On your PC, create a folder for your decrypted save, we will name ours PS4Save.Sign into your newly activated account on Console B, then launch GoldHEN again and enable both the BinLoader and FTP servers.Copy your existing Diablo 3 save from your USB to System Storageĭecrypt your Diablo 3 save to use with D3StudioFork.Click Set ID & Activate, reboot your console, sign into newly activated account.NOTE: Your PSN ID is the name of the folder on your USB drive under PS4->SAVEDATA.Paste the PSN ID of your account into the box of zeroes next to a newly created offline account.NOTE: Your dashboard might freeze and restart the UI, wait for it to restart and click Connect then Get Users again.Launch PS4OfflineAccountActivator, input Console B LAN IP and click Connect, click Get Users.Launch PS4 Save Mounter, input Console B LAN IP and click Send Payload.On Console B, launch GoldHEN, navigate to Home Screen Settings -> ★GoldHEN★ -> Enable BinLoader Server, and it will give a notification in the top left of your LAN IP.Import your encrypted Diablo 3 save to Console B The most convenient way to launch GoldHEN is to visit, use the DNS servers 165.227.83.145 and 192.241.221.79 on your console to get there easier.PS4Debug by jogolden, updated by ctn123, built into his PS4 Save Mounter.Both of the following payloads running on Console B:.PS4 Save Mounter v1.9.3 by ChendoChap, updated by ctn123.PS4OfflineAccountActivator 9.00 by barthen, updated by charlyzard.D3StudioFork - A Diablo 3 Save Editor by me." Console B" - modifiable PS4 console on FW 9.00. ![]() ![]() " Console A" - unmodified PS4/PS5 fully updated and able to play Diablo 3 online.USB drive for copying saves between consoles, with an existing Seasonal save copied to it.Working Windows PC to run the required tools.In this guide I will show you step-by-step what I did and which tools and information I used. I put this all together and abused my first Seasonal leaderboard spot on Aug□ This guide aims to provide concise, accurate instructions to use publicly available homebrew and PC tools to bring edited saves into Season 24 and beyond on PS4 and PS5.
0 Comments
![]() The PentagonLight MS3R-X-SR weaponlight is featured as the "Tactical Light" and appears to reuse the same model from Medal of Honor. The Glock 17 is permanently fitted with a generic tubular micro laser sight. The AN/PEQ-2 appears as the "Laser Sight" for the majority of primary weapons. Laser Sights & Flashlights AN/PEQ-2 ITPIAL Several weapons do use their own unique bipods, such as the FAMAS, most machine guns, and some sniper rifles. It has an odd quirk of appearing folded towards the muzzle in first person but the third person model is stowed facing the opposite direction. Many long arms (namely those that have underbarrel Picatinny rails) in the game use a shared Harris Bipod for the Bipod attachment. The KH2002 is the only weapon with a unique foregrip - it uses a horizontal, finger-grooved grip. The Foregrip attachment appears to be based on the KAC Forward Pistol Grip, however the unscrewable bottom cap is shorter in height and the mounting bracket is shorter in width. The PKS-07 appears as the default scope for the JNG-90, M59/66 SKS, NDM-86, SV-98, and the QBU-88. The PKS-07 is not modeled accurately to it's real life incarnation it bears angular cuts reaching the bottom of the scope base, the left facing adjustment knob is more centered, and the forward facing adjustment knob isn't modeled at all. This model was ported from the multiplayer of 2010's Medal of Honor while the model has since been replaced, the GUI and Battlelog icons still represent this older ACOG model and the textures for this particular model are still present in the game files. In early builds of Battlefield 3, the ACOG model was that of the TA01NSN variant which is easily distinguished by its lack of fiber optics and the presence of backup iron sights. The Trijicon ACOG TA31 appears as the "ACOG". The Trijicon RX01 appears as the "Reflex" and acts as a counterpart to the Kobra. In the alpha, the G3A3 also incorrectly used this mount, though a proper HK claw mount is utilized in the released game. The dovetail mount for AK-type rifles, the NDM-86, and the M59/66 SKS is based on a chopped PSO-1 optic mount. The PSO-1 acts as a counterpart to the ACOG. The EOTech 552 appears as the "Holographic".Ī slightly fictionalized PSO-1 appears in game, depicted with a Weaver/Picatinny rail mounting bracket the likes of the game's PK-A sight. The M145 is depicted with the M4 ballistic reticle instead of the more common M240/249 reticle. The ELCAN M145 MGO appears as the "M145". The reticle is also an incorrect chevron instead of just a regular red dot. The PK-AW is incorrectly depicted as a magnified optic instead of a red dot sight, oddly acting as the Russian counterpart to the M145. Compared to the real PK-AW, the mounting brackets more closely resemble the upper part of the standard PK-A's mount. It is incorrectly described as a holographic sight, and uses a red dot reticle with a red outer ring, which is incorrect as the PK-AS uses a red dot reticle with a black outer ring. The BelOMO PK-AS-W appears as the "PKA-S" and acts as the Russian counterpart to the EOTech 552. Two versions of this model exist a version with 6x magnification which is unlockable for assault rifles, carbines, shotguns, and some LMGs, and a version with 8x magnification which is unlocked by default for all western sniper rifles bar the JNG-90. The Delta Titanium 3-24x56 appears as the "Rifle Scope". Note - it is the same scope used on the SV-98 in Medal of Honor (2010)'s multiplayer.12x magnification optic available for all sniper rifles and the FN SCAR-L. The standard IRNV scope gets no magnification and uses a simple dot reticle, while the IRNV scope used on sniper rifles gets roughly 8x magnification and the same mildot reticle as the Rifle Scope. The AN/PAS-13D V1 thermal scope appears as the "IRNV". Note the border at the edge of the screenshot is authentic, intended to display the edge of the Abrams' display screen as the vehicle moves around. These tanks seem to have been modelled from museum display vehicles, since the gun itself is missing from the mounting.Īn Iranian Type-72Z shows off the DShK it conspicuously does not have. Mountings for the DShK heavy machine gun can be seen on Iranian Type-72Z main battle tanks, modernised versions of the Russian T-55. The ACB-90 Storm (ACB-90 Штурм), a tactical knife made by the Ukrainian company "Voentorg Spetsnaz", is featured as the "ACB-90". ![]() The UVSR Taiga is featured as the "Machete" used by Dimitri Mayakovsky in the campaign. The M9 Bayonet is featured as the "Knife". 4.59 QLZ-87 Auto GL in Aftermath + HMMWV Mk.19.4.56 EA/DICE "Silently" Removing DLC weapons.4.55 Could we remove info added pre release.4.45 How do we know the M1911 in this game is an M-45 MEU(SOC)?.4.31 Patch is still yet to reach Xbox it appears.4.25 Added a piece of info about the M1014.4.18 Furthering the US Army / USMC mix theory.4.16 Changing Descriptions in screenshots. 8/23/2023 0 Comments Wild hearts crew monster high![]() Weapons in Monster Hunter, the charge blade and switch axe in particular, can have some pretty expansive movesets-nothing in Wild Hearts comes close. It also utilizes a simpler combo structure. Because of this, Wild Hearts operates at a much faster pace. When you press a button, the attack happens, as opposed to Monster Hunter’s half-second windups. Weapons are, on the whole, snappier than those in Monster Hunter. My time with the game has been spent alternating between the parry-focused bladed umbrella, which gains power with every successful block, and the claw blade, which allows for brutal aerial combos at the expense of defensive options. Wild Hearts has the standard katanas, greatswords, hammers, and bows that one would expect in a monster hunting game, but it also includes odder, more interesting additions like bladed umbrellas, multi-part staves, and claw blades. Your choice of weapon is, of course, the other essential part of hunting kemono-and interesting weapons have become something of a hallmark for Koei Tecmo. The building is quick, and surprisingly intuitive, and quickly became an essential part of my approach to hunting kemono. Six crates create a wall, which can stun kemono that charge into them. Three springs stacked on top of each other, for example, creates a massive hammer with which you may bonk your target kemono. However, in addition to their standard forms, basic karakuri can be combined into more complex machinery. You can jump off crates to gain access to unique aerial options, or use springs to fling yourself at kemono. In combat, basic karakuri can be used for traversal or utility. When other players visit your world in multiplayer, they use the karakuri that you’ve built for them. Effectively, they become a limited form of basebuilding, allowing you to customize your version of the world to your particular needs. These karakuri are not generally used in combat, rely on a different resource from celestial thread, and rebuild themselves when destroyed. Dragon karakuri, on the other hand, are more permanent additions to the game’s world, ranging from tents to ziplines. Basic karakuri are primarily used for combat and traversal, which is why they’re temporary and easily broken. In gameplay, this manifests as your character’s ability to build things from celestial thread, which fall into two categories: basic karakuri and dragon karakuri. Your character finds a “seed,” which integrates karakuri (and celestial thread) into their body-awakening the lost technology around them. And yet, when everything is working, Wild Hearts is more mechanically, narratively, and aesthetically cohesive than Monster Hunter has ever been.Īt the beginning of the game, the karakuri have been asleep for a long time, following a disruption in the flow of celestial thread. This lack of polish and precision is only exacerbated by the game’s poor PC performance, which manages to consistently undercut what should be Wild Heart’s best moments. It lacks the polish and precision of Monster Hunter, the series from which it openly borrows its basic gameplay loop of hunting monsters and turning them into gear to hunt other monsters. Wild Hearts, developed by Koei Tecmo and published by EA, is not always this graceful. ![]() The Kingtusk reels, and, after a moment, our dance resumes. I hit the ground, and my steel cable does the rest of the work, cutting through root-bone and barkskin, severing the spirit’s tail. I pull the cable taught again, and hurtle earthward. Then, I hurl myself back into the air, and hang there in the space above its tail. I travel the full length of its body like this. My body turns with the momentum until, whirling and fire kissed, my knife meets the Kingtusk’s side. I pull the cable taught, and fling myself past the weaving trunks and vines beneath me. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |