{"id":3988,"date":"2025-03-14T00:20:38","date_gmt":"2025-03-14T07:20:38","guid":{"rendered":"https:\/\/cesspit.net\/drupal\/?p=3988"},"modified":"2025-04-11T21:04:06","modified_gmt":"2025-04-12T04:04:06","slug":"monster-hunter-risesunbreak-addendum","status":"publish","type":"post","link":"https:\/\/cesspit.net\/drupal\/node\/3988\/","title":{"rendered":"Monster Hunter Rise+Sunbreak addendum"},"content":{"rendered":"<p><a href=\"https:\/\/cesspit.net\/drupal\/node\/3825\/\">Part 1<\/a> &#8211; <a href=\"https:\/\/cesspit.net\/drupal\/node\/3932\/\">Part 2<\/a><\/p>\n<p>As written in part 1, my original intent was simply get into Rise. Then in part 2 I looked into mods to tweak the game, but couldn&#8217;t find anything worthwhile, but got some interesting mods for World instead.<\/p>\n<p>Now, I dug enough to bring much of the same to Rise as well. So here&#8217;s the update with some more specific instructions to deal with it all.<\/p>\n<p>1 <a href=\"https:\/\/github.com\/praydog\/REFramework\/releases\">https:\/\/github.com\/praydog\/REFramework\/releases<\/a> (I don&#8217;t think there&#8217;s any point getting &#8220;nightlies&#8221; for this)<br \/>\n2 <a href=\"https:\/\/www.nexusmods.com\/monsterhunterrise\/mods\/848\">https:\/\/www.nexusmods.com\/monsterhunterrise\/mods\/848<\/a><br \/>\n3 <a href=\"https:\/\/cesspit.net\/misc\/risemonsterhealth-x2scaling.7z\">my monster health x2 scaling<\/a><br \/>\n4 <a href=\"https:\/\/www.nexusmods.com\/monsterhunterrise\/mods\/1061\">https:\/\/www.nexusmods.com\/monsterhunterrise\/mods\/1061<\/a><br \/>\n5 <a href=\"https:\/\/www.nexusmods.com\/monsterhunterrise\/mods\/1300\">https:\/\/www.nexusmods.com\/monsterhunterrise\/mods\/1300<\/a><br \/>\n6 <a href=\"https:\/\/www.nexusmods.com\/monsterhunterrise\/mods\/3225\">https:\/\/www.nexusmods.com\/monsterhunterrise\/mods\/3225<\/a><br \/>\nextra: <a href=\"https:\/\/www.nexusmods.com\/monsterhunterrise\/mods\/1140\">https:\/\/www.nexusmods.com\/monsterhunterrise\/mods\/1140<\/a> (this one hides all monsters from the map, look the comments section on that page as you need to perform a little manual editing)<\/p>\n<p>The first is the usual basis to load mods, just one &#8220;dinput8.dll&#8221; that you place in the game main directory. The second is another dll file going into &#8220;reframework\\plugins&#8221;, again used to load the rest.<\/p>\n<p>The third is MINE. Since I couldn&#8217;t find a proper health scaling, I&#8217;ve done it on my own. The health scaling linked in part 2, for World, had a x2.6 increase on all monsters. I&#8217;m not sure if that may be even excessive, so for ease of editing and to be a bit conservative, my own is a x2 buff applied uniformly to everything. I have no idea how this applies in multiplayer (it&#8217;s possible that all other values are dependent on the ones I&#8217;ve edited, so everything grown in proportion&#8230; maybe), this was done just to buff health pools in single player for my own use. Just one file &#8220;system_difficulty_rate_data.user.2&#8221; going inside &#8220;natives\\STM\\enemy\\user_data&#8221;<\/p>\n<p>In case you want to edit it yourself, you need <a href=\"https:\/\/github.com\/Synthlight\/RE-Editor\/releases\/tag\/MHR-Editor_v1.5.1.0\">the editor<\/a>. Then just load the file. I had no idea what I was doing, so I simply doubled ALL the values within &#8220;VitalTableRateList&#8221; and I&#8217;ve briefly tested this in game and it seems to work. I&#8217;m quite sure only a portion of those tables are actively used, but I manually edited all those 512 entries just to be sure&#8230; I found <a href=\"https:\/\/www.nexusmods.com\/monsterhunterrise\/mods\/2834\">a mod<\/a> that I used as an example, but that one only edited the multiplayer scaling, rather than base values.<\/p>\n<p>Fourth link is to a loader for custom quests, used in the fifth link, that is just a collection of very hard custom quests. Adding quests seems relatively harmless since it&#8217;s just more stuff that you can optionally do. It shouldn&#8217;t mess with any of the vanilla content, so I just decided to install everything. Tho the <a href=\"https:\/\/github.com\/mhvuze\/MonsterHunterRiseModding\/wiki\/Custom-Quest-Editing\">quest editing<\/a> is interesting, as it seems a relatively simple and flexible system to use and do whatever you want. <a href=\"https:\/\/github.com\/mhvuze\/MonsterHunterRiseModding\/wiki\/Quest-Editor-Field-Breakdown\">This page<\/a> being quite useful to have an idea of how things work internally and the type of control you have.<\/p>\n<p>The fifth, that I have not yet tested, removes scout flies effect from the game. The green glow same as the mod in World.<\/p>\n<p>Beside that, there are a couple more additional mods that could be interesting. One is some <a href=\"https:\/\/www.nexusmods.com\/monsterhunterrise\/mods\/3279\">AI tweaks for increased difficulty<\/a> (beware that the page mentions some issues). And another is <a href=\"https:\/\/www.nexusmods.com\/monsterhunterrise\/mods\/1028\">Follow Me<\/a> mod that overhauls a bit the companions system so that you can sort of simulate multiplayer offline. You can basically bring more AI companions to a hunt and manually tweak both the damage they do AND the actual monster scaling. So this could work even as a direct replacement for my own edit and give you more control on how the scaling works. I&#8217;m not sure it&#8217;s a perfect solution though. One advantage of single player is to reduce the chaos of a fight. So using additional companions can be fun to mess with, but I prefer keeping the visual noise down. And I don&#8217;t know if you can tweak properly the scaling while also keeping the vanilla structure for companions. As I said, I haven&#8217;t tested this.<\/p>\n<p>Just in case you want to browse internal files and extract solely what you want, or just need a vanilla backup to compare, you can <a href=\"https:\/\/www.nexusmods.com\/monsterhunterrise\/mods\/849\">use this<\/a>. So for example to extract the one file I edited for monsters health pools, I loaded &#8220;re_chunk_000.pak.patch_001.pak&#8221; that I suppose is the patch to the main file, and so should have the most up to date data the game uses.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Part 1 &#8211; Part 2 As written in part 1, my original intent was simply get into Rise. Then in part 2 I looked into mods to tweak the game, but couldn&#8217;t find anything worthwhile, but got some interesting mods for World instead. Now, I dug enough to bring much of the same to Rise [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[46],"tags":[],"class_list":["post-3988","post","type-post","status-publish","format-standard","hentry","category-blog"],"_links":{"self":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts\/3988","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/comments?post=3988"}],"version-history":[{"count":14,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts\/3988\/revisions"}],"predecessor-version":[{"id":4067,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts\/3988\/revisions\/4067"}],"wp:attachment":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/media?parent=3988"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/categories?post=3988"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/tags?post=3988"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}