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ReKsSam 25.01.20 01:31 pm

How to edit the Coalesced files.ini and Coalesced.eng (Mortal Kombat (2011))

Edit The Coalesced.ini need to manually add new costumes to the game.

In Coalesced.eng you can specify the name of the suit, but not necessarily - in the performance would have no impact. If Coalesced.eng a text, then in the game it will look just BUG_ME

File character or costume - CHAR_???.xxx should be in the folder:
Mortal Kombat\DiscContentPC\Asset

For starters, you need a program 9 MK9 Coalesced Tool by Haoose
It looks like this:

Folder (in\out) is the path to the folder in which to unpack the selected file or folder, which will be Packed with its contents in game readable format.

Open 9 MK9 Coalesced Tool by Haoose
1)In the line: Folder (in\out) to select the directory where you unzipped the file (this can help the dot in the upper right corner.
2) Now click Extract and select the file you want to unpack.
Coalesced.ini is here: Mortal Kombat\DiscContentPC\Config
Coalesced.eng is here: Mortal Kombat\DiscContentPC\Localization

That's all, the file is unpacked, looking for its contents in the folder you specified in paragraph 1

Adding lines in Coalesced.ini
After unpacking the file Coalesced.ini you will see a Config folder, and in it 15 text files.
Of them we only need one - MK9Game.ini
To open this file preferably Hex editor, WordPad'om at least.

MK9Game.ini is divided into categories, but we need only these:

Here is written the name of file suit, but without specifying the format .xxx and the prefix CHAR_
It should be added at the beginning
Is (For new costumes for all standard character)
IsDLC= (For new characters or costumes for the new characters)
However, I don't know what would be the difference if you swap them. It does not matter.

Example: Isscorpion_c (as an example, costume for Scorpio)

Here prescribes the ID characters. If the ID is not written - the character to start the game (only in training mode).
Not all characters and costumes require that prescribed for them ID
Require only adding new characters and new costumes for the DLC characters (Skarlet, Freddy, Kenshi and rein).
Example: scorpion_c=14001
ID can be any ID number cannot be repeated.

Here prescribes the availability (TRUE) or disable (FALSE) the costume or character in the game to the player. (Example: scorpion_c=TRUE or scorpion_c=FALSE)
This item is mandatory for all new costumes and characters.
If you put a new character is FALSE - that it will be workable in the game and you can even meet him in the ladder mode, but it won't be available in the menu of character selection.

We are interested in the last paragraph.
It is needed only for the new retro costumes. All the rest can do without this item.
It spells out some character customization, and it details the kids (with a Babality).

For example:
[CHAR_SCORPION_C] - file name of the character or file suit
MeshName=RetroNinja_Male_MK1 - the name of the meshes
BabyScript=NPC_Scorpion_C_Baby.mko - the last two lines is an indication of a child who will be involved in Babality.

Adding lines in Coalesced.eng
Contents Coalesced.eng looks like this:
MK9Game\Localization\ru in the last four folder file.
We need only the file MK9Game.eng
Open any text editor, but it is better again Hex editor (WordPad)

Unfortunately, the file MK9Game.eng is not divided into sections.
In him, we have to enter the name of a new character or a new costume.
Press Ctr+F and type in the line baraka=BARAKA, will take you to the top of the list, which spelled out the names of the costumes and characters.

For a new character, you must register two new lines:
The name of the character that was specified in Coalesced.ini = the Name by which he will be named in the game
File name=the name of the suit (Not necessarily COSTUME 1)

Example (File names CHAR_CbNoob.xxx):
char_CbNoob=COSTUME 1

For the new suit just one extra line
File name=the name of the costume in the game

For example:
char_CbNoob_b=COSTUME 2

In the file name do not need to specify the format .xxx

As you can see, both files have a certain folder hierarchy. When you pack it it needs to be observed!

1) Compliance hierarchy
For Coalesced.ini
Create a new folder, place it in the Config folder (which you got when unpacking) with all its contents.

For Coalesced.eng
Create a new folder, put the folder MK9Game (which you got when unpacking) with all its contents.
If you make a mistake in observing the hierarchy Coalesced.eng, your game turned into one continuous BUG_ME.

2) Open the program 9 MK9 Coalesced Tool by Haoose
In the line: Folder (in\out) to select the directory whose contents will be Packed.
You need to choose that new folder that you created in step one.
Pack click in the program window and wait until it is DONE!

3) If done correctly you should have a file new_Coalesced.new
If you had to pack Coalesced.ini, then rename it to Coalesced.ini and place in a folder Mortal Kombat\DiscContentPC\Config
If you had to pack Coalesced.eng, rename it to Coalesced.eng and place in a folder Mortal Kombat\DiscContentPC\Localization

Example of adding a new costume
Reference: http://www.mksecrets.net/forums/eng/viewtopic.php?f=81&t=6816&sid=f8dccd993b909a3e399db812ea5cdc3d
A new outfit for JAX
File name: CHAR_Jax_H.xxx

In Coalesced.ini append the following:
In [Player]

In [Player.DownloadContentID]
Anything to register no need

In [Player.DownloadContentUnlocked]

In [Arena]
Anything to register no need

In Coalesced.eng
Find line jax=JAX
Below prescribes the following: char_jax_h=?OSTUME 3

Pack, inserted into the game folder and you're done.
Sort by:
ReKsSam 25.01.20

How to rename the file character
If you still do not know what to take and stupid to rename for example CHAR_Scorpion_B.xxx in CHAR_Scorpion_C.xxx will not work.
Well, that is out, but the game will not read it - fly at boot time.
But if you found a good retexture, but do not want to replace the original costume?

Initially, files of the characters and costumes are compressed.
Will fit the program Unreal Package Decompressor
It is divided into two files: decompress.bat and decompress.exe

To open the file.bat with any text editor and write:
decompress Imaarv.xxx
The file must be in the same folder as the decompressor!
(Example: decompress CHAR_Scorpion.xxx)

After decompress archive must, as if to say, gaining weight 3-7 mb.
He should weigh about 21 mb.

For the rename, you will require the program MKKEGenericRenamer
It looks like this:

The first line gives the file name. (For Example CHAR_Jax_B.xxx)
In the second line the value that is available now (Based on the previous example CHAR_Jax_B)
In the third place prescribed value, which is the modified value from the second line (for Example CHAR_Jax_C)
It is important to note that the length of the new line (the third) must not exceed the length of the old (second)

That is, rename the file of the character in costume will not work.
For example, CHAR_Scorpion in CHAR_Scorpion_K not to rename

Tick Yes sticks
Fix Hashes is required for all files CHAR_ and NPC_
Attempt to Fix Base Name - is necessary for alternative costumes (except for retro costumes)
Force Full Hash Check is required for retro costumes
Background Hash Fix - files only gaming arenas.

Example to rename the second costume Sonya (alternate costume):

Abdurahman-Asad 25.01.20

Write how to edit files UI

Sviat23 25.01.20

Pliz tell me if you know how to bind the Intro to the new DLS the character I made?

ReKsSam 25.01.20

You need to take an existing file type Subzero_CharIntro
To hold decompressio and then rename using MKKEGenericRenamer similar to the renaming of a character, setting only the first tick.

Sviat23 25.01.20

ATP now I will try

Sviat23 25.01.20

and you don't know how to make transparent and remove the white background?

ReKsSam 25.01.20

It is necessary to pull the texture from file ui, to work with them in photoshop and reinsert a special program (a can't remember).

Sviat23 25.01.20

can you please make a screenshot of how you wrote the program, and it is still the Intro remains the same

ReKsSam 25.01.20

I can't remember.
With the scenes before the fight was worked for only one or two characters.
For Kitana if you need to change the Intro, try several options:
1) (e.g. Sindel_CharIntro) just rename the Kitana_CharIntro without the bend and replace the original file

2) Make decompress file
(for example Sindel_CharIntro) rename it by using the prog
In the first line write: Sindel_CharIntro.xxx
Second: Sindel
Third: Kitana
Put only first checkbox
Rename, Kamenashi the original.
If this option is not a ride - then have XS.

Don't forget to make backups.

Sviat23 25.01.20

I mean, what of kitana I did DLS Persian and Intro kitanine left

Sviat23 25.01.20

and nothing happens, I renamed also remains

ButcherX 25.01.20

But what if we CHAR_Skarlet.xxx if she 2 costume to make?

ReKsSam 25.01.20

No, you cannot.
I renamed CHAR_Skarlet.xxx in CHAR_Skarl.xxx
Thus it is possible to add additional costumes type CHAR_Skarl_B.xxx, etc.

ButcherX 25.01.20

Brilliant! and as I am not a doper)) thank you(=

Ervin Traskovskiy 25.01.20

Hey cool Perse casts me?

Ervin Traskovskiy 25.01.20

Listen how to make a new character and I do put all Coalesced prescribed and when turning the pages of the Persians DLC it crashes

rugnour 25.01.20

Erwin Truskowski
how did you make a separate additional character and icon?

Aleksandr Safronov34 25.01.20

Useful article,thanks!one question(if,of course,one may be will see)...
For example,I renamed the scorpion in scorpi_o as an extra costume would not take place,right?

Aleksandr Safronov34 25.01.20

Alexander ????????34 wrote:
For example,I renamed the scorpion in scorpi_o as an extra costume would not take place,right?

ReKsSam 25.01.20

No, it doesn't.