Modding SoulCalibur 3

Thanks for the answers!
There is definitely a reason...
Night Terror, Colossus - I understand why they can not be selected.
But I do not understand why they had to allocate: Berserker - no speech, unique color armor and finally his name BERSERKER. Areon and Aeolos - They is taller than most other units in the game, and in battle they is clearly much taller than the player. We can not re-create it, they will always be different. This was done for something...

Commerce??? Action Replay MAX, CodeBreaker. For this?
 
Well that explains it. If they are taller then they would need adjustments when interacting with other characters. They simply saw no need to include them.
 
Thank you for the discussion!
Well, then, another question: Why not open the arena "Mountain Top"?
3_Edge_Master_vs_Nightmare.jpg

Image by Byros. Post #103
 
Same reason: it's probably used in a cutscene. I havent played SCIII in long time so I can't tell you where they would use it. I'm surprised the physical ground plane is still there with proper collision model. In SCIV, there are some stages, some entirely different while others just duplicates of existing ones, but some of them dont have a proper ground plane so if you were to swap it so to speak with a known good one, characters would just fall through. They were used primarily for cutscenes in which the characters were rigged for animation used in the cutscene so it wasn't necessary.

As I've said, they could've done a whole lot more, but for whatever reason, they decided not to most likely because that simply wasn't in their plan to do it. Just because it's there, doesn't mean they have to use it. It's similar to a director's decision to cut scenes during post editing on a feature film. Often times, a lot of shots, sometimes really extensive and expensive scenes are filmed but then have to be cut later from the final edit due to cost reasons or simply due to creative decision not to include it. It's not always effective to show everything and sometimes "less" is "more".

So I wouldn't go off bashing the developers or Namco for such cuts as long as the final game delivered a good experience. Sure there could always be more but you could make that arguement for anything. I felt that most of the games delivered a great experience from Soul Edge to Soul Calibur 4. Somehow, I don't feel as enthusiastic about the outcome with Soul Calibur 5 for some reason... But I still like the series overall.
 
Possible... But you are wrong about the arena "Mountain Top." This arena is encountered in the "Chronicle of the Sword." This arena complete as all, but is not available for some reason.
This game is good, but strain unplayable character...
I tried to open Berserker very long time, until I knew that it is impossible to make. I spent a lot of effort in vain. I like the Berserker but I can not play ordinarily...
 
I did say I haven't played SCIII in a long time. So you are probably right in that respect regarding the Mountain Top.
 
Okay, guys :) Let's back to the main point of this thread: SCIII Modding.
Does anyone know where is possible to get the "vmxextract" utility. I suppose it should be within an "olkexplorer" tools set because it's mentioned in the manual.
However, the package (olkexplorer.zip) that I've downloaded from the heading mesage of this thread doesn't have "vmxextract" utility.
I'll be very grateful if anyone help me to find it.
 
Hello, I was wondering if anyone also interested using solely memory editing to modify SC3? Made me able to produce something like Custom Character Weapon Exhibition, changing swipe color, and also this:

 
I really don't think anyone should complain too much about one stage not being available, considering this game has one of if not THE most content in a fighting game.
 
Hey guys,

I'd like to replace the music in the game,
Is there a tutorial on the forum or somewhere else online, that tells you how to do so ?



Thanks in advance
 
Heh, thanks. But, can you help me with doing it in the PS2 emulator version? I want to do it, but, the PS2 are not mine really. I don't want to get in trouble with my brother xDU... Yes, I'm a coward girl xD.
 
In order to mod the game you'll need a few things:

  • A Modified PS2
  • A DVD Burner
  • DVD R's (preferably brand names, remember to burn at 1x-2x speed) - You'll need a lot of these incase you screw up.
  • As an alternative to burning DVD's, you might be able to do this if you have a PS2 harddrive attachment, but I've never had one so I'm not sure.
  • You can probably also do this using a PS2 emulator on the PC.

In the SC3 files, there is a file called ROOT.OLK. Use OLK Explorer (see attached file), to open it.

Now, it might seem confusing at first, but thanks to my blood and sweat, I documented most of what's in there:

Code:
File7.olk:
1 - 4
9 - 315 Standard Model data
319 - 368
369 - 576 cas model
577 - 626 Standard Animation
627 - 1181 Bonus Model
1182, 1183
1184 - 1259
1260 - 1391
1392 - 1413 Bonus Animation

///////////////////////////////////////////////////////////////////////////////
// Standard Model data
///////////////////////////////////////////////////////////////////////////////

9 10 Mitsurugi
17 18 Mitsurugi Edit

21 22 Seung Mina
29 30 Seung Mina Edit

33 34 Taki
41 42 Taki Edit

45 46 Maxi
53 54 Maxi Edit

57 58 Voldo
65 66 Voldo Edit

69 70 Sophitia
77 78 Sophitia Edit

81 82 Siegfried
89 90 Siegfried Edit

93 94 Rock
101 102 Rock Edit

105 106 Ivy
113 114 Ivy Edit

117 118 Kilik
125 126 Kilik Edit

129 130 Xianghua
137 138 Xianghua Edit

141 142 Lizardman
149 150 Lizardman Edit

153 154 Yoshimitsu
161 162 Yoshimitsu Edit

165 166 Nightmare
173 174 Nightmare Edit

177 178 Astaroth
185 186 Astaroth  Edit

189 190 Cervantes
197 198 Cervantes Edit

201 202 Raphael
209 210 Raphael Edit

213 214 Talim
221 222 Talim Edit

225 226 Cassandra
233 234 Cassandra Edit

237 238 Yun Seong
245 246 Yun Seong Edit


249 SC2 Lizardmen (red)

255 256 Setsuka
263 264 Setsuka Edit

267 268 Tira
275 276 Tira Edit

279 280 Zasalamel
287 288 Zasalamel Edit

291 292 Olcadan
299 300 Olcadan Edit

303 304 Abyss
311 312 Abyss Edit

315 Night Terror

///////////////////////////////////////////////////////////////////////////////
// Standard Animation data
///////////////////////////////////////////////////////////////////////////////

577 Mitsurugi Moveset
578 Mitsurugi Exhibition

579 Seong Mina Moveset
580 Seong Mina Exhibition

581 Taki Moveset
582 Taki Exhibition

583 Maxi Moveset
584 Maxi Exhibition

585 Voldo Moveset
586 Voldo Exhibition

587 Sophitia Moveset
588 Sophitia Exhibition

589 Siegfried Moveset
590 Siegfried Exhibition

591 Rock Moveset
592 Rock Exhibition

593 Ivy Moveset
594 Ivy Exhibition

595 Kilik Moveset
596 Kilik Exhibition

597 Xianghua Moveset
598 Xianghua Exhibition

599 Lizardman Moveset
600 Lizardman Exhibition

601 Yoshimitsu Moveset
602 Yoshimitsu Exhibition

603 Nightmare Moveset
604 Nightmare Exhibition

605 Astaroth Moveset
606 Astaroth Exhibition

607 Cervantes Moveset
608 Cervantes Exhibition

609 Raphael Moveset
610 Raphael Exhibition

611 Talim Moveset
612 Talim Exhibition

613 Cassandra Moveset
614 Cassandra Exhibition

615 Yun Seong Moveset
616 Yun Seon Exhibition

617 Setsuka Moveset
618 Setsuka Exhibition

619 Tira Moveset
620 Tira Exhibition

621 Zasalamel Moveset
622 Zasalamel Exhibition

623 Olcadan Moveset

624 Abyss Moveset
625 Abyss Exhibition

626 NightTerror Moveset

///////////////////////////////////////////////////////////////////////////////
// Bonus Model data
///////////////////////////////////////////////////////////////////////////////

627 628 Charade

629 630 Charade Legs

631 632 Charade Eyeball

633 634 Will' o' the' wisp (red)
635 Will' o' the' wisp Green
636 Seong Mina

637 638 Doppleganger

639 640 ShadowMaster

641 642 Amy

643 644 Colossus

647 648 Zasalamel (Old Man)
655 656 Zasalamel (Old Man) Edit

645 646 SC2 Lizardmen (yellow)

659 660 Lizardman (w/ Crown)
667 668 Lizardman Edit (w/ Crown)

671 Lizardman (w/ Voldo's mask)

681 Colorful Lizardman w/ no tail

682 Red/Green Lizardman w/ no tail

705 706 Miser

709 710 Greed

713 714 Arthur

717 718 Hwang

721 722 Luna

725 726 Valeria

729 730 Hualin

733 734 Girardo

737 738 Demuth

741 742 Arelia

745 746 Chester

749 750 Strife

753 754 Abelia

757 758 Lynette

761 762 Li Long

765 766 Revenant

769 Lynette

771 Valeria

773 Hualin

775 Berzerker

777 778 Samurai

781 785 Gladiator

789 793 797 Unknown Soul

801 805 806 809 810 811 812 FumaNinja

813 817 818 Bandit

821 Thief

825 Thief

829 830 831 833 836 Pirate

837 Assassin

841 Swordsman

845 FootSoldier

849 840 General

853 Sentrey

857 Kares

861 Dragon

865 868 872 878 Ninja

881 883 905 923 Assassin

897 899 913 Samurai

937 Sage

983 Night

1073 Dancer

1107 Gladiator

1114 Assassin

1123 Night

1124 1125 1126 Pirate

1129 1130 1131 Night

1137 1138 Abelia

1139 Abelia in Pink Dress

1140 Unused Female CaS model

1144 Unused Male CaS model (has female voice)

1146 Girardo

1148 Unused female CaS model (has male voice)

1151 Thief

1154 Demuth

1158

1163

1165 Ella

1171 Rellen

1172 Rowan

1174 Keerkes

1178 Mooncalf

1180 Ende

1181 Scrapped CotS character model

///////////////////////////////////////////////////////////////////////////////
// Bonus Animation data
///////////////////////////////////////////////////////////////////////////////

1392 Amy moveset

1393 Collossus Moveset

1394 Lizardman Prototype Moveset

1395 Hovering in the air (unplayable)

1396 Revenant Prototype (unplayable)

1397 Miser Moveset

1398 Greed Moveset

1399 Arthur Moveset

1400 Hwang Moveset

1401 Luna Moveset

1402 Valeria Moveset

1403 Hualin Moveset

1404 Girardot Moveset

1405 Demuth Moveset

1406 Aurelia Moveset

1407 Chester Moveset

1408 Stife Moveset

1409 Abelia Moveset

1410 Lynette Moveset

1411 Li Long Moveset

1412 Revenant Moveset

1413 Standing Stance

///////////////////////////////////////////////////////////////////////////////
// Stage data (incomplete)
///////////////////////////////////////////////////////////////////////////////

File 5.olk:

1 - Mountain Top
15 - Egyptian Temple Ruin
22 - Egyptian Temple (Minimum)
29 - Egyptian Temple (Minimum & Cage)
41 - Clock Tower

239 - Underground Buddhist Sanctum

273 - Grand Labyrinth
280 - Grand Labyrinth (Darkness)
287 - Grand Labyrinth (Corridor)
299 - Sacred Mt. Fuji - Lava bed
313 - Lost Cathedral - Ruin
327 - Pirate Raid
341 - Jyurakudai Villa
355 - Romanian Valley - Castle Siege
369 - Lotus Garden
383 - Old Toledo Burning Gallery
397 - Silk Road Ruin
411 - Chaos - Spiritual Realm

425 - Weapons & Armor Room

432 - Weapons Shop
439 - Armor Shop
446 - Items Shop

747 - Game Menu 'Water'
761 - Start Screen 'Soul Calibur 3 Logo'
775 - CaS Mode 'Blue Flying Rocks'

Use OLK Explorer to swap whatever you want (just make sure it doesn't freeze the game).

For example, if you want to replace Talim's 2P costume, with Lizardman's 1P costume, you would have to use OLK explorer to export File 142 (.pkg) in File7.olk (Lizardman's 1P), and then import and replace File 214.pkg (Talim 2P). If you want to replace Mina 1P color editable costume with Mitsu's 2P color editable costume, then you would have to replace File 29.pkg (Mina 1P edit) with File 18.pkg (Mitsu 2P edit).

Something more interesting would be to replace a character with Colossus or NightTerror.

The same thing could be done for movesets and stages. Just swap the moveset files or stage files that you want. I don't have them fully documented, but if you can find them, you can even swap ending "stages" with normal ones and play in them. Here is Rock and Talim on Kilik/Xianghua's ending stage:
. Most of those special stages are a bit glitchy though, they don't have proper collision detection and sometimes you fall right through the floor.

Swapping movesets is pretty fun too. You can use Colossus' moveset on a normal character if you swap it, and it's pretty comical how they move so sluggish. Although NightTerror's doesn't work for some reason, it will freeze the game. If you really want to use Night Terror though, you can just download Action Replay Max, and enable him with a code. Another funny thing is you can swap a normal moveset with an exhibition moveset file. As soon as the match starts the character will go into their kata. And the opponent can walk around and watch them. Although if you hit them out of their demonstration the game will freeze.

SC3 mod video:

SC3:AE on PS2

A while back I was trying to get SC3:AE to work on PS2, it never really turned out the way I hoped. I got my hands on the AE ROOT.OLK files, but they just weren't 100% compatible. I did get a few things working though:

  • SC3:AE Title Screen
  • Inferno's game model (he was in SC3 AE only)
  • SC3:AE Hwang, Amy, and Li Long

I've attached those files. To get the AE title screen just replace file 761.pkg in File5.olk with the attached file. You can even replace a normal stage with it if you want and fight with the title screen as a stage. :P

For some reason I could only get SC3:AE Hwang, Amy, and Li Long's movesets working properly. I never got a chance to get the other ones working so that I could have a fully working SC3:AE for PS2... perhaps when I get my modded PS2 back from my friend I'll look into it more...

But for now at least we have those three. If you want to have those three playable though, you won't be able to use the normal cast. They will be kind of glitched out. Because on top of adding those moveset files, you'll need to add some more files that change the 'core' gameplay, (hit stun effects etc). If you add the AE movesets without doing this, then they will be glitched out, but if you DO do it, the AE movesets will work properly but the normal PS2 movesets will be glitched. I've added those extra files as well.

That's all for now. Happy modding, and remember to always keep backups of your originals!
I'll probably make an SC2 modding guide sometime in the future and include all of my old modded files. Stay tuned!


Click here to download SC3:AE (ver. C) Hwang, Li Long, and Amy movesets

Click here to download the files that are needed for the SC3:AE movesets to work
I was just wandering, is there any way to use moves of heihachi from sc2 in sc3
 
http://8wayrun.com/threads/modding-soulcalibur-3.2908/page-6
More pictures and videos from Soul Calibur 3 mods:

The first series of images show Inferno wielding Soul Edge Complete versus Siegfried who is
wielding Soul Edge (Cocoon) or the Cursed Sword as seen in Soul Edge for PSX.

1_Inferno_vs_Siegfried.jpg

2_Inferno_vs_Siegfried.jpg

3_Inferno_vs_Siegfried.jpg


The next series of images show Edge Master using the Iron Sword style wielding Glam versus Nightmare wielding Soul Edge Complete:

1_Edge_Master_vs_Nightmare.jpg

2_Edge_Master_vs_Nightmare.jpg

3_Edge_Master_vs_Nightmare.jpg


In the following Soul Calibur 3 video the weapons and stage music have been modded.

Inferno wielding Soul Edge Complete faces Siegfried who is wielding Soul Edge (Cocoon) also known as the Cursed Sword in the form originally found in Soul Edge for PSX. The battle takes place in the Chaos Spiritual Realm, the stage has been modded and uses Immortal Flame as background music from Soul Calibur for Dreamcast.


Can someone explain how Byros was able to edit the text of the BGM and weapons in the video? Also how did he put Inferno over the bonus character slot?
 
Hey guys. I've found some interesting stuff. I swapped some of them, but since I saw no change, I have no idea what they are for, anyway thanks to the AE file structure, I managed to figure out for which characters some of them are.

Standard Characters

319 - Mitsurugi
321 - Seong Mina
323 - Taki
325 - Maxi
327 - Voldo
328 - Sophitia
330 - Siegfried
332 - Rock
334 - Ivy
336 - Kilik
338 - Xianghua
340 - Lizardman
341 - Yoshimitsu
343 - Nightmare
345 - Astaroth
347 - Cervantes
349 - Raphael
351 - Talim
353 - Cassandra
355 - Yun-seong
357 - Setsuka
359 - Tira
361 - Zasalamel
363 - Olcadan
365 - Abyss
367 - Night Terror

Bonus characters

1184-1259
(Sorry, I haven't identified them.)
 
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So I end my post with a few questions: Has anyone successfully ported models/movesets from SCII into SCIII or vice versa? Where is character select icon and name data stored (so I can change that Raphael icon and "RAPHAEL" text to Amy's appropriate items.)?

I haven't found where the icons are are stored yet.

The models & textures from PS2 SCII & SCIII seem to have variations in the way they are stored, that's why when you try a SCII model the
game just stays in "loading state" until you move the pad to another character which loads fine. I believe a lot of progress has been made to try to figure out the SCIII file structure (models + structure), check the following thread, the last posts bring a lot of hope:

http://forum.xentax.com/viewtopic.php?f=16&t=5648

SC2.jpg

SC3.jpg




Also character names are stored in the game executable, for the US version of the game that would be SLUS_212.16.

Can someone explain how Byros was able to edit the text of the BGM and weapons in the video? Also how did he put Inferno over the bonus character slot?

As Ian said, you need a Hex-Editor and OLK Explorer, to edit the text as you like, weapon names are stored in File 3 within root.olk if I remember correctly, do that and then swap Inferno from the Arcade Edition of the game, character models are stored in File 7 within root.olk, the details are at the start of this thread and also check the excellent SCIII Arcade Edition to PS2 thread, read it well!
 
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Hey guys. I've found some interesting stuff. I swapped some of them, but since I saw no change, I have no idea what they are for, anyway thanks to the AE file structure, I managed to figure out for which characters some of them are.

Standard Characters

319 - Mitsurugi
321 - Seong Mina
323 - Taki
325 - Maxi
327 - Voldo
328 - Sophitia
330 - Siegfried
332 - Rock
334 - Ivy
336 - Kilik
338 - Xianghua
340 - Lizardman
341 - Yoshimitsu
343 - Nightmare
345 - Astaroth
347 - Cervantes
349 - Raphael
351 - Talim
353 - Cassandra
355 - Yun-seong
357 - Setsuka
359 - Tira
361 - Zasalamel
363 - Olcadan
365 - Abyss
367 - Night Terror

Bonus characters

1184-1259
(Sorry, I haven't identified them.)

I'm sorry, I think missed something, those files you speak about on what subfile within root.olk are they stored? What did you find about them?
 
We are getting there, eventually I think more things will be possible.

May I recommend all those experimenting with model swaps, Astaroth models
have a rather large file size, thus making it easy to swap most models into their slots
without exceeding the allocated space, and avoiding a TLB miss error.

File 7 > File 177 (1,355K) Astaroth 1P
File 7 > File 178 (1,357K) Astaroth 2P

File 7 > File 185 (1,418K) Astaroth 1p Edit Costume is specially good for modding due to it's great size!
File 7 > File 186 (1,274K) Astaroth 2P Edit Costume

Here's Colossus with Soul Edge fighting another soul, once again any weapon
gets correctly scaled to match the big Colossus model, it is using Astaroth's moveset.
Colossus_Soul_Edge.jpg



The ladies found within File 7 > Files 1167 & 1168 ready to fight:
1167_vs_1168.jpg
 
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