final boss?
that would be nice!

I have never been able to replace other character's moveset with Night Terror's moveset without causing the game to freeze.

But what I did is replace Will'O'the Wisp with Inferno, and
it's just really nice to have him come up in the Tales of Souls as you
choose different paths!

If there was an Edge Master model from SC1 I would certainly use
him instead of Shadow Master, who just seems to be Arthur's shadow.
 
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Well, Olcadan and Abyss are great, but Night Terror is the ultimate bad ass!
Perhaps if a script could be altered to randomly have Night Terror, Inferno or some other modded character as the final boss?
that would be nice!

I have never been able to replace other character's moveset with Night Terror's moveset without having the game freeze.

But what I did is replace Will'O'the Wisp with Inferno, and
it's just really nice to have him come up in the Tales of Souls as you
choose different paths!

If there was an Edge Master model from SC1 I would certainly use
him instead of Shadow Master, who just seems to be Arthur's shadow.

I'm just going to replace Olcadan. I will write a custom story and everything. But i guess that Inferno does not have an icon in AE. Hand down on that.
 
Well, Olcadan and Abyss are great, but Night Terror is the ultimate bad ass!
Perhaps if a script could be altered to randomly have Night Terror, Inferno or some other modded character as the final boss?
that would be nice!

I have never been able to replace other character's moveset with Night Terror's moveset without having the game freeze.

But what I did is replace Will'O'the Wisp with Inferno, and
it's just really nice to have him come up in the Tales of Souls as you
choose different paths!

If there was an Edge Master model from SC1 I would certainly use
him instead of Shadow Master, who just seems to be Arthur's shadow.

Do you know where is the narrator voice in the PKG file?

EDIT: Found It. File3.UNK
 
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