User talk:HoopyBoop

Hi, welcome to the ! Thanks for your edit to the Camouflage (The Phantom Pain) page.

Please leave a message on my talk page if I can help with anything! Bluerock (talk) 08:55, June 11, 2016 (UTC)

Plant and materials icons.
Hi.

I noticed that you uploaded the thumbnails for the plants and materials. I might as well ask: Other than possibly the Medicinal Plants in Metal Gear Solid V: The Phantom Pain and Materials (Metal Gear Solid V: The Phantom Pain), are you planning on placing them on any other articles? Weedle McHairybug (talk) 11:34, June 13, 2016 (UTC)


 * I uploaded those last night to be used as part of an icon template I was making. So in articles where a person wants to use the UI icons to clean up a page or whatever it could easily be added by copy pasting something like throughout the page and be used as  instead of locating the image and copying the file name each time. Maybe show some hovertext or something to display the name of what the icon represents.


 * The problem is that I couldn't figure out how to actually make the template work. Actually scratch that I think I've got it now. Template:TPPIcon Still some stuff on it I'm fixing. Like I don't get why it's displaying [[File:]] at the start. That shouldn't be getting written out unless I'm missing something. HoopyBoop (talk) 16:35, June 13, 2016 (UTC)

Citrullus and Digital Bush VI images/EP exchange renders.
Hi.

When it comes time for Konami to do whatever events will unveil the Digital Bush/Citrullus on the EP exchange, think you can datamine those VI images for the uniforms from the Exchange menu and upload them on here? Currently, it's a no-go because of the fact that, for whatever reason, Konami recycled the Iron Blue and Parasite Mist uniforms for what was supposed to be those uniforms, but I figure that by the time they release them to the public, they'll have fixed that faux pas. Besides, we'll need those renders for when the Forward Operating Base events list inevitably gets updated for those events anyways. Weedle McHairybug (talk) 02:21, June 15, 2016 (UTC)


 * I can do that in a bit sure. You're referring to the uniform torso pictures for those two camos, yeah? HoopyBoop (talk) 19:44, June 15, 2016 (UTC)
 * Yep, those are the ones. Weedle McHairybug (talk) 20:34, June 15, 2016 (UTC)


 * Ftex tool didn't convert the ftexs files for those uniforms so my assumption is that the dictionary for one of my tools is behind on key updates. Meaning that screenshots are the only option for those right now. Well unless someone here can replicate the EP store image. Hmm actually yeah, that should be easy enough. Just take a screenshot of snake from the same angle and throw some black pixels on it, though a clean cut-out of snake from the background might be a little tricky.


 * HoopyBoop (talk) 10:25, June 16, 2016 (UTC)


 * Actually, I didn't say you can do it now, just when the time comes, like when those uniforms actually debut, like in a few weeks from now. That way, Konami would be guaranteed to fix the faux pas they made by reusing two uniforms in place of the actual intended uniforms. Sorry for the misunderstanding. Weedle McHairybug (talk) 11:41, June 16, 2016 (UTC)

Staff icons
Hi HoopyBoop, I used some of your uploaded icons to improve the Template:MGSV_stats, so it looks tidier and takes up a lot less space, so thanks for that!

Would you also be able to upload the three language icons from the in-game Staff menu? They indicate a character's proficiency in languages (represented by speech bubbles containing either one, two or three dots) and would help further improve Template:MGSV_stats. If so, it would be much appreciated. Thanks again.

--Bluerock (talk) 00:46, June 16, 2016 (UTC)


 * While you're at it, think you can upload the job icons for certain skill sets (ie, a circle with the Combat Unit logo on it if it's a Combat-Only skillset, a circle with a wrench for R&D-only skillsets, a circle with the Medical Team logo inside for Medical Team-exclusive skillsets, a circle with a Support Unit logo inside for Support Unit-only skills, and a circle with a hexagon inside if it's applicable to any unit)? That might also work for characters with certain skillsets regarding the MGSV stats template Bluerock alluded to, and besides which, it would be needed for the Character Traits article's section on MGSV. We might also need the VIs for the processed and unprocessed materials as well, for the sake of the shipping container and Materials (Metal Gear Solid V: The Phantom Pain) articles. Weedle McHairybug (talk) 03:02, June 16, 2016 (UTC)


 * Sure the un/processed materials I already know the location of and the skill-set icons I have prepared, they just need uploaded. The only container I didn't see was the research container (used in like one side op and mission I believe) but it might be hiding in the folder with all of the Africa textures. So later tonight after work probably.


 * HoopyBoop (talk) 10:09, June 16, 2016 (UTC)


 * Thanks for uploading the skillsets icons. That definitely managed to bolster things up for the unit articles. That said... I'm surprised there were icons for the Base Development Unit, Security Team, and Intel Team, considering they didn't have any skillsets that were specifically tailored for those units, at least, my guide didn't. Wonder what the "?" skillset icon is for, though? Hope to see the full listing of processed/unprocessed materials and VI icons soon, and keep up the good work. Weedle McHairybug (talk) 19:29, June 16, 2016 (UTC)


 * I'm not really sure about a couple of the icons either. "?" icon might show for lower grades of the int-scope, or at least that's my guess, and as for the speech bubble icon idk. Maybe the interpreters were going to have that symbol exclusively but the devs decided to go with a support icon instead for consistency. HoopyBoop (talk) 23:52, June 16, 2016 (UTC)


 * Okay, I'll probably place those on the dummied article. BTW, after the processed and unprocessed VIs are uploaded (keep up on the good work, BTW), think you can upload the VIs for the parasites? They may actually work for the One that Covers Parasite articles. Weedle McHairybug (talk) 00:01, June 17, 2016 (UTC)


 * Thanks no problem. Oh neat I didn't know there was an article specifically for that kind of stuff (unused assets). The parasite VIs I'll go ahead and upload. They (like staff photos) aren't going to be cut from the background or anything though. I'm going to focus more on screenshots, changing layouts and expanding articles for now. Though if you have any more requests feel free to send a message.HoopyBoop (talk) 00:59, June 17, 2016 (UTC)


 * You're welcome.
 * Yeah, I created the dummied content article due to being inspired by a similar series of articles on the Final Fantasy Wiki, especially when I heard there were plenty of stuff in there that would fill an article.
 * Good luck with the screencaps, changing layouts, and expanding articles, especially when we're most likely going to need a lot of that.
 * So far as upload requests, none that are particularly urgent. I wouldn't particularly mind if you upload renders of the ACC photos, any background documents/maps in Africa and Afghanistan, the various intel files (both the documents themselves in various missions and the radio in the Rescue the Intel Team Agents mission), as well as updates to the various VI images that haven't already been updated [plants, key items, blueprints, etc., etc.], maybe also a boombox, the briefcases containing the blueprints, codenames, various emblems that aren't the Event FOB emblems, icons for the solid colors for the FOBs, and any colors/patterns for weapons colors that aren't Event FOB colors, colors/patterns for the vehicles, the collectible poster VIs, some diamonds and the Diamond Dogs logo that's used to represent exchangeable staff on the Event Point Exchange menus. But like I said, nothing particularly urgent enough to do it tonight or in a short period of time. I guess we can also go by Metal Gear Online 3 customizable gear renders and maybe some MGO3-exclusive weapons as well, though we can wait for that as well. The other stuff such as screencaps, changing layouts, and expanding articles are far more in need of attention anyways.
 * Feel free to also add and expand on stuff in the Dummied Content article not just for MGSV, but also for all the past games. It's certainly a work in progress. This wiki will definitely be in good hands with you around. Weedle McHairybug (talk) 01:56, June 17, 2016 (UTC)


 * Well glad people think the additions and edits are solid. I'll take note of what TPP articles have VI images that are from screenshots when I see them then. ACC photos I actually had created a folder for at the request of person on a different site so those are an easy thing to take care of as well. HoopyBoop (talk) 09:12, June 17, 2016 (UTC)


 * You're welcome. I didn't see it while I was skimming through the texture files but it should be in the same folder so I'll take another look tonight. HoopyBoop (talk) 10:09, June 16, 2016 (UTC)


 * Found those icons you wanted Bluerock. They're in the recent image uploads. HoopyBoop (talk) 02:03, June 19, 2016 (UTC)


 * Thanks. Also, nice work designing those tables for the MGSV weapons page. I was working on something similar in my sandbox, but yours look a little better. --Bluerock (talk) 02:40, June 19, 2016 (UTC)


 * Thank you. I like your design as well, it looks really clean. I think the main issue with the equipment article right now is the fact that it's too long and hard to navigate, so I figured tables for each weapon system (tree) would be the best way to condense everything but categories with tree roots for dozens of weapons will probably have to be thrown on their own table. Like the AR category might need to be a table for each branch. e.g. AM MRS-4: ★1-5
 * AM MRS-4R: ★3-5, ★7, ★9-11
 * AM MRS-4LR: ★3-5 HoopyBoop (talk) 03:22, June 19, 2016 (UTC)

Emblems
Hi.

First of all, good job regarding the codename emblems being uploaded. That said, I kinda had to tweak the section on emblems to note that to unlock the emblems, you needed to unlock the corresponding codenames first, as the edit you did was more appropriate for the Codename (gameplay) article. I also took the liberty of copy/pasting the table you created over to the actual Codename article and adding the descriptions included in the Encyclopedia, and then after initially doing it in alphabetical order placing it in encyclopedia order. I may end up doing the same for the Emblem section as well. Weedle McHairybug (talk) 12:23, June 20, 2016 (UTC)


 * Yeah that's fine. I switched it to alphabetical because it's harder than it needs to be to locate a specific codename when listed the way the game does it (priority order?) but with the icons it might look better that way since having some tables on the same page sorted in different ways would look off. HoopyBoop (talk) 13:22, June 20, 2016 (UTC)


 * Fair enough, though I'll work on the table for Emblems later (tomorrow I'm going to have to do a lot of Event FOBs to get enough Event Points to get all the rewards, not to mention put all the necessary data into the Forward Operating Base article's Event section and implement the appropriate prizes there as well as the Camouflage and possibly Emblems and Nameplates articles. And I also try to get a lot of Online unprocessed resources, solely to ensure that I have a lot of them when I fully develop FOB3 and FOB4 in one fell swoop.). BTW, I also took the liberty of adding the Elephant codename image onto the Metal Gear Online 3 section of the codenames article, as well as adding in the codename images for all of the codenames that were already in Metal Gear Solid V there as well. Weedle McHairybug (talk) 20:11, June 20, 2016 (UTC)


 * Cool sounds good. HoopyBoop (talk) 00:10, June 21, 2016 (UTC)

Key Dispatch Missions
Hi.

First of all, good job digging out the Key Dispatch Mission flavor texts. That was definitely helpful, especially when I would have otherwise needed to dig through my screencaps to get them (and even then, only most of them).

That said, think you can get the enemy stats and if possible player stats beyond vehicles required on the Key Dispatch Missions sections for each Key Dispatch mission? My guide lists the required vehicles for completing the mission, plus the various rewards for completing the mission, so I'll take care of that front. Weedle McHairybug (talk) 11:45, July 4, 2016 (UTC)


 * Yeah no problem. There's a lua file that states all of the variables for dispatch missions so I'll see about stripping the information from it when I get a chance. HoopyBoop (talk) 13:39, July 4, 2016 (UTC)

color icons and buddy customization equipment.
Hi.

Other than the Revenge System (enemy preparedness) article, are you currently busy with anything? I'm asking because we might need to upload some color icons for the solid colors of Mother Base/FOBs, the fur colors for both D-Dog and D-Horse, the solid and camo colors for the vehicles, choppers, and possibly D-Walker, the various customization equipment for D-Horse and D-Dog (legs, head, eyepatch), and possibly also the solid colors and non-Event FOB-related camo colors for the weapons systems (and in the case of the Buddy equipment, probably actual images of them). Weedle McHairybug (talk) 13:19, July 19, 2016 (UTC)


 * Sure I'll see what I can find. HoopyBoop (talk) 14:52, July 19, 2016 (UTC)


 * Thanks. I already managed to put up the sections, as well as the appropriate number of spaces for each gallery (though I may have left an extra one for the default colors), so all you'll need to do is upload them and then put them in the appropriate places. Weedle McHairybug (talk) 17:34, July 19, 2016 (UTC)
 * Hey, thanks for inserting the weapons colors and vehicle colors icons. That said, I'm still waiting for the plain base colors (Camo colors are the same as the special colors in this case), and the custom colors icons for D-Horse and D-Dog, for fur, head, legs, and eyepatch. But hey, no real hurry. Weedle McHairybug (talk) 21:21, July 21, 2016 (UTC)


 * lol I honestly forgot about those. Yeah I'll get those. It will probably be later today or something like that since I wanted to get DD's bond to 100% on my new save. So I can make sure I grabbed the right texture and whatnot. There are a lot of unused textures just kind of hanging out in the game files. e.g. the 16th weapon camo is a similar color to the 15th but there's an unused blue version in the texture0.dat file, which makes me think they did that by mistake. Just in the sense that it breaks the camo color pattern they were doing. HoopyBoop (talk) 14:16, July 22, 2016 (UTC)
 * Think you can upload that unused blue version and put it on the Dummied Content article? That sounds like something worth noting. On a related note, I also moved the Elephant codename to that section as well, mostly to leave room for the various title emblems for MGO3. Weedle McHairybug (talk) 14:19, July 22, 2016 (UTC)


 * Cool. I'll probably upload some of those colors tonight and add the unused stuff to that article. I'm trying to determine vehicle stats with Cheat Engine atm but will get on that after.HoopyBoop (talk) 22:04, July 22, 2016 (UTC)

Swimwear.
Hi.

As you may know right now, there's some new swimwear available via FOB events. Think you can upload the various swimwears VIs on the Event Point awards screen so we can use them for the event FOBs for this month and possibly next month (since they're released to celebrate summer)? Since they're for a limited time, you might to do so very soon, since the Events have been shortened to a week. Weedle McHairybug (talk) 10:14, August 2, 2016 (UTC)


 * A week? Well that's good to know. It means that the rest of the camos won't take over a year to cycle. Anyway yeah I can pull them. I'll upload sortie prep screens at some point to replace them in the camouflage article.HoopyBoop (talk) 10:43, August 2, 2016 (UTC)


 * Thanks. And I'll also place them onto each Event FOB section gallery when that time comes to ensure they still have a use. Since this was meant to celebrate summer, I suspect they'll release all 12 of the swimwear by Fall Equinox at the latest, since that's the official start of Autumn (which probably means that they'll at some point release the swimwear in sets of two or more just to ensure that they get done by at least Labor Day if not the Fall Equinox). What's even better is that, if this event is anything to go by, they'll release two of the new FOB Event uniforms at the same time until then, meaning it will be a very quick end to the Event FOB uniforms. Hope they'll release more new emblems soon, though, because to be frank, it's getting annoying how they skipped over new emblems each Event (last event's pretty much the first time we even GOT a new emblem since Eli way back in March). On that note, assuming they continue their trend of releasing two new uniforms next event (next week), think you can extract the Citrullus and Digital Bush VIs and place them onto here? By that point, they'll probably have fixed the glitch involving their repeating two of the uniforms already present. Weedle McHairybug (talk) 14:07, August 2, 2016 (UTC)


 * My assumption was that they were just giving people another chance at the previous event camos in case they missed them. Konami releases them in UI order so it may be appropriate to mark the next couple of event releases with an ETA, as long as they're clearly marked as such with a footnote or something. Those two VIs aren't in the .dat file with the rest for some reason. I'm not sure what's up with that. HoopyBoop (talk) 21:22, August 2, 2016 (UTC)


 * Yeah, I know. Well, when they do end up doing them, they're definitely going to need to fix the VI to include the two. I know that at the very least Citrullus will probably be among the new Camos for next week's event, meaning they're definitely going to need to fix it either next event or the event after next if they don't want an error with their Event FOB rewards system. Now that the swimwear's out of the way at the moment, think you can upload the plain base colors and the D-Dog fur colors/eyepatch options? Weedle McHairybug (talk) 21:31, August 2, 2016 (UTC)


 * Yep. I have to pick up my meds in a bit but it will likely be at some time tonight when I upload them. HoopyBoop (talk) 21:41, August 2, 2016 (UTC)


 * Alright got those taken care of. I couldn't find all of the D-Horse hairs in it. I may have deleted them or something so I'll try looking through the unsorted texture files from a fresh .dat instead.


 * Any other stuff that may need pictures or information? Oh uh does that guide of yours state the fire rates and health of vehicles? That would make it easier than locating values in the .exe and game files. The dats don't have weapon parameters aside from damage and impact force stated in a clear manner (aside from vehicle turrets).

HoopyBoop (talk) 09:02, August 4, 2016 (UTC)


 * Okay, I'll wait until you find the D-Horse and D-Dog images in the .dat files.
 * So far as the bit about fire rates and health, pretty much all ramming attacks for any vehicles save for Helicopters have a base damage of 2,300. Small cannons for armored vehicles have a base damage of 1,200. Large cannons and the standard cannon for armored vehicles and tanks, respectively have a base damage of 3,900. Machine guns for both armored vehicles and tanks have a base damage of 1,100, while machine guns for helicopters have a base damage of 700. Multi-barreled rocket launchers for armored vehicles have a base damage of 1,100. And missiles for choppers have a base damage of 2,300. Likewise, for health, starting with four wheel drives, the main body has durability of 2,300, while each of the four wheels have 1,600 health. Both also have a defense of 300. For trucks, the truck's main body has the same amount of durability as a jeep, while its defense is 2,500, and the tires have 2,000 health instead, with a defense of 600. For armored vehicles, the main body has an overall durability of 2800, while for its defensive properties, the front & sides have 9,000 while the rear, top, and bottom have 6,000. Each of the eight tires have 2,800 in health with 4,500 in defense. The tanks, likewise, have 4,500 in health for the main body, with defensive measures for the front being 15,000, the sides being 12,000, and the rear, top, and bottom being 9,000. Its tracks have the same amount of health as the main body, and the defensive measures are the same number as that of the rear, top, and bottom of the main body. Lastly, for attack choppers, or gunships, the health for all three variants for both the main body and canopy are 2,800, while for defense, it varies. The main body for both the standard and black variant is 4,500, while the canopy for the standard model is 2,200 in defense, and 2,000 for defense. Likewise, for red variants, the main body has a defense of 6,500, while the canopy has a defense of 4,200. Hope that helps you out.
 * As far as any other pictures or information I might need, nothing regarding Metal Gear Solid V itself (not counting my earlier request regarding looking into seeing whether they've fixed the bit regarding Citrullus and Digital Bush, since I don't expect that to happen until either next week or the week after next) beyond possibly uploading a render/screenshot of what was "clearly not" the First Aid Spray from Resident Evil used for when you undergo certain injuries and maybe some information for where you can get these animations, as well as uploading VIs for the Diamond Dogs staff soldiers you get with the Event FOB prizes, the vehicle VIs, the emplaced weapons VIs, any VIs for briefing/debriefing scenes, and the VIs for nuclear weapons/nuclear waste (most of which save for the First Aid Spray and maybe the bit about emplaced weapons and vehicle VIs I already indicated I needed uploaded in the near future), though I am thinking you could help regarding datamining and sourcing anything from Portable Ops and Portable Ops Plus, like the icons for the Blueprint and Secret Docs icons, the logo for the Infinity Bandana, or anything like that. Maybe even upload more clear icons of them to replace the frankly low-quality screencaps on here that I took with my digital camera against a computer screen, and if necessary posting a video or two depicting the hidden data in the game. I might also need icons for the B1 and B3 Rations from the rereleases for Metal Gear 2: Solid Snake, as well as the description for the Frozen variant of at least one of the rations, if not all three. We might also need a more clear render/screencap of the Metal Gear Solid 3: Snake Eater ration while we're at it. Actually, come to think of it, think you can datamine and see if that Steam box, PS4 and XBOX ONE handbag are among the dummied items in MGSV, and if so, upload them and include the descriptions for them? I know they showcased those items during E3 and TGS. Weedle McHairybug (talk) 10:26, August 4, 2016 (UTC)


 * Thanks that vehicle information clears up some inconsistencies I was seeing with vehicle damage. I monitored the health values in Cheat Engine again and the stated defense of unarmored vehicles reduces damage to 0.3 when impact force is equal to it, for whatever crazy reason. You'd think equaling the defense stat would mean full or close to full damage in that case but whatever. It looks like the raw health stat changed on a couple of those since PiggyBack got their information from KJP. So I'm going to use exe values as the reference for that stat. Does that guide state some formula or anything like that for calculating damage? Impact force divided by vehicle defense works for bullet damage on unarmored vehicles but the math starts to get weird on armored vehicles when using sub-anti-material rounds. For sub-anti-material rounds, I'm pretty sure I was getting a different percentage of damage last night when using the Renov instead of the Wu LB revolver (same impact force). Also did you have the black and red versions of the other vehicles? Oh one more thing on the vehicles: does the guide mention anything about the displayed stats when deploying with a vehicle? The stat bars show a difference in durability and speed of vehicles in the same class but I haven't seen anything in-game which supports that.


 * I'm not sure what you mean by pictures of staff from FOB Event prizes. Like their stat bars in the iDroid? The VIs I should already have sorted so those may uploaded in a bit. UI icons significantly easier since they're named by the QAR tool dictionary I'm using. So let me know if there are specific ones you want.


 * I don't have those consoles so I can't really help you there. MGS2,3 have stable console emulators so I can upload screen caps and whatnot once I've got some expendable income together for the discs. Do you have a link to that handbag thing?


 * Mostly unrelated but does that MGSV guide have an digital version? All I could find was something from a different company.HoopyBoop (talk) 15:26, August 5, 2016 (UTC)


 * No, the guide doesn't give any formulas, just their numbers for defense and durability. That being said, they DO give general suggestions for using Rocket Launchers, C4, and anti-material rifles for the armored vehicles and tanks, and the practically suggest using either a high-powered anti-materiel rifle on the canopy of the KROKODIL or otherwise using the CGM 25 on the chopper itself for the higher ranked versions.


 * Sorry, I should have been more specific: The Event FOB rewards system has some soldiers you can get for each unit, from S-rank to S++ rank. S++ ranks are only exchangeable once each unit, while you can exchange each unit for a S+ and S rank soldier up to 10 times. They are represented by the Diamond Dogs logo in white.


 * As far as the handbags/Steam Box, sure, here's the scene where these items appear in: https://youtu.be/1MpmPSUJG5I?t=123


 * As far as your last question, the closest we've got is the Mission 51 supplemental PDF and some sample pages here: http://www.piggyback.com/en/mgsv/ Also, to access the former, you need to type in "quiet." Weedle McHairybug (talk) 16:01, August 5, 2016 (UTC)


 * I'm going to be adding the mission intel photos and cutscene images soonish; not sure where you want those but the file names use the mission codes so use this page as a reference if you're wanting to add those yourself: http://wiki.tesnexus.com/index.php/Mission_codes


 * There was something else I was going to tell you but I'm spacing on it right now. I'll edit it in later I guess. HoopyBoop (talk) 18:52, August 6, 2016 (UTC)


 * I'll wait for whatever you need to comment on. And I'll try to use them if I can find a way to datamine the Steam version for MGSV. That being said, that may be a while due to inexperience and a pretty tight schedule on my end, so don't expect much from my end.


 * BTW, I created a gallery for those old screencaps largely so the reader can at least access the descriptions, since they're among the few things with descriptions due to your deleting the descriptions section from the table. Weedle McHairybug (talk) 20:27, August 6, 2016 (UTC)


 * Yeah that's cool. I finished uploading all of the intel/cutscene images. The mission with the film canister isn't in there but I remember seeing it somewhere in the unsorted textures. HoopyBoop (talk) 01:07, August 8, 2016 (UTC)
 * Fair enough. For the intel images/debriefing images, we'll place them in the appropriate images (ie, those that were intel images will be placed in the Metal Gear Solid V: The Phantom Pain cassette transcripts section for intel radio, and those for the debriefings will go into the appropriate debriefings here.), in addition to the articles that fit them the most. Weedle McHairybug (talk) 01:19, August 8, 2016 (UTC)


 * That's weird. I'm not sure why Konami decided to switch the swimsuits to six days development time. The lua file still says the same for those as the event camos. It seems pretty stupid, honestly. The thing I was forgetting to tell you was that I have a spreadsheet for item requirements. It's still not complete and the item usage requirements I put placeholders for the material names. https://docs.google.com/spreadsheets/d/1C-rSfiuwrJuEngGCLH2Vm9YHmBvtzUg6W90Mu6zKyBM/edit#gid=1146824347 HoopyBoop (talk) 03:00, August 10, 2016 (UTC)


 * Yeah, I noticed. Also had to pay 700 MB Coins just to hasten development (that, and see the costs for MB Coins there as well). Regarding the spreadsheet, is that for development costs as well, or just for deployment costs? I'm only asking because I'm holding off trying to implement anything relating to the online items development until after my FOB4 is finished (which is pretty much the only time I'm pretty much able to afford being able to move my PS4 to the Living room so I can have easier access to a computer while I play), and if it covers the development costs in addition to the usage costs, that actually makes my workload a whole lot easier. Weedle McHairybug (talk) 12:55, August 10, 2016 (UTC)


 * Well it will after I add it in. The spreadsheet is primarily to aid modding but the devFlow page shows time, material, level, and GMP requirements. HoopyBoop (talk) 10:52, August 11, 2016 (UTC)

Nameplate/Emblem order (and Animal VI image uploads)
Hi.

I might as well ask you for some things:

1. Are you able to access and implement the emblems/nameplates (including those yet to be released, especially in the case of emblems) into the customization menu via cheats? If so, can you supply to me what the full list should look like for the purposes of the Wiki, even a picture if needs be?

2. If not, can you at least tell me if you have full access to all the nameplates, including Venom Snake's set, and tell me where he falls in the list.

3. Can you upload the Animal VIs that haven't already been uploaded? To put it in perspective, any animal entry on here that don't already have an image present in said section are the ones that require images. Weedle McHairybug (talk) 11:49, November 2, 2016 (UTC)