REDELBE is now required: download (hosted on game banana) if you were using costume, UI, and/or weather mods you already have it.
Delete any .g1co and .g1m files in REDELBE\FieldEditor4
you should only have cosmetic mod files (probably just *.g1t)
in there after update 4
Delete the contents of REDELBE\KIDSSystemResource
before installing this update, we're not using the O_whatever.kidsobj
anymore and toggling stage mods now requires restarting the game.
DO NOT delete FieldEditor4.rdb.bin69
or FieldEditor4.rdb
when switching versions, they don't change the base game at all.
Latest gameplay build Beta Update 4.1 hotfix:
download 11 january 2024 (if you had update 4 you just need to replace the mod folder, updating from 3.x follow the above instructions)
hotfix changes: zack 236p+k back in, unintended stun threshold properties on momiji 46p removed.
U4 patchnotes:
link
errata: diego 3k6k was removed on purpose and shouldn't be in the notes
for the stage mods see:
here initially and
here for update 4
Redelbe 3.0:
download (hosted on game banana)
briefly: stage mods require redelbe because it's easier, swapping some files in the KIDSSystemResource database for ones in redelbe's subfolder on-load. We used to also swap into FieldEditor4 but that caused some issues for international users so all the modified assets that used to be swapped from there are now injected with alex's patch tech.
stage mods are mostly on a "playable alpha" state so please report any walls you clip through, foreground objects blocking the camera, framerate slowdown, etc. Some cosmetic stage mods change the transparency of some objects and I can't really account for that. Lighting mods may be incompatible with new stages, or they might drastically improve them but all of them are created assuming default ENVs and object transparency.
known bugs:
douglas memorial netplay works for some people and not others. maybe related to graphics cards but who knows.
loading new stages in VS is a little funky sometimes, they don't clear the previous start position index so you might have round 1 in a weird place. use winner stays or one of the other rematch options to avoid the issue completely.
For windows users who want to switch between modded and unmodded play I've created a batch script (Launch 6++ and auto-deactivate when done.bat) that automates toggling the functional portion of the mod, just put that file in the doa 6 game folder with the other mod files, double click on it or right-click create shortcut. It'll start the game, open a text window that checks whether the game is running (so leave that in the background), and then when you close the game it'll deactivate the mod automatically after 10-15 seconds when windows is done with all the technical stuff.
Once you've launched 6++ with the launcher script once, running doa 6 through steam or the normal desktop shortcut will always launch unmodded. I may do some extra work later to make the script into an executable that you can side-load into your steam library but windows doesn't like unknown unsigned .exe files and neither should you.
I'll try to make a better version of this, if you have the scripts they'll still function, otherwise rename the d3d11 application extension and the redelbe subfolder KIDSSystemResource to toggle the mods
Alex's moveset swapper thread which enables this project to exist. Check out his readme for the advanced functions included with the mod, especially useful in training mode.
Issue tracker: deprecated for new release and i wasn't maintaining it consistently, sorry.
here's a
youtube playlist of other peoples' mod gameplay and combo videos.
version updates of the mod generally breaks replay playback. The meat of replay files are mostly inputs and timings so if you change what the inputs do or when a player is allowed to press you'll get some inaccurate mess, keep a backup of old versions if you want to see old replays i guess.
if you're using costume mods you might get some non-gameplay affecting misalignments of the model and colliders, i'm looking at some ayane costume somebody ported or remade manually from 5 and some of the limbs are a little too big. Doesn't affect the collider placement but you might see something incorrectly appear to hit when the model is bigger than the hurtbox (this could happen with unmoded costumes, the capsules are sized to a swimsuit costume not the clothes, so "hitting" jann lee's pants usually won't count). Refer to the colliders for any questions about something hitting or not hitting.
Big thanks again to AlexXsWx for making all this in particular possible, as well as proofreading, and turning some of my more complex logic into efficient code (that's why this is like a week early lol)
More generally (one credit category per person):
The shoulders of giants we stand upon: Gultigargar, Ponton, UsagiZ, Grap3fruitman, Wazaaaaa and others over the years dissecting the game data and documenting previous games.
Hoodless, Killy, Gill Hustle, magicdeathgun, Crapo, Emann and others playtesting update 1.
All the players on the initial release who downloaded this thing, and especially the ones who kept playing it and reported issues.
Lots and lots of people pointing out new old moves or making actionable suggestions. There's still old stuff to add so keep those ideas coming, even if they're not directly practical we can try to do something about the root issue.
Content creators like Emery, Rikuto, Aquatwister and even the quality trolls like Lopedo.
and Perfectdark and Z-hime for making 6++ specific UI options for people on the ++ only life.