Adding New Yo-kai to YO-KAI WATCH 4
Original guide by 8227light on Discord
Before I begin this guide, note that at this time, you must have a model already in the game’s format. There is no model importer, so you can only have existing Yo-kai or a texture edit of an existing Yo-kai.
Furthermore, the actual usability is very limited at this time. It is currently unknown how animations and models fully work, so if you try to add a Yo-kai like Blizzie, what you’ll get is a useless Yo-kai that just looks cool and can’t do anything. The only properly working Yo-kai are already-playable Yo-kai.
Required Files
The files you need may vary depending on what you are trying to do, ie whether you’re adding an existing Yo-kai or doing a recolor. For this guide, I’ll act as if you’re doing a recolor of Present Noko.
chara_base_0.00.00.cfg.bin: Assigns some core info, such as Tribe and Rank.
chara_param_0.13.62.cfg.bin: Assigns some core info, such as stats and moves.
addmenber_text.cfg.bin: This is for dialogue the Yo-kai says when befriending you, for both the Crank-a-Kai and Konkatsu.
chara_text.cfg.bin: This is for assigning a name to your Yo-kai.
chara_text: NOUN_INFO
Open the file in CfgBinEditor after downloading the latest MyTags.
Duplicate the entry of the Yo-kai you’re recoloring, in this case, Present Noko, and change the string for their name.
You’ll want to make a new NounID here, which you can generate at https://emn178.github.io/online-tools/crc/. This NounID is just a CRC hash of ‘name_[ModelName]’. So, for this guide, I’ll be hashing ‘name_y02210010’.
chara_base: CHARA_BASE_INFO_LIST
Open the file in CfgBinEditor after downloading the latest MyTags.
Skip the CHARA_BASE_BATTLE_LIST struct and move on down to the CHARA_BASE_INFO_LIST struct.
Duplicate the entry of the Yo-kai you’re recoloring, and get ready to make a new BaseID. BaseIDs are just a CRC hash of the model name, and for this guide, I’ll make my Noko recolor’s model name y02210010.
Next, make sure that the ModelID is set to your model name, which, for this guide, is y02210010.
In the NounID section, make sure it’s set to the NounID you made previously for chara_text.
You’ll want to make a new CharaModelID. CharaModelIDs are just a CRC hash of ‘mdl_[ModelName]’. So, for this guide, I’ll be hashing ‘mdl_y02210010’.
In the CharaMotionID sections, set it to your new BaseID. They’re the same.
Next comes setting up a CHARA_BASE_INFO_REF_BATTLE entry. This lets the file know what to reference in another struct, CHARA_BASE_BATTLE_LIST, which contains data for Role, Rank, and Tribe. BATTLE_LISTRef refers to the entry number in the aformentioned struct that it will start looking in, and EntriesReferenced is how many entries from that point it will look at, which will always be 1 for this. Duplicate a REF_BATTLE entry and configure it so it references the correct entry.
chara_base: CHARA_BASE_BATTLE_LIST
For our last steps in this file, duplicate the BATTLE_LIST entry of the Yo-kai you’re recoloring. Note the entry number in the list after doing so, as that will be the number you should be putting in for the BATTLE_LISTRef in the other struct.
Role, Tribe, and Rank are pretty self-explanatory, as long as you know what number correlates to what. You can find a key below.
Once you’re done, make sure to update the ChildCounts of each struct by clicking the dropdown.
Role: 1 - Attacker, 2 - Shooter, 3 - Tank, 4 - Healer, 5 - Watcher
Tribe: 1- Goriki, 2 - Onnen, 3 - Mononoke, 4 - Tsukumono, 5 - Uwanosora, 6 - Omamori, 7 - Mikakunin, 8 - Mikado, 9 - Izana, 10 - Oni, 11 - Wicked, 12 - Shinma
Rank: E-Rank - 1, D-Rank - 2, C-Rank - 3, B-Rank - 4, A-Rank - 5, S-Rank - 6
chara_param: CHARA_PARAM_INFO_LIST
Duplicate the entry of the Yo-kai you’re recoloring.
Now, you’ll need to create a new ParamID. ParamIDs are a CRC hash of ‘para_[ModelName]’. So, for this guide, I’ll be hashing ‘para_y02210010’.
Use the BaseID you made earlier for the BaseID section.
You’ll see various stats prefixed with BaseA/B/C. BaseA/B correlate to stats around Lv1 and Lv99, while BaseC correlates to stats around Lv120.
ElementResist and ElementWeak refer to which Elements the Yo-kai are strong or weak to. You can find a key for them below.
Similarly, Speed also has a key below.
CharaType should be set to ‘yokai’ already. If it isn’t, change it.
TransformsInto is only necessary if your Yo-kai is a Shadowside Yo-kai. If this is the case, put the ParamID of what they transform or revert into. Otherwise, leave it as 0 for them to undergo Great Change.
Elements: 1 - Fire, 2 - Water, 3 - Lightning, 4 - Earth, 5 - Ice, 6 - Wind, 7 - Light, 8 - Dark
Speed: 0 - Normal, 2 - Slow, 3 - Fast
chara_param: YOKAI_PARAM_INFO_LIST
Duplicate the entry of the Yo-kai you’re recoloring.
Put in your newly made ParamID.
The different MoveIDs, SkillID, and SoultimateID use the ParamIDs for said moves. Don’t change these unless you want a different moveset, of course, but if you do, look and see what the other IDs for moves are.
The XMoveUnlock variables refer to the level at which the Yo-kai will unlock that XMove. If you want it to be innately learned, for example, set it to 0.
Once you’re done, make sure to update the ChildCounts of each struct by clicking the dropdown.
addmenber_text: TEXT_INFO
Duplicate the entry of the Yo-kai you’re recoloring.
In the TextID section, put your new ParamID. They’re the same.
TextIndex refers to whether it’s for the Crank-a-Kai or Konkatsu. 0 is for the Crank-a-Kai, and 1 for Soulmates.
TextString is obvious. Write what you want them to say.
As of 7/4/24, this is the most we can do for now. Should any further developments be done, or everything is fully figured out, I will edit the above guide and remove this part.