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How To Create Mods For The Character Swapping Framework

From HEModdingWiki

This is a guide for the Unleashed Character Swapping Framework!

In this guide we are going to assume you already have your mod created for the game as standard or that you already know how to create such a mod and have a basic understanding of how to mod Unleashed.

First steps:[edit | edit source]

To make a mod/modpack based on this mod first you need to, Pick a character slot/slots. Both day and night have 24 each, these can be seen below.

Character slots & where they're located in the world map stage list:[edit | edit source]

ActD will appear in the day stage list. ActN will appear in the night stage list. Spagonia:

  • ActD_Char_Character01, ActD_Char_Character11, ActD_Char_Character21
  • ActN_Char_EvilCharacter01, ActN_Char_EvilCharacter11, ActN_Char_EvilCharacter21

Empire City:

  • ActD_Char_Character02, ActD_Char_Character12, ActD_Char_Character22
  • ActN_Char_EvilCharacter02, ActN_Char_EvilCharacter12, ActN_Char_EvilCharacter22

Chun-Nan:

  • ActD_Char_Character03, ActD_Char_Character13, ActD_Char_Character23
  • ActN_Char_EvilCharacter03, ActN_Char_EvilCharacter13, ActN_Char_EvilCharacter23

Mazuri:

  • ActD_Char_Character04, ActD_Char_Character14, ActD_Char_Character24
  • ActN_Char_EvilCharacter04, ActN_Char_EvilCharacter14, ActN_Char_EvilCharacter24

Shamar:

  • ActD_Char_Character05, ActD_Char_Character15, ActD_Char_Character25
  • ActN_Char_EvilCharacter05, ActN_Char_EvilCharacter15, ActN_Char_EvilCharacter25

Holoska:

  • ActD_Char_Character07, ActD_Char_Character17, ActD_Char_Character27
  • ActN_Char_EvilCharacter07, ActN_Char_EvilCharacter17, ActN_Char_EvilCharacter27

Apotos:

  • ActD_Char_Character08, ActD_Char_Character18, ActD_Char_Character28
  • ActN_Char_EvilCharacter08, ActN_Char_EvilCharacter18, ActN_Char_EvilCharacter28

Adabat:

  • ActD_Char_Character09, ActD_Char_Character19, ActD_Char_Character29
  • ActN_Char_EvilCharacter09, ActN_Char_EvilCharacter19, ActN_Char_EvilCharacter29Below you can find a list of which mods occupy which slots, keep this in mind when creating mods as you want your mod to be as compatible with all other CSF mods as possible:

Unleashed Character Swapping Framework available & used slot sheet.

Step 2:[edit | edit source]

Create a folder with the name of the slot you want to use, then transfer the contents of the "Sonic"/"EvilSonic" ar files that you modified into the slot folder you created.

Step 3:[edit | edit source]

How to make the voice work: Add "se_player_sonic_vo.csb"/"se_player_evil_vo.csb" from the "voices/English/Sonic.ar"/"voices/English/EvilSonic.ar" file from your mod into your slot folder, voices will not work otherwise.

Tip, do not get "se_player_sonic_vo.csb"/"se_player_evil_vo.csb" confused with "se_player_sonic.csb"/"se_player_evil.csb" the former is the voice file, the latter is the movement sound file and is always loaded anyway.

The mod only supports one voice file per character, so you will need to choose between English voices or Japanese voices for each slot.

If you do not have a custom voice, the mod will just use Sonic's & the Werehog's default voice from the game, as you'd expect.

Step 4:[edit | edit source]

What to remove for compatibility with HUD mods:[edit | edit source]

Delete HUD files in your slot folder to maintain compatibility with other HUD mods, HUD files that should be deleted are named below:

Sonic[edit | edit source]

  • ui_qte.yncp
  • ui_playscreen.yncp
  • ui_lcursor.yncp
  • ui_ps1_gauge1.dds
  • mat_playscreen_002.dds
  • mat_playscreen_001.dds
  • mat_hit_001.dds
  • mat_ex_common_002.dds
  • evil_lockon_cursor01.dds

Werehog[edit | edit source]

  • ui_playscreen_ev.yncp
  • mat_playscreen_003.dds
  • mat_playscreen_002.dds
  • mat_playscreen_001.dds
  • mat_hit_001.dds
  • mat_comon_num_001.dds
  • mat_comon_004.dds
  • mat_comon_003.dds
  • mat_comon_002.dds

What files you only need to include, if your mod is already a merge mod, skip this part:[edit | edit source]

Character slots merge files into the Sonic/EvilSonic file during runtime, this means you do NOT need to have all files of Sonic/EvilSonic in your slot, just the files you modified, that means you should only include files below that you have actually modified:

  • .Model
  • .dds
  • .Material
  • .Texset
  • .Texture
  • .anm.hkx
  • .csb

Then just pack that folder with AR0pack like you would any other mod.

Disclaimers & info:[edit | edit source]

If you wish to create a JP Sonic/Werehog voice mod for the base game Sonic/Werehog it is worth noting that base game Sonic & Werehog voices are now stored in "#SonicActionCommon.ar" & in "#EvilActionCommon.ar". NOT in the voices folder.

Credit (myself, Starlight) & GordonRamsey for the Character Swapping Framework if you use any files from the mod, if you however just follow this guide, credit is not needed.

Link the Character Swapping Framework as it will be required for your mod if you do this.

List what character slots you used so that people know what mods use the same slots as each other and thus will conflict with each other.

Also list where in the stage list slots your characters are located, so for example if you modify "ActD_Char_Character13" then your swap will be located in the Chun-Nan daytime list, second slot down.