Tip: there are multiple versions of this guide, covering different approaches. See the side bar for others.
In this guide we’ll be retexturing Snake’s bionic arm in Metal Gear Solid V: The Phantom Pain from its original red/black to all dark, to suit various black outfit retextures (such as this).
There are a few different ways to retexture game files in MGSV and this guide covers an approach that tweaks the arm model to point to a custom texture, using a script. Similar steps can also be used for modding other textures.
Pros and cons of this approach
Benefits (compared to PFTXS only approach):
Downsides:
More about this guide
This guide is a shorter adapted version of the companion guide to the script we’re using here, which covers how to retexture MGSV’s supply box and separates each step into separate illustrated pages. We’ll be using a couple different programs but achieving the same thing.
Let’s get started!
Tip: for those unfamiliar with downloading programs from Github just download the topmost file in the linked pages, with the package/cube icon.
Show steps
C:\Modding\MGSV\Tools
.set usequickhash=no
line near the top settings area to be set usequickhash=yes
instead and save the file.QuickHash.exe
into the window when prompted and press Enter, then do the same when prompted for XVI32.exe
.It’s also recommended to show all file extensions in Windows, so different filetypes can be distinguished easily.
To get to the necessary files we first have to unpack the game’s data files.
Check out the steps here then return back.
With the files unpacked we can now identify which we’ll need for modding the bionic arm.
Check out the steps here then return back.
There are only two directory paths needed for the mod so we’ll set them up now.
Check out the steps here then return back.
Tip: unlike FMDL Studio 2 the script we’re using for this guide actually supports a custom texture path (the first path in the above link) directly within
Assets
without the need to be inside atpp
sub-directory (eg:Assets\Mods
would be valid).
However to make the steps consistent for both the Path Replacer Script and FMDL Studio 2 guides the custom texture path in the linked steps has been set to withinAssets\tpp
for both.
Obviously the key part of any retexture mod.
Check out the steps here then return back.
Tip: it’s useful keeping the base name of the texture files generic. You could leave it as
sna0_arm0_def_bsm
or rename it to something likeRetexture
(eg:Retexture.ftex
,Retexture.1.ftexs
, etc).
This way if you want to change the color of the arm to something else in the future the entire texture path can remain the same, which avoids having to re-edit the model file with a different texture path.
Now we’re ready to tweak the model file to point to our modded texture file path.
Double-click the path replacer script you configured earlier. The script will prompt for three things: the target file path (our FMDL), the original FTEX texture path and our modded FTEX path.
sna0_arm0_cov.fmdl
file from the Modded
directory onto the script window, then press Enter.For the Original FTEX Path prompt we’ll be pasting the following path instead of dragging anything. So copy the path below then paste it in by right-clicking within the script window once and pressing Enter:
/Assets/tpp/chara/sna/Pictures/sna0_arm0_def_bsm.ftex
Just make sure you copy the full path, including the first forwardslash (
/
) character in the line above, for the path to be valid.
Modded
directory and press Enter.If all are correct the XVI32 hex editor window should open briefly, edit the model file, then close and the script should report ‘Modification successful’.
Video:
If this doesn’t occur check out the script’s troubleshooting page for common mistakes, or ask for help on Discord (link in wiki side menu).
The mod is almost complete. We just need to package it into a SnakeBite archive so it can be easily installed and shared.
Check out the steps here then return back.
If you ever decide you want to add some separate color variation all you have to do is re-edit the texture file from Assets\tpp\Mods\Custom\BionicArmVariants
and go through the MakeBite steps again to regenerate another SnakeBite package file.
That’s because the custom texture path we chose is generic enough that it’s not referring to a specific color, so there’s no need to re-tweak the arm model file, only the texture file(s).
Below is the SnakeBite packaged mod using the steps from this version of the guide. For reference.