SF4CMM - Street Fighter IV PC Costume Mod Manager

You have to install the .net framework 3.5 sucessfully. Also check if you are running the program with administrator permissions.

If this doesn’t work, please explain in detail what you are doing step by step until you get the error.

Glad it’s working for you now. You should read the full thread in order to find out if there is something you’re doing wrong. Also, don’t forget to check out the Readme.txt.

Have fun;)

Hi, First of all i’ll congratulate you for creating such an amazing mod.
Second of all I apologize for my bad english.
and the third and most important is that i have a problem with you lateset version of the mod.

Here is the thing, i open de mod, load the costumes and everything goes fine, but when i click on “Launch SF4” nothing happens. The game won’t open.

I try to find the answer by reading all the pages of the topic but nothing work, i upgrade the .net framework but still the same.

Perhaps you could help me…

Thank you!

Welcome to SF4CMM, MarceX;)

Have you upgraded v0.7 pre-alpha 2 from which version? If you where using older versions of SF4CMM before v6.0, they are not compatible with this one, so you’ll need to refresh your Chara dir. By this I mean delete your old Chara dir and start with a fresh one, like if you just had reinstalled the game from scratch.

Try it and post the results;)

Don’t forget to use .net 3.5;)

Thank you very much for the support!

Thanks for your Answer.

I wasn’t using any version before, the first i’m trying to use is the SF4CMM v0.7 pre-alpha 2. Should I try to reinstall the game anyway?

That’s strange… But tell me something, is your Chara dir a fresh original one, or has it been altered with mods?

You need an original Chara dir before using the SF4CMM.

hi there! i signed up to SRK so i can follow the progress of sf4 modding. i am loving the sf4cmm and have used it to mod every character. i have a couple of issues, however, and a request. the problems are as follows, and i’m using 0.7pre-alpha2 version:

  1. i randomly get the gouken replacement error mentioned earlier (the one where it can’t find GKN_01.cos.emz and decides it wants to start backing up everything). what causes this and what will fix it?

  2. i can’t apply a particular *.col.emz file for sakura (the “yellow plaid & long hair” one from sf4mods, found at http://www.megaupload.com/?d=OKQ5MOP1). the *.cos.emz file loads fine, but when i try to load the SKR_01_03.col.emz file that came w/it i get the following error:



************* Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at SFIV_Costume_Mod_Manager.Code.Helpers.ColorCostumeFileInfo.getColorFileInfo(String fileName, String tempDir)
   at SFIV_Costume_Mod_Manager.FrmAddColorMod.readFileInfo()
   at SFIV_Costume_Mod_Manager.FrmAddColorMod.btnReadFileInfo_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

****LOADED ASSEMBLIES TEXT REMOVED B/C IT'S LONG****



as for the request, would it be possible to load or set a group of color files as a costume’s color group? what i mean is that there are mods that contain one *.cos.emz and 10 color files originally meant to be replaced manually (such mods include the guile->charlie mod in the “sean vs charlie” pack at http://hitenryuisinvincible.blogspot.com/ and the “shadaloo dynasty balrog” pack from sf4mods at http://www.mediafire.com/download.php?zlwdrezddyo).

if this wouldn’t be possible anytime soon, i think it would be useful to at least allow a color mod to choose which color it mods so that to use that mod simply choose the appropriate “color” in the game normally. if any part of this needs explanation let me know and next time i’m on i can try to reword it.

thanks again for making an awesome tool!

Welcome to SF4CMM, neologix;) Thank you for the support and for using this tool;)

Shoot:P

I don’t know what the “gouken replacement error” is, and I can’t seem to find the post where it is described. Can you post a link to the post?

I’ll try to reproduce this error as soon as I have the time, and I’ll get back to you. By the way, can you send me the SF4CMM error log that was generated?

I understood what you meant perfectly. The only problem is that since a color file (.col) is used in conjunction with a costume file (.cos), I had to make the decision of locking the color file to color 01, or people would start adding mods to all slots, but since only one costume file (*.cos) can be active at a given time, all the other colors would be useless, unless by any chance they all use the same costume file, like that balrog pack you just pointed out.

I have already thought about allowing to mod a given color slot (it is really easy, and no trouble at all), but the problem of the costume file still remains.

With that Balrog pack, there’s not a problem because every color uses the same costume file, but imagine another scenario (much more common):

  • people apply different mods to different color slots

    • ryu xpto1 -> slot 1
    • ryu xpto2 -> slot 2
  • problem, xpto1 has its own costume file, different from xpto2’s

  • only one costume file can be active at any given point

  • the only solution would be to detect which color slot was selected “in-game”, and then apply the appropriate costume for that color, and that I cannot do…

  • so, when the person selects color slot 2, since costume file for xpto1 is still in use, it will brake the xpto2 mod.

Do you see where I’m getting at? There is no simple way of doing this. What I recommend is that you break down the 10 pack into 10 separate costumes, and apply them to color slot 1.

If you have a better idea on how we could do this, I’m all eyes;)

EDIT: The only option I’m looking at would be for the user to press a numerical key indicating what slot he has selected, before selecting that slot, so that SF4CMM can apply the correct costume file, but for that I think I prefer to have the mods as separate and apply them to color slot 1, just as easy.

Thank you very much for your support;)

First off, I just want to say thaks for your awesome tool. I’ve been to able to mess around with the character models without having to worry about damaging the original characters.

My request would be to add support for alternate select and versus screen mods. I have created some of these mods but would ilke it to only correspond to the character mod and not the original character.

Support for Moveset mods would also be cool.

I am also getting the gouken error. BNasically the program crashes and gives the error that it cannot find the gouken cos file even though it is there.

Hi, tekken57! Welcome to SF4CMM;)

Thank you for the support;) The users are the tool’s core;)

By “alternate select”, you’re referring to the alternate character selection screen?
Versus, I believe, is the same? (didn’t now there were any!)

So, by applying a character mod, you would also apply alternate select artwork and versus artwork, is that it? But as you know, there can be two mods applied at the same time (normal and alternate slots). Which one should we pick then? Can you detail how you’re imagining it working?

By movesets, you mean move switching (blanka skeleton with chun’s moves?)

I already asked neologix to point me to the gouken error, so I can work on a fix. Can you point me to a gouken mod that is causing problems, and what kind of problem is it?

I forgot that you can also apply alternate costume mods, that really throws a spanner in the works.

The way I envisioned it is: you select a mods the usual way, then when you hover over the selection square, the character select artwork should reflect one which is associated with the mod. The versus screen thereafter should relefct the same pic.

I’m not sure if the game loads all the character artwork when the selection screen loads or wether it loads when you hover over the selection square though.

Exactly

I am not using any gouken mods. The error message is "Unhandled exception has occured … Could not find file "\Battle\Chara\GKN\GKN_01.cos.emz’

I think the artwork is just a big picture file with all the squares already in place, so I think that hovering functionality does not apply. Can anyone confirm this?

The versus screen can be made, I think, but I need to know how the pictures are stored. Do you have an example of a vs screen mod?

What I was asking is: when does this error occur? What do you do to make it happen?

Here are the posts in which I spotted the gouken problem.

The files for the character select screen and versus screen can be found in the “\Game\Menu\ENG” folder. The file is named “chara_RYU.tex.emz” etc. This file contains the character select picure and an image with the name of the character.

The files for the ingame character icon, which appears next to the power bars can be found at “Battle\hud\Eng”. This contains the icon and images with the character name.

An example of a versus screen and select screen mod is as follows:

http://img43.imageshack.us/img43/6533/versuso.jpg

With regards to the Gouken error I mentioned,it occurs everytime I add a new costume, colour or vfx file. When scmm tries to start the game, the error is thrown. After further invesigation, it would appear that the application is looking for the gouken files in the root of my c drive i.e. “c:\battle\chara\gkn” instead of “c:\program files\capcom\streetfighteriv\battle\chara\gkn”. When i copy the gkn folder into “c:\battle\chara\gkn”, the application then throws the same error about gouki files. when i copy the gouki files to the root, it then throws an error about not finding cammy files.

Thanks. I’ll look into it;)

Are you telling me that every time you add a new costume, color, or vfx file, of ANY char, this happens? If this is not it, then I still don’t have the information that I need to replicate the error… Can you elaborate and be more precise about what steps I have to do in order to replicate the error?

Yes it happens everytime I add a new costume, colour or vfx for any character. As I’ve said i think the error is caused by the application trying to find the files in the root instead of the install folder.

I get this error on both my laptop and desktop.

Just tried a fresh Chara dir, manually added a Ken color file, then a rufus one, and it all went well. I cannot reproduce the error just based on that info… Are you running XP in both machines? Do you have .net 3.5 installed? Are you using a clean Chara dir?

I’m runnning XP on both machines, have frameworks v1.1, 2.0 service pack 1 ,3.0 service pack 1 and, 3.5. My character folder is clean on both machines, I store all my mods in a folder called “mods” in the sf4 root install directory.

it would be cool if there was a fireball skin where ryu, ken, and akuma threw burlap bags full of kittens…

also:

Can someone make a costume where rufus is santa claus already? lol, dude is THE PERFECT santa!

Can anyone else reproduce this error, preferably windows XP users?