0% found this document useful (0 votes)
40 views12 pages

Basic Mods Guide

Uploaded by

Nam Dang
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
40 views12 pages

Basic Mods Guide

Uploaded by

Nam Dang
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

SPINEBUSTER_94’

s GUIDE TO SOME
BASIC MODS FOR
FIRE PRO
WRESTLING
WORLD
======================================================================
INTRODUCTION
======================================================================
Fire Pro Wrestling World is, in my opinion, the greatest active professional wrestling game in
circulation. Whilst the base game itself is awesome, it is relatively simple. Using the
steam/PC version, there are numerous mods by numerous creators designed to enhance
the features of the game. Often, these mods are free, and relatively simple to use…once you
know how that is. However, I, amongst others, often find the setting up of these mods quite
intimidating. Now I myself am not the biggest expert on every mod available and all the
intricacies they contain. I have managed to figure a bunch of them out over time, and these
mods I use have significantly enhanced my enjoyment of the game, plus make the in-game
matches I simulate better. Therefore, the purpose of this guide is to break down some of the
mods that I use, explain how to use them, and how they affect the game. I won’t go into
detail on how to install the mods, as the mods themselves have installation instructions
penned by their creators. I will break down some of the features of these mods from there on
in post installation.
======================================================================
THE MODPACK
======================================================================
The modpack is a series of mods created by Carlzilla and provides the framework used by
most subsequent mod creators. It’s installation is essential, and the latest version can be
downloaded and installed from the modpack’s official discord server linked below;

[Link]

Once installed and patched in, when you load up your Fire Pro game on your PC, you’ll
notice a couple of additional windows open up with it. The first window is the PWGR window,
where you’ll find a whole host of customisable options for numerous different mods, and it
will look something like the image below. The more mods that are patched in, the more
windows will appear in this window.

The other window you’ll notice, is a smaller drop down menu titled ‘mod window control’.
What this essentially does is allows you to navigate between the different windows found in
the PWGR window easier. Essentially, you select the mod you’re looking for from the drop-
down list and press the find form button. Then, you’ll notice the selected window appears on
the top of the PWGR window. The mod window control window looks as the image below
shows.
======================================================================
ATTIRE COPY
======================================================================
Attire copy is an awesome feature that does exactly what it says on the tin…it basically
allows you to transfer over the appearance from one edit to another. The image below
shows the attire copy menu in the PWGR patcher window.

The edit selected in the ‘source’ drop down menu is the edit in which the attire is copied
from. The attire number next to it allows you to select which attire is copied, and thus the
numbers in this box correspond to the numbers that are attached to attires in the
appearance menu of the edit creation suite. The edit that is selected in the ‘destination’ drop
down menu will be the edit that the attire is copied to. The attire number in the box next to it
allows you to select which attire the copied attire overwrites. Please note that once copied,
whatever attire is overwritten by the copied attire is gone forever, so be careful when using
this tool. The boxes under the source drop down menu allow for a few different options when
copying the attire over. If you tick the ‘copy base parts’ box, then the base parts of the edit
you are copying from, i.e. the head and skin parts (generally) are copied too. If you tick the
‘copy head parts’ box, then any head part attached to the source edit’s attire that you’re
copying also copy over, so you could copy over a face paint or a beard for example. If you
tick the ‘copy scale’ box, then the body percentages of the source edit will be copied over
with the attire. Please note that should you attempt to use the attire copy feature after you
have created an edit, and you haven’t restarted your game after the edit’s creation, you must
press the refresh edits button in order for the newly created edit to appear in the drop down
menus. If you have restarted since creating the edit, the menus should refresh automatically.
Once you have selected all the options you want to carry over, you then press the copy
button, and a message will appear to ask if you’re sure you want to overwrite the selected
attire. Click ‘yes’, and then you’re done!

This mod is great for saving time when creating edits with similar attires, or making sure that
your tag teams colours are identical!
======================================================================
EXTRA SPECIAL SKILLS
======================================================================
This is a mod that I don’t have too much experience with using. The basics of it is that you
can essentially add extra special skills to each edit. It displays as below in the PWGR
window.

There’s a description for each skill as you select it, so I won’t detail them all here. If there’s
any you want to add to an edit, all you have to do is select the skill, then select the wrestler,
then press assign. The main use I have for this mod at the moment is the use of the ‘blades
often’ and ‘gusher’ options. Essentially what using these skills does is it means the wrestlers
assigned to them bleed more often and bleed heavier. This is extremely useful for those
blade happy hardcore/deathmatch style wrestlers.
======================================================================
MATCH PACING AND BOOKING OPTIONS
======================================================================
The match pacing and booking options window is a great tool for helping with variety in
match lengths in the game. It is displayed in the PWGR window as below.

The default matching pacing option is a drop down menu containing three options; long
(game default), average and short. These options essentially alter the point at which a match
is started. If you select average here, you’ll notice your edits start a match by already using
their medium grapples, and with short, they’ll start with their big grapples. I’m not 100% sure
if this mod affects the starting health of the edits or not, but either way it usually means that
the matches go a lot shorter if you change the default match pacing. You’ll also notice this
window has winner and finish move options. They allow you to select which wrestler will win
the match and with what move. Another cool feature is the jobber list. If you pick a wrestler in
the wrestler name drop down box and then add them to the jobber list, they essentially
behave like a real life enhancement talent. You’ll notice they don’t get an entrance, they get
limited offence in the match, and they get beaten relatively easily and quickly. This option
basically allows you to create a squash match. Personally, I tend to go with the long (game
default) option for match pacing most of the time. However, I do find that using the average
option from the default match pacing menu helps to make tag team matches slightly more
palatable and less never-ending, so if I’m looking to simulate a tag team match that isn’t a
long main event epic, I’ll often use it.
======================================================================
MOD PACK FOR 2.0
======================================================================
This window contains loads of different miscellaneous mods that are all sort of self
explanatory and down to personal preference. The first tab ‘general’ is displayed in the
image below.

I haven’t changed all that much in this window. I have changed the default move sorting to
A-Z, and that just lists all the moves in the moveset section of the edit creator in A-Z format
by default, as opposed to listing the in-game moves and then the downloaded moves. I have
the collar-and-elbow lockup mod enabled. This mod stops the edits performing a collar and
elbow lockup for every standing front grapple move and instead the edits just hit the move.
The mod options numbers allow you to customise how often you’ll still see the collar and
elbow, and I have mine set to 20% in small grapples, and 10% in medium grapples. The
other thing I have checked in this window is ‘referees never bleed’ which is self explanatory,
because when do referees ever bleed?
The next tab in this window is ‘match’, which is displayed in the image below.
This window has loads of different things you can play about with. The main things I’ve
added through this window is the ‘disable rope breaks for top rope moves’, because of how
often top rope pinning moves leads to rope breaks, and ‘no rope break for pins after sig/fin’,
which again just makes sure after an edit hits a big move, the pinfall that follows always
stands, which in my opinion just makes the matches flow better. The one other thing in this
window I’ve done is added the illegal pin to the ‘move ignores rope breaks’ section. This is
because it will always trigger a rope break otherwise.
The next tab in the ‘modpack for 2.0’ window is weapons. Now I haven’t changed anything in
the initial window that appears in PWGR, but if you click the ‘available weapons button’ it
brings up the menu in the image below.
As you see, this menu lists all the weapons in the game. The tick boxes to the left side of
each weapon allow you to change what weapons are available for the edits to pull out from
under the ring in a match. This allows you to remove weapons from the selections, which is
great as I was sick of edits pulling out Iizuka’s iron knuckles considering my game save is
based on the 90’s and they weren’t invented yet. My default for most matches is chairs only,
but if I’m running some sort of deathmatch type gimmick, I will add some other appropriate
stuff in. You can save presets for easy switching, and load them using the buttons shown in
this menu. Lastly, if you have the ‘always include favourite weapons’ box ticked, the favourite
weapon that is set in a wrestlers skills menu will always be available to be selected from
under the ring too.
The next tab in the ‘mod pack 2.0’ window is data, and again I haven’t really done anything
with this window. The only thing I do use from time to time is protected finishers. In order to
use them, you do need to tick the ‘protect protected finishers’ box. If you click on the
protected finishers box, it’ll bring up the following menu.
Essentially all you’re doing here is selecting an edit in the top drop down menu, and then
selecting a move you want to protect in the second drop down menu. As you can see here,
I’ve added Kenta Kobashi’s two Burning Hammer variations to the protected finishers menu.
This means that when Kobashi hits these moves in game and follows up with a pinfall, they
will always win the match, thus they are protected. I’ve done this with The Undertaker’s
Tombstone Piledriver and Razor Ramon’s Razor’s Edge too for example. Please note,
protecting submission moves is not recommended, as they will force the tap out as soon as
they are applied, with no struggle ensuing, and so I use this mod sparingly and for pinfall
moves only. I untick the ‘protect protected finishers’ box by default, and only use the
protected finishers mod when I want to create a situation that calls for it.
The last two tabs in the ‘modpack for 2.0’ window are ‘debug’ and ‘move craft’. I haven’t
done anything with these tabs, and so won’t go into any detail about them here.
======================================================================
TAG TEAM EDITOR
======================================================================
This option is not found in the PWGR main window. Instead if you navigate to the ‘edit mode’
menu in the main game, you’ll see it listed in the main game menu. Once you click it, it’ll
bring up the following menu.

Essentially what this mod does is allows you to switch out the nameplate during the tag team
entrance for a tag team name, same with the nickname. It also allows you to set a different
theme song to be used during the tag team entrance. Press the add team button to make a
new team. Then simply fill the form on the right hand side. Choose the team name. Choose
each member from the drop down box and then press add member so they show in the box
below. Set a nickname (if applicable, I rarely do). Then set a theme if you want to, or if you
leave it blank they’ll use the theme of the first wrestler listed in the matchup screen. Then
save & exit. All done. It’s worth noting that if a wrestler is in two teams with the same
wrestler, then they will use the entrance set in the team listed higher in the list on the left
hand side of the window. You can easily swap the position in the list by clicking on the team
name in the left hand box, and then using the up and down arrows to move them up and
down the list to the required position
======================================================================
THROW OUT LOGIC
======================================================================
This is one of the most simple mods to use and one of my favourites. It is displayed as below
in the PWGR window.

What throw out logic does is assigns a percentage of the time an edit does an irish whip and
changes that irish whip based on that percentage to a throw which sends the opponent
outside of the ring. The opponent will then get up dizzy, allowing the edit to connect with
dives to the outside a lot easier. The highest percentage I tend to assign in this menu would
be around 25%, and that would be for edits such as The Great Sasuke who you’ll see do
multiple outside dives throughout a match. Those who dive less can be between 0-10%. You
can adjust anywhere between here based on the wrestler.

You might also like