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Re: EE pak extractor [Re: Norbyte] #650563
20/10/18 12:46 PM
20/10/18 12:46 PM
Joined: Oct 2018
Posts: 1
L
Lorraine_NG Offline
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Lorraine_NG  Offline
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Joined: Oct 2018
Posts: 1
I am currently experiencing the same problem as the above posters.

You can download my latest savefile from: Download

Thank you!

Last edited by vometia; 20/10/18 01:18 PM. Reason: formatting
Re: EE pak extractor [Re: Draba] #650599
23/10/18 02:16 AM
23/10/18 02:16 AM
Joined: Oct 2018
Posts: 2
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alecblah Offline
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Joined: Oct 2018
Posts: 2
From my playing around with the tool that error seems to only effect the xml variants of the files so if you use lsj as the extension it will give you a working json formatted version. Though I may be wrong haven't fully tested yet.

Re: EE pak extractor [Re: Draba] #650606
23/10/18 08:29 AM
23/10/18 08:29 AM
Joined: Apr 2013
Posts: 465
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Norbyte Offline
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Norbyte  Offline
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Joined: Apr 2013
Posts: 465

Re: EE pak extractor [Re: Draba] #651670
31/01/19 12:38 AM
31/01/19 12:38 AM
Joined: Jan 2019
Posts: 1
JRmsk Offline
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JRmsk  Offline
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Joined: Jan 2019
Posts: 1
Hello. Can you help me to recpec lone wolf talent?

Re: EE pak extractor [Re: Draba] #652391
09/04/19 10:19 PM
09/04/19 10:19 PM
Joined: May 2018
Posts: 1
BR/SP.
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GSMMSG. Offline
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Joined: May 2018
Posts: 1
BR/SP.
Is it safe, change character name?

Re: EE pak extractor [Re: Draba] #652537
06/05/19 05:49 AM
06/05/19 05:49 AM
Joined: May 2019
Posts: 1
toastie Offline
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toastie  Offline
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Joined: May 2019
Posts: 1
hello, this is a great mod! i can unpack .pak files with no problem, but when i try to convert a .GR2 into .dae im greeted by this error; ohno
im trying to customize the colours of a head model but when i recolour the .dds BM texture, repack all the files and add it to the Mods folder all female elf heads turn invisible :(( i have no idea what is going wrong so i'd appreciate it immensely if anyone had tips on how i could go about this!!

Re: EE pak extractor [Re: Draba] #652548
08/05/19 05:29 AM
08/05/19 05:29 AM
Joined: May 2010
Posts: 2,844
The Frog & Hounds
vometia Online sleepy

veteran
vometia  Online Sleepy

veteran

Joined: May 2010
Posts: 2,844
The Frog & Hounds
There are a few meshes that the unpacker struggles with; all you can do with them is to not attempt to convert them back and forth with DAE files but they should repack okay in their unaltered GR2 format.

I'm curious about you needing the mesh to customise the colours though: you just need to alter the relevant DDS files for that. You also don't need to repack the stuff for your WIP mod to make it show up in game, though you do need to add or update the texture definition in the modding engine with the correct path to your mod directory as it tends to use the default path by, er, default.

And this may simply be down to my own inexpertise, but don't try to create a new PBR: I've never managed to get them to work as intended. Modify or copy an existing one that is "close enough" but don't try to update its path, and just apply any new texture GUIDs to the relevant record in the modding engine instead.


J'aime le fromage.
Re: EE pak extractor [Re: Draba] #652847
12/06/19 01:59 AM
12/06/19 01:59 AM
Joined: Jun 2019
Posts: 1
Gravehowl Offline
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Gravehowl  Offline
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Joined: Jun 2019
Posts: 1
I guess im not really sure what this is, but im trying to export some models to view in a program like 3d viewer or 3d builder in order to 3d print my sons character for his birthday. Exporting the model from the divinity 2 engine as a wavefront Obj seems to be the only option, and when I do that, nothing happens and I cant see the model at all or import to these programs for some reason. Is there a way to convert the file or more easily view somehow?

Re: EE pak extractor [Re: Draba] #652853
12/06/19 09:07 AM
12/06/19 09:07 AM
Joined: May 2010
Posts: 2,844
The Frog & Hounds
vometia Online sleepy

veteran
vometia  Online Sleepy

veteran

Joined: May 2010
Posts: 2,844
The Frog & Hounds
The files are in GR2 format but the export tool can convert them into DAE which e.g. Blender can then import and export with the appropriate plugin (I'm afraid I'm not the best person to advise where to find Blender stuff let alone anything else!) I've done a fair bit of (admittedly amateurish) modelling admittedly in DOS2 but DOS should be as well supported, I think.


J'aime le fromage.
Re: EE pak extractor [Re: Draba] #653001
16/06/19 12:31 PM
16/06/19 12:31 PM
Joined: Jun 2019
Posts: 2
darthslider Offline
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darthslider  Offline
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Joined: Jun 2019
Posts: 2
Maybe someone knows what should I fix in my savefile to remove the deal with the doctor I accidentally made?

I found this in my savefile but I have no idea what should I put in as a value.

<node id="IdentifierTable">
<attribute id="MapKey" value="ARX_TheDoctor_PactSealed" type="22" />
<attribute id="MapValue" value="9421" type="4" />
</node>

Re: EE pak extractor [Re: Draba] #653006
16/06/19 04:18 PM
16/06/19 04:18 PM
Joined: Apr 2013
Posts: 465
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Norbyte Offline
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Norbyte  Offline
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Joined: Apr 2013
Posts: 465
@Gravehowl As mentioned above, the extractor can only convert between GR2 and DAE (Collada). Blender (and many other tools) support Collada import/export natively, and can also export .OBJ for you.

@darthslider Story variables are not visible in text format in globals.lsx; they're encoded in binary blobs. There are currently no tools that allow editing these flags.

Re: EE pak extractor [Re: Norbyte] #653136
19/06/19 08:52 PM
19/06/19 08:52 PM
Joined: Jun 2019
Posts: 2
darthslider Offline
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darthslider  Offline
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Joined: Jun 2019
Posts: 2
Looks like I doomed to never get an ending I want to have.
Thanks for the info smile

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