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#572322 28/10/15 03:55 AM
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Is there any official word about the new pak files? Is their content supposed to be accessible/what format do they use?

Draba #572510 28/10/15 04:29 PM
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I have no idea and unfortunately this kinda stuff is over my head. Hopefully one of the people who worked on this in the past are still interested.

I do know that none of the old stuff works as it looks like they changed something under the hood.

Draba #572568 28/10/15 09:21 PM
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An experimental version is available, no guarantees that it'll work though smile
https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool-v1.7.2.zip

Draba #572577 28/10/15 09:54 PM
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Many thanks.

Draba #572582 28/10/15 10:19 PM
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Extraction works like a charm, deleting the pak and replacing it with the raw(and edited) contents worked without an issue so far.
That was fast, thanks!

Draba #572594 28/10/15 10:50 PM
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Now we need 4 players! pretty please!

Draba #572670 29/10/15 06:51 AM
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Norbyte you are amazing! Thank you very much man smile


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Draba #572712 29/10/15 09:49 AM
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Absolutely wonderful! Will try out immediately! laugh

Draba #572812 29/10/15 05:47 PM
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UPDATE: v1.0.1 released; this version can properly read and write D:OS EE model and animation (GR2) files.

Draba #572858 29/10/15 08:57 PM
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greeting to all.I have few question regardless extractor and editing game files.

1.Downloaded extractor,in this program i chose main.pak to extract.Extracted files,then i copy them to Data folder of Divinity EE.Delete main.pak,laucnh game.All work fine.If i try to edit something like this:In folder data\mods\main\charactercreation\properties.lsx i change this lines:
<attribute id="NumStartingAbilityPoints" value="5" type="4" />
<attribute id="NumStartingAttributePoints" value="5" type="4" />
<attribute id="NumStartingTalentPoints" value="2" type="4" />

The game after lauch say about error,but loading fine and without any changes.

Is anyone can help me to find few things:How edit start ability,talent,stat points of characters and ability of increasing party to at least 4-6 members?

Draba #572870 29/10/15 09:41 PM
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Thanks again Norbyte smile


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Does this allow for 4 custom characters or just for connectivity?

Parkan #572979 30/10/15 07:18 AM
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Originally Posted by Parkan
greeting to all.I have few question regardless extractor and editing game files.

1.Downloaded extractor,in this program i chose main.pak to extract.Extracted files,then i copy them to Data folder of Divinity EE.Delete main.pak,laucnh game.All work fine.If i try to edit something like this:In folder data\mods\main\charactercreation\properties.lsx i change this lines:
<attribute id="NumStartingAbilityPoints" value="5" type="4" />
<attribute id="NumStartingAttributePoints" value="5" type="4" />
<attribute id="NumStartingTalentPoints" value="2" type="4" />

The game after lauch say about error,but loading fine and without any changes.

Is anyone can help me to find few things:How edit start ability,talent,stat points of characters and ability of increasing party to at least 4-6 members?


I've done pretty much the same thing, with the same result.
I've also tried to change HenchMen and ClassPresets, to no avail.

It seems the game engine just doesn't care about the .LSX files. Just to make sure it wasn't still loading old files, I deleted the original .PAK files after extracting them. The game starts fine, but my changes are still ignored. Has anyone been able to figure out why this happens?

As a side note, you can make the game shut up about the invalid files by clearing the "MD5" value in the meta.lsx file,
which I suppose immediately invalidates my previous claim about the game engine not caring about the .LSX files.

I guess the CharacterCreation stuff is handled differently than the other .LSX files...

Has anyone been able to figure out if there is some way to get the game to accept your modified files?

Last edited by Vometia; 30/10/15 09:29 AM. Reason: formatting
pscz #573096 30/10/15 08:36 PM
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EE has new MainLSF.pak that contains henchmen files and many other that overwrites all your changes. This is Larians way to say have fun modding.

Draba #573212 31/10/15 09:58 AM
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I have the same problem - when I inserting Localization / English.pak
When i translated into another language, is still loading English texts (I do not know where) - do not take it new file .pak.

Please, solve this problem...

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Originally Posted by PredatorV
I have the same problem - when I inserting Localization / English.pak
When i translated into another language, is still loading English texts (I do not know where) - do not take it new file .pak.

Please, solve this problem...


I've updated the tool today to fix some packaging problems:
(v1.0.2)
* Fix some incompatibilities in the handling of deflate streams
* Fix CRC calculation on compressed files
* Add CRC verification when decompressing
* Save file compression flags properly

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Same link as before?

Draba #573327 31/10/15 09:21 PM
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Yep

Draba #573561 02/11/15 12:34 AM
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can someone help me? when I try to use the editor I get this error

http://imgur.com/Cx8lQfs

Draba #573613 02/11/15 06:09 AM
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Redownload the extractor again, should be OK now

... scratch that, it should be working fine.
The app is targeting .NET 4.5, and the "BinaryReader(Stream,&#8194;Encoding,&#8194;Boolean)" ctor was added in v4.5, yet yours is missing it. A mystery ...

Can you redownload this: http://www.microsoft.com/en-us/download/details.aspx?id=30653 and try again?

Last edited by Norbyte; 02/11/15 06:23 AM. Reason: more info
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Originally Posted by PredatorV
I have the same problem - when I inserting Localization / English.pak
When i translated into another language, is still loading English texts (I do not know where) - do not take it new file .pak.

Please, solve this problem...

So. I have the same problem.

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Originally Posted by Did Kokos
So. I have the same problem.


Well ...
What did you change in English.pak exactly?
How did you recompress the package? (What options did you use, was the input path the same as the output path during decompression?)
If you're sure that you did everything correctly, can you upload a copy of the broken .pak somewhere for inspection?

Draba #573847 03/11/15 08:38 AM
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I edited the file is not English, so I do translation into another language. and I want to leave English as any other edits. But when unpacking any localization file when you start the game it switched to English only. If you replace the default file pak everything is working properly. But even if you edit a purely English localization, the game strangely does not accept the changes. It will display a standard text. WHERE IT TAKES?
Unpacking and packing files made in standard mode.
Here repacked file
I do not know whether I'm doing right or not. Just want to ask how to do it right?

Last edited by Did Kokos; 03/11/15 08:59 AM.
Draba #573937 03/11/15 05:28 PM
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You should repack the directory where you unpacked the original .PAK to; otherwise the relative paths inside the .PAK will be incorrect.

Let's take an example:
Extracting Russian.pak to C:\stuff\ will get you:
PAK Localization\Russian\Fonts\fonts.lsx --> Filesystem C:\stuff\Localization\Russian\Fonts\fonts.lsx
PAK Localization\Russian\russian.xml --> Filesystem C:\stuff\Localization\Russian\russian.xml
[etc.]

When you later repack C:\stuff, the prefix of the paths will be stripped, so you'll get:
Filesystem C:\stuff\Localization\Russian\Fonts\fonts.lsx -> PAK Localization\Russian\Fonts\fonts.lsx
Filesystem C:\stuff\Localization\Russian\russian.xml --> PAK Localization\Russian\russian.xml

... however, when you only repack a *subdirectory*, eg. C:\stuff\Localization\Russian, you get:
Filesystem C:\stuff\Localization\Russian\Fonts\fonts.lsx -> PAK Fonts\fonts.lsx
Filesystem C:\stuff\Localization\Russian\russian.xml --> PAK russian.xml

Notice how the relative paths in the PAK are different; the new package has "Fonts\fonts.lsx" instead of the correct "Localization\Russian\Fonts\fonts.lsx", this is why your package doesn't work.

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Originally Posted by Norbyte
You should repack the directory where you unpacked the original .PAK to; otherwise the relative paths inside the .PAK will be incorrect.

... however, when you only repack a *subdirectory*, eg. C:\stuff\Localization\Russian, you get:
Filesystem C:\stuff\Localization\Russian\Fonts\fonts.lsx -> PAK Fonts\fonts.lsx
Filesystem C:\stuff\Localization\Russian\russian.xml --> PAK russian.xml

Notice how the relative paths in the PAK are different; the new package has "Fonts\fonts.lsx" instead of the correct "Localization\Russian\Fonts\fonts.lsx", this is why your package doesn't work.


Thank you for the explanation. Everything works.

Draba #574318 05/11/15 08:53 PM
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Updated the extractor again.
Changelist for 1.1 -> 1.3:
- Add LSF write support
- Fix TranslatedString serialization for LSF
- Fix conversion of GR2 models that use 16-bit vertex indices
- Add support for v7, v9 and v10 package formats

Draba #574322 05/11/15 09:10 PM
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Link?

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Draba #574347 06/11/15 12:00 AM
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1000x Thanks Norbyte!! Working great, just did the movement speed increase mod :)

Draba #574745 08/11/15 06:03 AM
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Awesome tool, been using it to change up some dialog options, but it looks like the LSX->LSF writing seems break when it encounters a <children> element in the LSX xml tree. Any <node> elements within the <children> tags are being added to the parent's DOM level, and breaks dialog completely :(

You can reproduce this with any of the LSF files in Mods\Main\Story\Keywords from within MainLSF.pak

The particular file I was tinkering with was JAH_Default.lsf, if it helps.

What I did was converted the file from LSF->LSX, LSX->LSF, and then LSF->LSX again, comparing the original LSX to the "processed" LSX.

Any way you could add support for the children tags so that it'll output properly?

Last edited by Corgan; 08/11/15 06:07 AM.
Draba #574778 08/11/15 09:16 AM
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LSX loading is now fixed in v1.3.1 smile

Draba #574815 08/11/15 02:31 PM
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Thanks again for all the work Norbyte smile

You ever, erm, find the time or need for some extra work..well..i don't suppose we'd mind if you brouth the save game editor up to date as well ^^


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Draba #574861 09/11/15 12:07 AM
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Nice, thanks Norbyte. That fixed it!

http://i.imgur.com/wzt04vL.png smile

Aenra #574945 09/11/15 06:51 PM
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Originally Posted by Aenra
Thanks again for all the work Norbyte smile

You ever, erm, find the time or need for some extra work..well..i don't suppose we'd mind if you brouth the save game editor up to date as well ^^


Well I'll take a look at it, but no guarantees...

Draba #574973 09/11/15 09:57 PM
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Norbyte, I'm using v1.3.1 and I had two questions.

1. Is there a way that the program can output a readable file? As in, line breaks? Example shown in the picture:
[Linked Image]


2. Is it possible to have a batch way to convert lsf files to lsx? I really want to get a look at changing some things but having to convert one file at a time when there are hundreds of them is unrealistic.

No matter the answer, thank you for your program and time!

Draba #575009 10/11/15 07:44 AM
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MrWoof, You can use notepad++ with the XML tools plugin. (you need to add the plugin).
Just press CTRL+ALT+SHIFT B and it will show it with all of the line breaks.

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OMG thank you!

Draba #575134 11/11/15 03:20 AM
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Hey Norbyte, after today's patch (11/10) I'm unable to fully unpack Main.pak. A ways in, this message box appears:
[Linked Image]
I'm guessing something on their end changed? Thanks for taking a look!

Draba #575148 11/11/15 06:30 AM
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Both Main.pak and Materials.pak (the files patched yesterday) extract successfully for me.
Can you "Verify local files" on Steam to make sure that your Main.pak is OK?

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Thanks, that seems to have worked. I probably screwed something up previously with it. Sorry about that! Thanks for the reply!

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Originally Posted by Norbyte
Originally Posted by Aenra
Thanks again for all the work Norbyte smile

You ever, erm, find the time or need for some extra work..well..i don't suppose we'd mind if you brouth the save game editor up to date as well ^^


Well I'll take a look at it, but no guarantees...


woot!

My thanks in advance (again), regardless of outcome smile

Last edited by Aenra; 11/11/15 03:21 PM.

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MrWoof #575539 15/11/15 11:33 PM
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Originally Posted by MrWoof
Norbyte, I'm using v1.3.1 and I had two questions.

1. Is there a way that the program can output a readable file? As in, line breaks? Example shown in the picture:
[Linked Image]


2. Is it possible to have a batch way to convert lsf files to lsx? I really want to get a look at changing some things but having to convert one file at a time when there are hundreds of them is unrealistic.

No matter the answer, thank you for your program and time!


Added XML pretty printing and batch conversion in v1.4.

Draba #575608 16/11/15 10:57 PM
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A lot more usable with readable files and batch conversion, yay! And only one Convert button instead of save/loading LSBs. Great work Norbyte.

And I noticed you can unpack story files now? That's probably not very useful without the ability to recompile the story, though, right? Gotta wait for the editor to really start scripting?

Draba #575661 17/11/15 06:24 PM
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Thats a WIP feature, I'm hoping to add some additional stuff (like compilation) later.

Draba #576049 22/11/15 09:56 PM
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Just to clarify, the Pak extractor only extracts SOME files? I just don't understand where a lot of stuff is stored (e.g., talent effects), and I assume they must be in some files that your extractor just doesn't touch because they're Larian-specific files or something that we just can't open?

Draba #576077 23/11/15 06:27 AM
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No, it extracts everything.
Talent effects are hardcoded in EoCApp.exe.

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Norton really does not like this program at all.

edit: you need to add an exception to your sonar etc for the whole folder to get it to work.

Last edited by Obbu; 27/12/15 05:08 AM.
Draba #578849 30/01/16 10:32 PM
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Norton has no issue with this.
Got a 22.5.5.15 NIS (bought and paid for) and have never had any trouble. Are your sonar settings perhaps at an overly high level?

Which by the way, you do not need. Sonar 'on', all its subcategories to 'off' is good enough


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Draba #581560 19/04/16 09:29 AM
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Hi i am having trouble with the LSF files from the MainLSF.pak. When i try to convert them (eg properties.lsf) to the LSX Format i get this error.

[Linked Image]

Converting existing lsx to lsf and back works fine. Do they use a new serialization or am i doing something wrong?

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Had the same issue here.

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I'll investigate and add support for the new LSF format asap smile

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Someone give him a medal laugh


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Draba #581695 23/04/16 03:07 PM
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I've added support for v2 LSF files.
I haven't worked out all the details yet, so some files may fail to load unfortunately.

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Thank you for the umpteenth time Norbyte, much obliged! laugh


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Aenra #581755 25/04/16 08:54 AM
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Thanks for the first time, its working great.

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I'm getting this when trying to convert the globals.lsf to a lsx file
http://imgur.com/zd4Ygmn

I'm using the latest GoG version.

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I am getting the same error on my globals.lsf System.OutOfMemoryException: Array dimensions exceeded supported range.

Here is a link to the file https://www.dropbox.com/s/012kzqs8e5dp7rk/globals.lsf?dl=0


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Yeah, this is a known issue at the moment with larger LSF files, sadly frown
I'm trying to find out why these files decompress incorrectly, but haven't found the root cause yet.

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I believe I know what the problem could be. Would you be willing to post the source code here so I could take a look at it? It's written in C# or VB right? The problem I think is that the maximum amount of items in an array is limited by the maximum integer size. I think since the files are so large the maximum integer limit is being reached.

If you would be willing to post the source code I would be extremely grateful!

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Here it is:
https://github.com/Norbyte/lslib/tree/master/LSLib

The prolematic part starts here:
https://github.com/Norbyte/lslib/blob/master/LSLib/LS/LSFReader.cs#L483

The problem is that the LSFv2 format introduced chunked compression, where the LZ4 stream is split into multiple parts. However, simply putting the chunks together corrupts the output stream subtly, ie. some output bytes become consistently different while most of the others stay the same. Because of this, streams over 0x8000 bytes (that are chunked) will probably decompress incorrectly. This is what causes the out of memory error (array sizes becoming impossibly large as the decompressed length values are corrupted).
I don't really know why it could be, but I'll experiment with it a bit when I have some time.

Last edited by Norbyte; 06/05/16 03:38 PM.
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Eh, I actually managed to fix it!
Sooo v1.5 is available at the usual location!

Last edited by Norbyte; 26/07/16 04:59 PM. Reason: Link update
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well done! laugh

edit: @Raze can we give Norbyte a custom tag, lol? 'Tinkerer' maybe, or something similar, lol

Last edited by Aenra; 07/05/16 09:13 AM.

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Draba #582310 19/05/16 11:02 PM
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the link for ExportTool is no longer valid (desactivated account)

Last edited by Fab71; 20/05/16 08:17 AM.
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Originally Posted by Fab71
the link for ExportTool is no longer valid (deactivated account)


It says for me his account exceeded the bandwidth limit. It will probably be available again at some point.

Maybe Norbyte could upload it to NexusMods under the tools section so it's in a more permanent place.

Last edited by SniperHF; 20/05/16 01:53 AM.
Draba #582368 22/05/16 04:17 PM
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Does anyone have a copy they could temporarily rehost on something like mediafire or onedrive

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Link is not working. Can you share? Please?

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Temp link until the Dropbox one starts working again:
https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool-v1.7.2.zip

Draba #582383 23/05/16 01:46 AM
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Thanks Norbyte ^^

Last edited by Fab71; 23/05/16 03:09 AM.
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Oh! Thanks men!

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hello, I have an error when I want to decompress a .pak.
http://imgur.com/CN6YXth
Can anyone help me?

Thanks

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Hi Fab71,

Can you (re)download the .NET runtime from http://www.microsoft.com/en-us/download/details.aspx?id=30653 and try again?

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Hey Norbyte,

Amazing tool! I'm having an issue getting my modified save file to work:

  • I unpack the lsv save file.
  • I convert the global.lsf to global.lsx.
  • I modify global.lsx (literally changed one of my characters ability points from 1 to 5 for a test).
  • I convert the modified global.lsx back to global.lsf.
  • I create a package from the directory I initially unpacked to.
  • I put the new save game lsv file in the old save game directory.


My game crashes everytime I try to load it. It also shows the "this saved game may be corrupt" message as well.

Any ideas? I simply unpacked a save and then repacked it to make sure that the tool worked. It did.

EDIT: Ok, either I'm doing this wrong or found a bug. If I convert global.lsf to global.lsx and back again without changing ANYTHING, and then remake the package, the game crashes when loading with this lsv. Even the sizes are different. The new, crashing one is 6,000k whereas the working one is 5,400k. What's even stranger is that I can convert to and from global.lsf to glboal.lsx all day with no errors and without losing bytes.

EDIT 2: Just for your awareness, I tried doing the batch conversions (back and forth without changing anything) instead. In this case, the game file said "incompatible" when I tried to select it form the saved games.

Last edited by hamburglin; 09/07/16 02:52 AM.
Draba #583113 09/07/16 11:53 PM
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Hi hamburglin,

I checked the conversion and it seems to work for me smirk
Can you upload your original (working) and non-working globals.lsf somewhere so I could check whats wrong?
Thanks!

Draba #583118 10/07/16 07:30 AM
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Sure! When I have some time I'll upload them.

Draba #583473 22/07/16 11:17 PM
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Hi Norbyte and thanks a lot for this amazing tool !

One question though:
Is it really necessary to disable V1 .lsx to binary compression (and vice versa) ?

Some might still want to use the tool for classic modding, because it's a necessity for more serious modding, and classic probably has tons more of old version files.

Tried to convert the current ItemCombosPreview.lsx to LSB and that threw an 'old version not supported exception'. Could do it with the old (pre-EE) tool (and with an older version of the current tool last year before the editor came out) though and could do it with the current one after manually copying two 'version lines' from a newser LSX to the file.
(which of course I could not do when decompressing: copying some bytes into the binary.)

EE probably still has a wild mix of old and new version files and maybe that is the reason why recently my attempts to unpack some book LSBs failed. And probably the reason why batch conversion failed until the 'offending' LSBs were removed from the directory.

It's only XML after all or is there some magic I haven't noticed yet ?
(like the 'chunk thing')

Draba #583481 23/07/16 12:26 PM
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Hi all,

First of all, sincerely appreciate the effort by Norbyte on the NorbyteTool (there are japanese forums call this tool as NorbyteTool :P)

2 things I have found out so far.

1) For savefile, we don't have to convert the package back to lsv, the game can read the respective lsf directly as long as they are all in place.
E.g. Autosave folder which consists of 'meta.lsf', 'globals.lsf' and 'levelcache/*.lsf' total 5 files will be loaded just fine.

2) When converting from LSF -> LSX a header named Header.Unknown is not read (
when converting back LSX -> LSF replaces it as 0x200000 so it is lost in the process, the source file indicates a different number which I don't have a clue what it is, maybe a version number, in my case, it is 2104000C (553910284)).

Without this header, the meta.lsf will mark the savefile as 'incompatible', and globals.lsf will crash the loading.

For the time being, manually edit the LSF file and replace the header will solve both issues. (The first line of lsf file in hex format, find the 00 00 00 20 and replace with whatever you see from the same location of the source header)

Last edited by Katsuki; 23/07/16 12:44 PM.
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Hi,

Originally Posted by FrauBlake
Is it really necessary to disable V1 .lsx to binary compression (and vice versa) ?

Some might still want to use the tool for classic modding, because it's a necessity for more serious modding, and classic probably has tons more of old version files.

This check was a bit too restrictive for no reason; fixed to include V1 lsx files as well.
(Its original purpose was to detect future additions to the lsx file format to make sure that we serialize new formats properly)

Originally Posted by Katsuki
2) When converting from LSF -> LSX a header named Header.Unknown is not read (
when converting back LSX -> LSF replaces it as 0x200000 so it is lost in the process, the source file indicates a different number which I don't have a clue what it is, maybe a version number, in my case, it is 2104000C (553910284)).

Without this header, the meta.lsf will mark the savefile as 'incompatible', and globals.lsf will crash the loading.


This field was originally ignored because its value didn't have any effect (the game worked with every value just fine), and the original .lsx-es (where available) never contained this value, so I assumed that the game doesn't use it.
I've changed the lsx/lsf conversion process to automatically save & restore this value now.

Fixed version: https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool-v1.7.2.zip

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Thanks a lot.

I don't know, what we should (and could) do without your work !

Actually, I'd vote for this this thread to be stickied, since this tool is so useful, the thread should never get lost on a subsequent page.

... After all, the Savegame Editor thread is still sticky and that tool does not even work for EE anymore ...

Draba #583493 24/07/16 01:06 AM
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Amazing how fast some things go.

Big Thanks to whoever stickied the thread !

Draba #583817 07/08/16 10:34 PM
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Hey Norbyte,

Any plans on adding a Save editing UI? I know you can convert the .lsf files to readable formats, but that's a little beyond my abilities.

Thanks!

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Hey,

Savegame editing is a complex thing and it would take quite a lot of time to implement properly. I'm quite busy this time of the year so I can't really work on it in the immediate future, sorry.

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I am using the GR2 Converter (LSLib1.6.3) to modify Divinity EE files (GoG ver.).

I have no problem opening and extracting the Main.Pak and MainLSF.pak. However, when I try to convert the LSF files, I receive this error:

--------------------------------------------------------------------------------------------------------------------
Conversion Failed
Internal Error!

System.UnauthorizedAccessException: Access to the path 'C:\dbg.bin' is denied.
at System.IO._Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize,
FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 buffersize, FileOptions options, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctro(String path, FileMode mode)
at LSLib.LS.LSF.LSFReader.Read()
at LSLib.LS.ResourceUtils.LoadResource(String inputPath, ResourceFormat format)
at ConverterApp.MainForm.resourceConvertBtn_Click(Object sender, EventArgs e)
--------------------------------------------------------------------------------------------------------------------

This happens when trying to Convert LSX / LSV/ LSF single files AND Batch Convert...

I have .Net 4.5, Running Windows 10.

I am at a loss, any help is much appreciated :)

Thanks!

Draba #585232 10/09/16 09:56 AM
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Have you tried running the program as administrator ? Helped me with several access exceptions.

Norbyte will know more.

Draba #585238 10/09/16 06:37 PM
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dbg.bin is a debug leftover that really shouldn't have been left there. Its already removed in v1.6.5, but until that version is released running as administrator is the only workaround.

Draba #585262 11/09/16 03:49 PM
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v1.6.5 is out!
Link: https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool-v1.7.2.zip
This version needs the 2015 version of Visual C++ runtime (32-bit!): https://www.microsoft.com/en-us/download/details.aspx?id=48145

Changes:
* GR2: Add batch GR2/DAE conversion feature
* GR2: Add support for animation DaKeyframes32f curves
* GR2: Add PWNGBDT3433342 and PWNGBTT3433322 vertex formats
* GR2: Fix dummy skeleton build when source GR2 has no models (only skeleton)
* GR2: Fix dummy model generation when model has no mesh bindings
* GR2: Fix a bug where models were sometimes duplicated in the output
* GR2: Fix multiple issues with export of animation transforms
* GR2: Fix twitching when exporting rotation anim curves
* Remove LSF exporter leftover debug code

Last edited by Norbyte; 07/10/16 07:36 PM. Reason: Updated download links
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Thanks for your work ! claphands

Hope you can continue with Original Sin 2 once it's released ... because a lot of stuff is impossible without it ;-)


Draba #585450 14/09/16 08:41 PM
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v1.7.0 is out!
Link: https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool-v1.7.2.zip

Changes:
* Add support for D:OS 2 (LSFv3 format)
* GR2: Interpolate missing orientation/position/scale keyframes during export
* GR2: Fix incorrect animation duration when no rotation is applied

Last edited by Norbyte; 07/10/16 07:37 PM. Reason: Updated download links
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Originally Posted by Norbyte
v1.7.0 is out!
Link: https://s3-eu-west-1.amazonaws.com/szhu-qa/test/ExportTool-v1.7.0.zip

Changes:
* Add support for D:OS 2 (LSFv3 format)
* GR2: Interpolate missing orientation/position/scale keyframes during export
* GR2: Fix incorrect animation duration when no rotation is applied


Thank you very much.

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Its amazing to see how you keep updating the tool and add new features. Awesome work man. Thanks to the addition of support for DOS 2, I guess mods for DOS 2 are on their way.

Draba #587070 19/09/16 01:18 AM
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Hello, I've downloaded the newest version of the ExportTool-v1.7.0, but I haven't found a guide on how to use it. When I try to unpack with it I only either encounter errors, or nothing comes out.
Here's a screenshot of it
[Linked Image]

Draba #587228 19/09/16 12:17 PM
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Sometime I also get the could not load or assembly "lslibnative.dll" error, and I haven't been able to extract anything yet.

Draba #587864 20/09/16 06:01 PM
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Hi,

Can you describe the errors you're getting?

Regarding lslibnative.dll:
Make sure that you have the 32-bit version of the Visual C++ runtime installed from here:
https://www.microsoft.com/en-us/download/details.aspx?id=48145

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Originally Posted by Norbyte
Regarding lslibnative.dll:
Make sure that you have the 32-bit version of the Visual C++ runtime installed from here:
https://www.microsoft.com/en-us/download/details.aspx?id=48145


This worked, thank you smile

Draba #590445 30/09/16 03:22 PM
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I was trying to convert the lsf from dos:2 to lsx file but I got the following error message, I currently have both the x86 and x64 visual C++ libraries installed. and I am running in the converter in administrator mode. is there any solution for this issue?

---------------------------
Conversion Failed
---------------------------
Internal error!

System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.

Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at LSLib.LS.LSF.LSFReader.ReadNode(NodeInfo defn, Node node, BinaryReader attributeReader)
at LSLib.LS.LSF.LSFReader.ReadRegions(Resource resource)
at LSLib.LS.LSF.LSFReader.Read()
at LSLib.LS.ResourceUtils.LoadResource(String inputPath, ResourceFormat format)
at LSLib.LS.ResourceUtils.ConvertResources(String inputDir, String outputDir, ResourceFormat inputFormat, ResourceFormat outputFormat)
at ConverterApp.MainForm.resourceBulkConvertBtn_Click(Object sender, EventArgs e)
---------------------------

Last edited by Orinx; 30/09/16 03:45 PM.
Draba #590478 30/09/16 08:17 PM
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Hi Orinx,

Which LSF file are you trying to convert?

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I was trying to convert the savename_main.lsf I also tried the batch convert on all .lsf files from the same on the folder they were output into (global.lsf , meta.lsf , levelcache/savename_main.lsf , sys_character_creation_a.lsf) and I got the same error.

Draba #590801 02/10/16 09:08 AM
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Ah, I haven't tested compressed LSF files in D:OS 2 yet, so it wasn't working, but should be fixed now.
New exporter link:
https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool/ExportTool-latest.zip

Last edited by Norbyte; 24/09/17 03:05 PM. Reason: Update link to latest ver
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Originally Posted by Norbyte
Ah, I haven't tested compressed LSF files in D:OS 2 yet, so it wasn't working, but should be fixed now.
New exporter link:
https://s3-eu-west-1.amazonaws.com/szhu-qa/test/ExportTool-v1.7.1.zip
That works fine for DOS 2 now, thanks.

Draba #592265 07/10/16 04:30 PM
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Savegame.lsb & SocialStats.lsb still cant be converted.

Draba #592269 07/10/16 05:02 PM
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Hmm, my savegames don't have any of the files you mentioned. Where did you find them?

Draba #592276 07/10/16 05:39 PM
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from Origins.pak, in Public\Shared\Localization.

Draba #592288 07/10/16 07:33 PM
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Hm, it seems that the translated string keys in those files have duplicate string terminators (probably some kind of bug in the D:OS code?). Anyhoo, I've added a workaround for that, and also fixed some LSF issues.
v1.7.2:
https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool/ExportTool-latest.zip

Last edited by Norbyte; 24/09/17 03:05 PM. Reason: Update link to latest ver
Draba #592504 09/10/16 09:14 AM
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from Origins, Public\Shared\RootTemplates\merget.lsf cant be converted too. 8mb unknown information smirk
[Linked Image]

Last edited by xvote; 09/10/16 09:18 AM.
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Works for me, although the conversion takes quite some time.
What was the output filename you used? (The converter determines input/output file format based on file extension)

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True, but now new problem... If u open _merged.lsf in NotePad++, copy any not encrypted text ("FreezeGravity" or "hb52f8094g9f25g4c95g8f29ge4c24bdda507" for example) and try to find it in _merged.lsx, then you cant do that. LSF-file has this text, but it just disapeared after convert LSF to LSX... Or maybe I dont understand anything?..

Last edited by xvote; 10/10/16 12:18 AM.
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Hrm, I'll have to double-check that. It might be a bug in D:OS 2 LSF parsing.

Draba #592666 10/10/16 04:26 PM
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Indeed it was another LSF parsing bug. Fixed.
New link: https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool/ExportTool-latest.zip

Last edited by Norbyte; 24/09/17 03:04 PM. Reason: Update link to latest ver
Draba #595502 12/11/16 02:30 PM
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First of all, great tool, thank you, Norbyte!
I used it to reshuffle a couple of skillpoints on a character (EE), and now every time I load the save the game displays a warning saying that the savegame has detected tampering and so on. I doubt that 2 reallocated points will in any way break the save file, so I assume I can go on playing. Is there a way I can get rid of the message? Thanks in advance.

Last edited by Deithwen; 12/11/16 02:31 PM.
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I believe the savegame (meta.lsf?) contains hashes to verify the validity of the save file itself which are no longer valid after resaving. It'll still work fine though, so manually recomputing it is not worth the effort.

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Does anyone know exactly how Larian sorts out the listing of abilities and their points?


There's no definition and I see lists like this:


<children>
<node id="Attributes">
<attribute id="Object" value="5" type="4" />
</node>
<node id="Attributes">
<attribute id="Object" value="5" type="4" />
</node>
<node id="Attributes">
<attribute id="Object" value="9" type="4" />
</node>
<node id="Attributes">
<attribute id="Object" value="5" type="4" />
</node>
<node id="Attributes">
<attribute id="Object" value="6" type="4" />
</node>
<node id="Attributes">
<attribute id="Object" value="6" type="4" />
</node>
<node id="Abilities">
<attribute id="Object" value="0" type="4" />
</node>
<node id="Abilities">
<attribute id="Object" value="0" type="4" />
</node>
<node id="Abilities">
<attribute id="Object" value="0" type="4" />
</node>
<node id="Abilities">
<attribute id="Object" value="0" type="4" />
</node>
<node id="Abilities">
<attribute id="Object" value="0" type="4" />
</node>
<node id="Abilities">
<attribute id="Object" value="0" type="4" />
</node>
<node id="Abilities">
<attribute id="Object" value="0" type="4" />
</node>
<node id="Abilities">
<attribute id="Object" value="0" type="4" />
</node>
<node id="Abilities">
<attribute id="Object" value="0" type="4" />
</node>
<node id="Abilities">
<attribute id="Object" value="0" type="4" />
</node>
<node id="Abilities">
<attribute id="Object" value="0" type="4" />
</node>
<node id="Abilities">
<attribute id="Object" value="1" type="4" />
</node>
<node id="Abilities">
<attribute id="Object" value="1" type="4" />
</node>
<node id="Abilities">
<attribute id="Object" value="1" type="4" />
</node>
<node id="Abilities">
<attribute id="Object" value="0" type="4" />
</node>
<node id="Abilities">
<attribute id="Object" value="1" type="4" />
</node>
<node id="Abilities">
<attribute id="Object" value="0" type="4" />
</node>
<node id="Abilities">
<attribute id="Object" value="0" type="4" />


Last edited by vometia; 12/11/16 10:55 PM. Reason: formatting
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Originally Posted by Norbyte
I believe the savegame (meta.lsf?) contains hashes to verify the validity of the save file itself which are no longer valid after resaving. It'll still work fine though, so manually recomputing it is not worth the effort.

Thanks for your response.

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Originally Posted by snowpie
Does anyone know exactly how Larian sorts out the listing of abilities and their points?


The position of the <Attributes> node determines which attribute it applies to. 1st node is attribute #0, second is attribute #1, etc. The same applies to traits and abilities.

Attributes:
(Note: These are the internal names from the engine; some of them were renamed in the actual game)

eAttribute_Str = 0x0,
eAttribute_Dex = 0x1,
eAttribute_Int = 0x2,
eAttribute_Con = 0x3,
eAttribute_Spd = 0x4,
eAttribute_Per = 0x5


Abilities:

eAbility_WarriorLore = 0x0,
eAbility_RangerLore = 0x1,
eAbility_RogueLore = 0x2,
eAbility_SingleHanded = 0x3,
eAbility_TwoHanded = 0x4,
eAbility_Blackrock = 0x5,
eAbility_Bow = 0x6,
eAbility_Crossbow = 0x7,
eAbility_Shield = 0x8,
eAbility_Reflexes = 0x9,
eAbility_ArmorMastery = 0x0A,
eAbility_Sourcery = 0x0B,
eAbility_Telekinesis = 0x0C,
eAbility_Willpower = 0x0D,
eAbility_FireSpecialist = 0x0E,
eAbility_WaterSpecialist = 0x0F,
eAbility_AirSpecialist = 0x10,
eAbility_EarthSpecialist = 0x11,
eAbility_Repair = 0x12,
eAbility_Sneaking = 0x13,
eAbility_Pickpocket = 0x14,
eAbility_Lockpicking = 0x15,
eAbility_Loremaster = 0x16,
eAbility_Crafting = 0x17,
eAbility_Barter = 0x18,
eAbility_Charm = 0x19,
eAbility_Intimidate = 0x1A,
eAbility_Reason = 0x1B,
eAbility_Charisma = 0x1C,
eAbility_Leadership = 0x1D,
eAbility_Luck = 0x1E,
eAbility_BodyBuilding = 0x1F


Talents:

eTalent_ItemMovement = 0x1,
eTalent_ItemCreation = 0x2,
eTalent_Flanking = 0x3,
eTalent_AttackOfOpportunity = 0x4,
eTalent_Backstab = 0x5,
eTalent_Trade = 0x6,
eTalent_Lockpick = 0x7,
eTalent_ChanceToHitRanged = 0x8,
eTalent_ChanceToHitMelee = 0x9,
eTalent_Damage = 0x0A,
eTalent_ActionPoints = 0x0B,
eTalent_ActionPoints2 = 0x0C,
eTalent_Criticals = 0x0D,
eTalent_IncreasedArmor = 0x0E,
eTalent_Sight = 0x0F,
eTalent_ResistFear = 0x10,
eTalent_ResistKnockdown = 0x11,
eTalent_ResistStun = 0x12,
eTalent_ResistPoison = 0x13,
eTalent_ResistSilence = 0x14,
eTalent_ResistDead = 0x15,
eTalent_Carry = 0x16,
eTalent_Throwing = 0x17,
eTalent_Repair = 0x18,
eTalent_ExpGain = 0x19,
eTalent_ExtraStatPoints = 0x1A,
eTalent_ExtraSkillPoints = 0x1B,
eTalent_Durability = 0x1C,
eTalent_Awareness = 0x1D,
eTalent_Vitality = 0x1E,
eTalent_FireSpells = 0x1F,
eTalent_WaterSpells = 0x20,
eTalent_AirSpells = 0x21,
eTalent_EarthSpells = 0x22,
eTalent_Charm = 0x23,
eTalent_Intimidate = 0x24,
eTalent_Reason = 0x25,
eTalent_Luck = 0x26,
eTalent_Initiative = 0x27,
eTalent_InventoryAccess = 0x28,
eTalent_AvoidDetection = 0x29,
eTalent_AnimalEmpathy = 0x2A,
eTalent_Escapist = 0x2B,
eTalent_StandYourGround = 0x2C,
eTalent_SurpriseAttack = 0x2D,
eTalent_LightStep = 0x2E,
eTalent_ResurrectToFullHealth = 0x2F,
eTalent_Scientist = 0x30,
eTalent_Raistlin = 0x31,
eTalent_MrKnowItAll = 0x32,
eTalent_WhatARush = 0x33,
eTalent_FaroutDude = 0x34,
eTalent_Leech = 0x35,
eTalent_ElementalAffinity = 0x36,
eTalent_FiveStarRestaurant = 0x37,
eTalent_Bully = 0x38,
eTalent_ElementalRanger = 0x39,
eTalent_LightningRod = 0x3A,
eTalent_Politician = 0x3B,
eTalent_WeatherProof = 0x3C,
eTalent_LoneWolf = 0x3D,
eTalent_Zombie = 0x3E,
eTalent_Demon = 0x3F,
eTalent_IceKing = 0x40,
eTalent_Courageous = 0x41,
eTalent_GoldenMage = 0x42,
eTalent_WalkItOff = 0x43,
eTalent_FolkDancer = 0x44,
eTalent_SpillNoBlood = 0x45,
eTalent_Stench = 0x46,
eTalent_Kickstarter = 0x47,
eTalent_WaLo_NaturalArmor = 0x48,
eTalent_WaLo_NaturalHealth = 0x49,
eTalent_WaLo_NaturalResistance = 0x4A,
eTalent_RaLo_ArrowRecover = 0x4B,
eTalent_RaLo_EvasionBonus = 0x4C,
eTalent_RaLo_RangedAPBonus = 0x4D,
eTalent_RoLo_DaggerAPBonus = 0x4E,
eTalent_RoLo_DaggerBackStab = 0x4F,
eTalent_RoLo_MovementBonus = 0x50,
eTalent_RoLo_HoldResistance = 0x51


Traits:


eTrait_Forgiving = 0x0,
eTrait_Vindictive = 0x1,
eTrait_Bold = 0x2,
eTrait_Timid = 0x3,
eTrait_Altruistic = 0x4,
eTrait_Egotistical = 0x5,
eTrait_Independent = 0x6,
eTrait_Obedient = 0x7,
eTrait_Pragmatic = 0x8,
eTrait_Romantic = 0x9,
eTrait_Spiritual = 0x0A,
eTrait_Materialistic = 0x0B,
eTrait_Righteous = 0x0C,
eTrait_Renegade = 0x0D,
eTrait_Blunt = 0x0E,
eTrait_Considerate = 0x0F,
eTrait_Compassionate = 0x10,
eTrait_Heartless = 0x11

Draba #598766 22/01/17 06:30 PM
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i'm tryng to use this toll to exctract an xml from .pak file but i get an error

i select pak/lsv tool
Package path is \Steam\steamapps\common\Divinity Original Sin Enhanced Edition\Data\Localization
Extraction / socurce i put the same one

Then i click on Extract package but i get this

Internal Error
System.IO.FileNotFocundException: (then it's in italian,something like) Impossbile to lead file or assembly LSLibNative.dll or one of its ...etc etc

Draba #598956 28/01/17 07:28 PM
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i have a error while trying to extract four char creation mod

i cant seem to get the four char creation to work with epic encounters so i was wondering if i could extract them and merge them some how?

http://imgur.com/a/FJtHt

Last edited by Stone_Bear; 28/01/17 07:56 PM.
Draba #599068 31/01/17 05:52 PM
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@Stone_Bear: I'm not quite sure what went wrong here. Did you extract LZ4.dll next to the rest of the files?

Draba #600686 02/03/17 07:30 PM
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Hey Norbyte,

one user who scanned the files with VirusTotal had one positive result, related to LZ4.dll. I just copy the relevant information here (posted in this thread: New Mod - XC_Bags):

Originally Posted by Starscribe

And here are the scan results from VirusTotal owned by Google revealing Adware threat on said provided files by Norbyte:
https://www.virustotal.com/en/file/0942e...28907/analysis/


Originally Posted by Abraxas*

It's even yet unclear if this might be a false alarm of Comodo; Comodo is the only software (of 57 antivirus softwares) which seems to detect this.
The affected file, as the report says, is LZ4.dll. From a research, and looking at the file itself, it can be seen that it's a compression method not created by Norbyte but someone called Milosz Krajewski who translated LZ4 to C# (the original author of LZ4 is Yann Collet). So if there's adware included, it might come from sources previous to Norbyte or be an infection from other sources (I'm not familiar with these things); it most likely does (file analysis of LZ4.dll from 2015; and again, only Comodo detecting this):

https://www.virustotal.com/en/file/598d3...1cf99/analysis/


Maybe you have an idea why Comodo is reacting here.



My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
Draba #600780 06/03/17 06:52 PM
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Hi Abraxas*,

Sorry for the late reply.

I've submitted a false positive review request for this file at Comodo and am currently awaiting their reply.

Draba #600781 06/03/17 07:13 PM
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Hey Norbyte,

it was still a quick reply. Thank you smile


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
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Update: Got a reply, they apparently fixed it. I'll check it with Virustotal again after its AV version was updated.

https://drive.google.com/file/d/0B-2Az7xUaR0XRDRCTXFWbFdQOGc/view?usp=sharing

Edit: Updated: https://www.virustotal.com/en/file/...7c9f421324732628907/analysis/1488864091/

Last edited by Norbyte; 07/03/17 05:22 AM.
Draba #600840 08/03/17 09:27 PM
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Perfect. Thanks for your effort!


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
Draba #600937 12/03/17 01:40 PM
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I wanted to firstly apologize to Norbyte on how I worded my previous posts in concern to potential threat contained within one of the files in the Extractor tool.

I was corrected and informed that files in question were in fact created by someone else, and now Norbyte as awesome as he is went an extra mile and had the file reanalyzed and corrected from showing up as false positive on VirusTotal.

Props to Norbyte!

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I keep getting this error message. Followed some of the instructions earlier, but it just isn't working. Any help would be appreciated

http://imgur.com/a/NDL3T

mankev #602151 11/04/17 08:07 AM
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Did you try setting the destination folder to be a subfolder of the 'Data' folder, rather than on your Desktop?

Did you try right clicking the ConverterApp.exe and running as administrator?

Draba #602164 11/04/17 03:22 PM
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Hmm, I've seen this error before but there are quite a lot of possible causes.
The most likely possibility is that you don't have the Visual C++ 2015 x86 runtime installed. In this case, download it from here: https://www.microsoft.com/en-us/download/details.aspx?id=48145 (the x86 version, not the x64 one). If it doesn't work, some more debugging would be required if you're up to it.

Draba #602325 15/04/17 10:04 PM
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v1.8.0 released!

Download URL: https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool/ExportTool-latest.zip

Changes since the last version:
- Added support for story file formats up to v1.11 (D:OS2)
- Added support for saving story files (experimental)
- Added LSJ (JSON) load/save support
- Add support for D:OS2 UUID values in LSX/LSF/LSB/LSJ files
- File timestamp is now loaded correctly from LSX files
- Fix import of hexadecimal LSX integer values
- Fix (de)compression of zero-length LSF streams
- GR2: Fixed UV export for models with "UVChannel_X" or "mapX" channel names


Last edited by Norbyte; 24/09/17 03:04 PM. Reason: Update link to latest ver
Draba #604177 26/05/17 07:46 PM
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Perhaps foolishly I am trying to add some skills to DOS2. Things have been going fairly swimmingly (some aspects of scripting are much easier, for example), except I'm having trouble accessing the root templates so I can create new skillbooks.

When I try and convert the 12mb _merged.lsf file in the RootTemplates folder (of shared), it takes likes 40 minutes and converts it into a 500mb .lsx file which basically has same chunk of text with some minor variations repeated several million times. I can convert the smaller 1mb _merged.lsf in the RootTemplates folder of the Origins file in a couple seconds, but it's similarly a bunch of repeated text. Not sure if the converter just can't handle these new root templates files, or if I'm doing something wrong. Norbyte, have you had any luck extracting the DOS2 root templates files into comprehensible, useful .lsx files?

I tried using the old root template structure from D:OS EE but no dice there.

If not, I'm looking into other ways to add character skills without skillbooks.

Edit: Figured out another way to script in item use giving skills. Should work fine. Still would be nice to figure out how to make root templates but not a big deal right now.

Last edited by Baardvark; 26/05/17 08:50 PM.
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Originally Posted by Baardvark
When I try and convert the 12mb _merged.lsf file in the RootTemplates folder (of shared), it takes likes 40 minutes and converts it into a 500mb .lsx file which basically has same chunk of text with some minor variations repeated several million times..


It was an LSF parsing bug, fixed in v1.7.2 and again v1.7.3. In v1.7.3+ .lsf files should be converted to XML properly.

Draba #604285 28/05/17 04:45 AM
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Oh snap, I guess I was using an old version, thought I downloaded 1.8.0. Got it working now, thanks a bunch!

Draba #606857 30/07/17 07:54 PM
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v1.8.1 released!

Download link: https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool/ExportTool-latest.zip

Changes:
- Add savegame story database modification support (EXPERIMENTAL)
- Speed up package compression/decompression
- OSI: Fix crash during story saving
- OSI: Fix handling of aliased types
- OSI: Fix loading/saving of v1.10 stories
- Add JSON exporters for Mat/Vec/IVec[2..4]
- GR2: Add option for flipping V channel of UV maps. GR2 requires the V channel to be flipped (1.0 - V) compared to "standard" UV maps; this option is enabled by default
- GR2: Fix import of broken 3ds Max exports with references to nonexistent animations/skeletons
- GR2: Fix missing bone weights (library_controllers) in DAE export
- GR2: Fix "Export normals/tangents/UVs" options
- GR2: Fix crash when VertexComponentNames is empty or missing
- GR2: Use vertex data instead of VertexComponentNames (which is unreliable)
- GR2: Add support for 3ds Max 2017 DAE exports
- GR2: Fix serialization of VariantReference types
- GR2: Fix assertion failure when the last member of a struct is garbled
- GR2: Add support for vertex format PNGBTT34322

Last edited by Norbyte; 24/09/17 03:04 PM. Reason: Update link to latest ver
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Hi, I keep getting this error when trying to import .gr2 meshes and animations from DoS2 into the GR2 converter. Any ideas what I'm doing wrong?

http://i.imgur.com/STkezCw.png

---------------------------------------
Internal error!

System.IO.InvalidDataException: Granny2.dll is required for
odle0/oodlel compressed GR2 files.
at Lib Native Granny2Compressor.Decompress (Int32 format, Byte[]
compressed, Int32 decompressedSize, Int32 stop0, Int32 stop1, Int32
stop2)
at LSLib Granny.GR2.GR2Reader Uncompress Stream0
at LSLib Granny GR2.GR2Reader Read(object root)
at LSLib Granny GR2Utils LoadModel (String inputpath, Export Format format)
at ConverterApp.GR2Pane.loadlnputBtn Click(object sender, EventArgs e)
---------------------------------------

Last edited by l2dusk; 10/09/17 01:13 AM.
Draba #609801 10/09/17 07:55 AM
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Hi,

It means that you should copy Granny2.dll from D:OS to the directory of the extractor to be able to load these GR2 files. Unfortunately I cannot include this dll in the package for legal reasons.

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Originally Posted by Norbyte
Hi,

It means that you should copy Granny2.dll from D:OS to the directory of the extractor to be able to load these GR2 files. Unfortunately I cannot include this dll in the package for legal reasons.


Thank you so much! I actually did search for it in the game's folder before posting but didn't find anything. Just assumed I was doing something wrong, but its actually in the Divinity engine folder:

...\Steam\steamapps\common\The Divinity Engine\granny2.dll

Draba #610896 14/09/17 08:04 PM
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v1.8.2 released!

Link: https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool/ExportTool-latest.zip

Changes:
- Added support for D:OS 2 attribute formats in LSF/LSB/LSJ/LSX files
- Fixed Osi serialization bugs for D:OS EE and 2


Last edited by Norbyte; 24/09/17 03:04 PM. Reason: Update link to latest ver
Draba #610915 14/09/17 08:52 PM
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Hey Norbyte,

Thanks for the tool first off :) I've used the latest revision of v1.8.2 to attempt to modify a couple of my latest saves as I have a permanently Wet party member, and after following the steps in a prior guide by RKane to convert and edit the files into a new package, my load doesn't go anywhere past around 75% after prompting the whole "save file may be corrupt". Would you have any insight as to if something has changed or if there is an extra step that will need to be done?

Thanks!

Evirrr #612066 16/09/17 04:28 AM
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Originally Posted by Evirrr
Hey Norbyte,

Thanks for the tool first off smile I've used the latest revision of v1.8.2 to attempt to modify a couple of my latest saves as I have a permanently Wet party member, and after following the steps in a prior guide by RKane to convert and edit the files into a new package, my load doesn't go anywhere past around 75% after prompting the whole "save file may be corrupt". Would you have any insight as to if something has changed or if there is an extra step that will need to be done?

Thanks!


I am having a similar issue as well. I just tried to use this tool to change a tag on my character in a text editor after unpacking the .lsv, converting the .lsf to .lsx, then repacking everything. I get a corrupt save file warning and the game crashes when I try to load it.

Draba #612143 16/09/17 07:50 AM
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Hi all,

I'm looking for a possible fix to the issue, I'll upload a new version of the tool after it is fixed.

The corrupt save warning is normal, as the hashes in meta.lsf are not recalculated when you manually modify globals.lsf, it should not affect savegame loading though, the problem is most likely that globals.lsf is not exported properly.

Draba #612416 16/09/17 01:42 PM
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Last edited by Norbyte; 24/09/17 03:04 PM. Reason: Update link to latest ver
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Originally Posted by Norbyte


Hey man, someone linked this thread in the technical issues thread I made about bugged/broken saves.

Freeze/Save problems

The problem appears to be something bloating the save files/memory leak problems in fort joy, is it possible that we can fix an issue like that with your tool if we manage to identify the cause?

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Originally Posted by Norbyte

I can confirm everything works as it should now, didn't even get a corrupt save warning when loading either. Thank you for the tool and the quick update! grin

Draba #613182 17/09/17 09:35 AM
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Hey,
First of all, big thanks for this awesome tool. I'm really happy, that someone made something like this.

Hmm, the thing is... I want to translate D:OS2 into my language. So I'm using this panel:

https://imgur.com/a/AeIOF

next, I'm translating a few strings and click on Create Package, but ingame text is still in English.

To be honest, I don't know where is the problem.



ecogen #613262 17/09/17 11:09 AM
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Originally Posted by ecogen
Originally Posted by Norbyte


Hey man, someone linked this thread in the technical issues thread I made about bugged/broken saves.

Freeze/Save problems

The problem appears to be something bloating the save files/memory leak problems in fort joy, is it possible that we can fix an issue like that with your tool if we manage to identify the cause?


The problem is in levelcache files. Haven't had a problem in the first act (levelcahce of fortjoy was around 6 MB), in Reapers Coast when the save reached over 13 MB, boom, 4 minutes loading screen and crashing when loading in-game.

So you can easily extract the levelcache with this tool, and you can convert the file from binary to XML so you can edit it. The question is, how to reduce the bloating manually with that editing.

Last edited by Ratzing; 17/09/17 11:16 AM.
Draba #613272 17/09/17 11:18 AM
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Having issues extracting, running as Admin (windows 8.1), using current latest, have Microsoft .NET Framework 4.5 and Visual C++ runtime for x86.

Getting this error; https://i.imgur.com/qcMd5Lb.png
Tried it on two other machines remotely with the same error, only things being the same really is 8.1.

Draba #613298 17/09/17 11:53 AM
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Getting this error when trying to convert globals.lsf into globals.lsx
https://i.imgur.com/iaXUOwP.png

Windows 7 (v6.1), .NET 4.5

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Same as c4binfever, getting the exact same message. Any ideas?

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Originally Posted by Blogotronic
Hey,
First of all, big thanks for this awesome tool. I'm really happy, that someone made something like this.

Hmm, the thing is... I want to translate D:OS2 into my language. So I'm using this panel:

https://imgur.com/a/AeIOF

next, I'm translating a few strings and click on Create Package, but ingame text is still in English.

To be honest, I don't know where is the problem.


Which files/strings did you change in English.pak?

Originally Posted by ChrisJSY
Having issues extracting, running as Admin (windows 8.1), using current latest, have Microsoft .NET Framework 4.5 and Visual C++ runtime for x86.

Getting this error; https://i.imgur.com/qcMd5Lb.png
Tried it on two other machines remotely with the same error, only things being the same really is 8.1.


Which file are you trying to extract?

Originally Posted by c4binfever
Getting this error when trying to convert globals.lsf into globals.lsx
https://i.imgur.com/iaXUOwP.png


A few saves have this mysterious flag set that breaks the converter. I'm checking to see what can be done to fix these.

Last edited by Norbyte; 17/09/17 12:49 PM.
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Hey,
I changed English.xml in notepad++
String 4130 (example)

<content contentuid="h0d174188g4bd0g487eg84a9gf1275c41a8ea">Are you sure you want to quit the game?</content>

I added TESTING word to it.


Last edited by Blogotronic; 17/09/17 01:09 PM.
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[quote=Norbyte]
Which file are you trying to extract?

A few saves have this mysterious flag set that breaks the converter. I'm checking to see what can be done to fix these.
[/quote]




That ....that's a good point, I was using a quick save file.
Made a proper save and it worked fine, thanks!

Gah, now the next step has an error; using a normal save now. https://imgur.com/b49b4195-63e6-4990-b08c-9bee2474f91d


Last edited by ChrisJSY; 17/09/17 02:22 PM.
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The "Unknown DT_TranslatedString2 flag" error is now fixed!
Download at: https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool/ExportTool-latest.zip

Originally Posted by ChrisJSY
[quote=Norbyte]
Gah, now the next step has an error; using a normal save now. https://imgur.com/b49b4195-63e6-4990-b08c-9bee2474f91d

That link gave me a 404 frown

Last edited by Norbyte; 24/09/17 03:04 PM. Reason: Update link to latest ver
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[quote=Norbyte]The "Unknown DT_TranslatedString2 flag" error is now fixed!
Download at: https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool/ExportTool-v1.8.4.zip

[quote=ChrisJSY][quote=Norbyte]
Gah, now the next step has an error; using a normal save now. https://imgur.com/b49b4195-63e6-4990-b08c-9bee2474f91d
[/quote]
That link gave me a 404 :( [/quote]

Oopps, https://i.imgur.com/T6Qxzjy.png

Draba #613500 17/09/17 03:34 PM
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Ah, that one should be fixed as well in v1.8.4.

Draba #613514 17/09/17 03:46 PM
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How long till v1.8.4 Norbyte?

Draba #613551 17/09/17 04:07 PM
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Thanks for the update! :)

Erih #613568 17/09/17 04:23 PM
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Originally Posted by Erih
How long till v1.8.4 Norbyte?


I've already posted it a few posts above yours:
https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool/ExportTool-latest.zip

Last edited by Norbyte; 24/09/17 03:03 PM. Reason: Update link to latest ver
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I'm unable to open the converterapp.exe on version 1.8.4, but my older (1.7.2) version opens and functions fine. No error windows pop up, it simply doesn't open. Are there new dependencies added between these two versions?

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Originally Posted by Holytits
I'm unable to open the converterapp.exe on version 1.8.4, but my older (1.7.2) version opens and functions fine. No error windows pop up, it simply doesn't open. Are there new dependencies added between these two versions?


As far as I know the only dependencies that are not in the package itself are .NET assemblies which should be available in any installation.

Draba #615199 19/09/17 12:04 AM
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Thanks for the tool, Norbyte. Extremely useful.

Managed to add Flesh Sacrifice to Fane with relative ease.

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Hi,

I'm trying to use your tool on sin 2 video.pak files, I need to unpack it in order to repack the game better but every time I'm getting this error:

https://i.imgur.com/cHvIERi.png

I would be very thankful if you could address it in your future versions.

Thank you for your great work!

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Originally Posted by kamdon71
Hi,

I'm trying to use your tool on sin 2 video.pak files, I need to unpack it in order to repack the game better but every time I'm getting this error:

https://i.imgur.com/cHvIERi.png

I would be very thankful if you could address it in your future versions.

Thank you for your great work!


Hi,

One of your Video_X.pak packages is most likely corrupted. Try verifying files from the Steam UI.

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it is pirated version :cheer: :party:

..probably it's outdated to the current build you have on original steam...

Could you add option to not check for crc errors ?

Last edited by kamdon71; 19/09/17 05:12 PM.
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I'm getting this error when trying to extract the Game.pak file in DOSEE.

[Linked Image]

All the other .pak file extract fine. I thought it might be corruption, but I just redownloaded the game and and the error persists.

Edit: Resolved. Redownloaded again and it worked fine. Guess it was corruption after all.

Last edited by Foodchain; 19/09/17 11:17 PM.
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The tool is awesome, but I encountered problems with modifying story database in a save file - it was loading OK, but my changes were not getting saved (raising DB_CompMax, to be specific - for... reasons. Reasons having to do with trying to respec Lone Wolf), even though some changes to the savegame were evidently being done (timestamp & slight file size change). It was back to initial value after reloading the modified savegame in the tool.

I managed to get around it in a roundabout way with help from other parts of the tool - extracted global.lsf, converted to .lsx, grabbed story string, decoded from base64, saved as .osi, loaded into tool, edited DB_CompMax, saved (in this case it worked - verified by reloading the saved .osi file), opened .osi file, encoded to base64, pasted into globals.lsx, converted to .lsf, and finally repacked into .lsv - and then it worked (woohoo!). I guess this means that there was some issue at the very step of saving story db modifications into the savefile.

Last edited by foresterr; 21/09/17 10:35 PM.
Draba #619296 22/09/17 06:59 PM
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That part wasn't tested very extensively so I guess such a bug is possible; I'll check.

Draba #619958 23/09/17 05:27 PM
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I'm lost.
Trying to put in some mods this way so I can still get achievements.
I unpacked a few mods and they made a mods and public folder and that's about as far as I got. They don't work and after looking for a slight bit I believe I'm supposed to first unpack the main game file before unpacking/extracting the mods to the data folder correct? Or am I just supposed to unpack the mods into the data folder and be done?

Draba #620378 24/09/17 09:33 AM
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I used the tool to unpack the .PAK files, extracted them, copied the Public folder to the Data folder and whenever I start the game the mod is not working in game...

Draba #620538 24/09/17 03:14 PM
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I've just checked by extracting Baardvark's Bard mod to the Data\ directory and it shows up in the game for me.

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Yea I've tried to ways now. I've extracted directly into the data folder and starting the game as is and I still have to activate them through the mod list which disables achievements. I've also removed the mod named folders and just put their contents in public to see if that works, and it doesn't. Am I supposed to dump the mod folders in mods as well into public or what? No matter what I do it seems to be as simple as just extract and start but they don't work. Trying to the faster out of combat run speed mod, removed bush/rocks while sneaking (because I think it looks silly), party increase, and greed mod. No matter what I do they will not activate without me having to activate them.

Draba #620940 25/09/17 05:12 AM
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Hey Norbyte, just wanted to say huge thanks for the save file editor - it allowed me to fix an issue I was having in my 4-p campaign (we couldn't add in a 4th "player" (true player, not companion player) after the campaign had already started). Details on the fix here for anyone interested: http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=620936&#Post620936

Anywho, I thought I might try my luck here by asking if anyone had a save file lying around, in which Fane was an Avatar (not companion), and past act 1 (preferably just in act 2, so I can avoid spoilers, and to make deciphering which quest flags I need easier, but I'll take anything past act 1!

Note that it doesn't need to be a multi-player campaign! it can be a single-player as well!

Draba #621038 25/09/17 09:46 AM
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Hi!

Brand new to trying to mod Original Sin 2. Trying to edit starting talents and possibly some tags, so I picked up the pak extractor and I'm currently stumbling through it. I have a question on it:

Do PAK files need to be recompressed once you extract them? I think I saw some saying you could simply extract and edit the files within the PAKs, put them in the correct folder, and then delete the PAKs themselves in the first Original Sin. Is this possible for the new game?

Asking, because anytime I try to re-pak the files I extract from the Origins.pak it seems to run into this issue:

https://i.imgur.com/DunflNN.png

This happens at the same exact point even if I don't edit anything and just immediately try to re-pak the file. Would be nice if I didn't have to worry about re-paking at all, but a solution to the above would work as well!

Appreciate any help you can give! Thanks!

Last edited by vometia; 29/09/17 08:43 PM. Reason: formatting
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Originally Posted by MightyWulf
Yea I've tried to ways now. I've extracted directly into the data folder and starting the game as is and I still have to activate them through the mod list which disables achievements. I've also removed the mod named folders and just put their contents in public to see if that works, and it doesn't. Am I supposed to dump the mod folders in mods as well into public or what? No matter what I do it seems to be as simple as just extract and start but they don't work. Trying to the faster out of combat run speed mod, removed bush/rocks while sneaking (because I think it looks silly), party increase, and greed mod. No matter what I do they will not activate without me having to activate them.


Ah, you cannot reactivate achievements by just extracting it to the game data directory, as it is still a separate mod and needs to be activated.

Originally Posted by Whelch
Hey Norbyte, just wanted to say huge thanks for the save file editor - it allowed me to fix an issue I was having in my 4-p campaign (we couldn't add in a 4th "player" (true player, not companion player) after the campaign had already started).


You're welcome smile

Originally Posted by LostAlgorithm
Asking, because anytime I try to re-pak the files I extract from the Origins.pak it seems to run into this issue:

https://i.imgur.com/DunflNN.png

This happens at the same exact point even if I don't edit anything and just immediately try to re-pak the file. Would be nice if I didn't have to worry about re-paking at all, but a solution to the above would work as well!


That is indeed a bug that I'll fix soon.

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That's the thing. I have a spare save file which I delete. I have one that is unaffected by mods which I save from and then test it on the other save but the mods never activate unless I turn them on from mod menu which gives me the warning and then deactivates achievements so I rinse and repeat. I'm also testing it by trying to pop the arena of one achievement and if I mistakenly pop that one I have two crafting achievements to back up on. I just know not to go for either achievement if the mods themselves aren't working without me having to turn them on from the mod menu.

Last edited by MightyWulf; 25/09/17 12:34 PM.
Draba #621458 25/09/17 10:45 PM
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Fantastic editor. Managed to change my avatar's tags in save file flawlessly.

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Oh! Awesome! I'm looking forward to the fix then! Thank you, Norbyte!

Last edited by LostAlgorithm; 26/09/17 08:28 AM.
Draba #621940 26/09/17 05:19 PM
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v1.8.5 released!
https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool/ExportTool-latest.zip

Changes:
- Fix CRC computation of zero-length packaged files
- Fix saving of savegame story databases
- GR2: Fix null reference exception if asset unit is missing

Draba #622243 27/09/17 06:48 AM
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Hey again!

Was this most recent update meant to fix the bug I was encountering? I seem to still get the same error when trying to recompress the Origins.pak.

Additionally, when I try to extract Origins.pak now, I get the following error:

https://i.imgur.com/cZlqRFi.png

A note: I am extracting from a completely baseline Origins.pak, re-validating the files through Steam whenever the previous recompression attempts fail and cut the file short.

Ultimately, this means I can't extract a band new Origins.pak to see if it's my own modifications that are causing the previous issue still.

Either way, thank you for your continued work on this! You rock, Norbyte!

Last edited by vometia; 29/09/17 08:43 PM. Reason: formatting
Draba #622482 27/09/17 03:15 PM
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I've fixed the out of memory issue. I've also re-checked extracting/recompressing Origins.pak, and it works fine for me with the previous version (1.8.5) & the current version (1.8.6), and both repack Origins.pak successfully for me.

https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool/ExportTool-latest.zip

Whelch #624124 30/09/17 06:08 PM
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Originally Posted by Whelch
Hey Norbyte, just wanted to say huge thanks for the save file editor - it allowed me to fix an issue I was having in my 4-p campaign (we couldn't add in a 4th "player" (true player, not companion player) after the campaign had already started). Details on the fix here for anyone interested: http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=620936&#Post620936


I had the same issue as you, but I'm not sure which part/how to edit this. I found db_hasavatar inthe OSI tool section but not sure what to edit. :<

Last edited by vometia; 30/09/17 06:21 PM. Reason: formatting
Draba #624173 30/09/17 08:14 PM
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Hi Norbyte, thanks for your continuing work on your excellent utilities!

I have a question regarding model export/import in DOS2:

I noticed that the GR2 to DAE converter loses the flowing-robe effects on some models (for example, Humans_Female_Armor_Mage_C_Lowerbody_A, which you can see in the character creation screens). I'm using Blender, but even if I skip that step and just go directly back and forth between GR2 and DAE in your tools only, the flowing effect gets lost.

Is this fixable somehow, like with one of the options? Is it a limitation of DAE format? Or something else?

Thanks again!


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Hey guys, I am trying to use this to edit a save game, and cannot get it to work. I am trying to extract the save atm.

I keep getting this error message:

https://ibb.co/cgTr0b

Any help would be appreciated! smile


UPDATE:
I must have tampered with the original without realising, creating a new save worked! I r noob.

Thanks! laugh

Last edited by mognoose; 02/10/17 03:26 AM.
Draba #624507 01/10/17 01:18 PM
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I'll look into it. I haven't seen any special metadata in Humans_Female_Armor_Mage_C_Lowerbody_A that would explain the non-working "flowing robe effect", so it's probably tied to one of the bones in the skeleton.

Draba #624820 02/10/17 01:30 AM
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So, is it actually possible to extract and edit existing animations using a program such as Maya or Blender? I've successfully managed to export and load the character models along with their basic rigs using this tool, but while I believe I have found and converted the animation files from GR2s to DAEs, nothing seems to happen when I import them into the scene (Re-saving the file confirms that no additional data is being imported). Can someone clarify for me exactly how this is supposed to be done?

Draba #626792 05/10/17 08:37 PM
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Hi, I'm trying to extract a savegame to edit an wrongful choice I made so that I may do it's sidequest (Joining the Fabulous Five) in the EE. The tool says that the extraction of the lsv, as well as package creation was successful, but nothing eppears in the folder I set it to, nothing changes. This is if I set the direction for the extracted package to sa separate folder. If I put it in the same I get an error message that the file is used in another process despite there being nothing there

Draba #626910 06/10/17 03:00 AM
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Quote
I get an error message that the file is used in another process

This indicates the file is open in another program and held in memory. Close that program. Or restart your computer.

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i have the same issue as him.
and already look for a process to shutdown, tried restarting PC too and only open the extractor. same issue

https://gyazo.com/3c3de74e56c6541bd5938509319a3807


SOLVED:

i looked over the part that i had to delete the save after extraction.
Fixed now.

Last edited by Wo3dy; 06/10/17 09:46 AM.
Draba #627183 06/10/17 02:24 PM
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Some further clarification on the problem with it saying that the Package has been creeated and such: The Progress bar remains completely empty

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TheEternalKeeper, do you press "Create Package" or "Extract Package"?

Last edited by Xantax; 07/10/17 06:47 PM.
Xantax #627958 07/10/17 11:28 PM
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[quote=Xantax]TheEternalKeeper, do you press "Create Package" or "Extract Package"? [/quote]

I'm having the same problem. I'm hitting extract package. Nothing happens, just instantly pops up "Package extracted successfully."

https://i.imgur.com/tHSz284.png

Last edited by Austin336; 07/10/17 11:29 PM.
Draba #628065 08/10/17 05:31 AM
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Can you send me a savegame that doesn't extract properly? I've checked but haven't been able to reproduce this so far.

Draba #628504 09/10/17 01:57 AM
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Hopefully this is the right thread for this.

This is regarding Original Sin 2.

I'm probably missing something important, but I can't seem to re-import my test GR2 model back into the game correctly.

Here's my process in case it can help troubleshoot what I did wrong:
After exporting the original GR2 using the default export options to DAE, I imported it to 3ds Max with default settings with the scale factor being 1.0.
https://i.imgur.com/m4Ad1Qr.png

Doing that spat out a bunch of errors that I've been trying to see how to fix, with no luck.
https://i.imgur.com/EMnln5n.png

I then made a minor change to the model for testing, and exported it back out, still as a DAE, trying to keep the scale factor still 1.0.
https://i.imgur.com/k398xWV.png

Back in the tool, I tried to convert it back to GR2, but trying to also have it conform to the original GR2 that I extracted from the pak just resulted in some error, so I couldn't do it.
https://i.imgur.com/Ro0bjXX.png

After all that finished, the result was a head that was significantly smaller than the original.
https://i.imgur.com/obUlgLs.png

So yeah, I might've forgot something obvious that fixes all that, so any help would be appreciated.

Last edited by vometia; 17/10/17 02:18 AM. Reason: formatting
Draba #628923 09/10/17 07:25 PM
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Hi Norbyte

First thank you for your tool and your time.

I try to make snowy tree with substance painter and 3ds max.

When I convert NAT_ORI_Tree_Pine_Small_A.GR2 to a dae file with your tool the uv are totaly messed up. Do you know why it's like this, maybe it's because the uv are not square base.

Thanks

JahGraph

Last edited by jahgraph; 09/10/17 09:29 PM.
Draba #630214 12/10/17 03:02 PM
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Hi,

I've checked the tree in Blender and the exported UV-s look fine to me.
https://s3.eu-central-1.amazonaws.com/nb-stor/dos/misc/l-forums/nat-tree.png

Draba #631620 17/10/17 12:35 AM
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Norbyte thanks again for continuing to update this smile


Pride, honour and purity
Aenra #632948 23/10/17 12:46 AM
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I am not sure what I'm doing wrong, but if I extract a .lsv save. It just regurgitates the same .lsv file. Am I missing something?

Draba #633550 25/10/17 09:49 PM
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Hi, I've followed every single thread about Norbyte EE Pak Extractor, because I want to edit EE initial stats and also savegames, but it's very very frustrating, still cannot do it.

The only easy edit guide is Abraxas':
http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=582571#Post582571

Very good, but limited. I need to edit also properties, class presets, savegames, etc.

Could anyone post an easy guide of how to use the Pak Extractor, please? And its possible errors, like not extracting savegames or mainLSF.pak.

It would be really nice, I pay you a paella here in the beach;) (sorry, so frustrated I am...)
Javi

Draba #634035 27/10/17 12:37 PM
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Getting "Internal Error" when trying to extract the Origins.pak

Screenshot: https://imgur.com/a/nmGqu

Crashes on same part everytime. All other.pak files extract fine.

Draba #634068 27/10/17 02:08 PM
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Try extracting to a shorter path. For instance, create a directory called E:\OriginsData and extract to that as a destination.


DOS2 Mods: Happily Emmie After and The Noisy Crypt

Steam Workshop
Nexus Mods
Draba #634350 28/10/17 02:47 PM
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Hello Norbyte!

I'm experiencing a problem that only one other user has mentioned, but no one solved it in this thread.
When I edit the lsx file and turn it back into lsf and put the globals.lsf into the save file and then load it back, the game crashes (error 117 I think).

I'd be very grateful if either you or someone else could help me on this matter.


Draba #635489 03/11/17 07:48 PM
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Hi, I got to understand the Norbyte Pak Extractor (impressive), and I will write a guide for beginners like me, who want to fully enjoy DOS EE before starting O.Sin 2.

My question: is it possible in globals.lsf to resize characters (also henchmen) and weapons?

Thanks a lot in advance.


Draba #636679 11/11/17 11:40 AM
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Greetings, Mr. Norbyte!


There's a fix and restoration effort going on regarding an old game - Sacred 2 Fallen Angel. As part of it it is intended to fix the clothing animation transition lack of blending for the Inquisitor character.

Some time ago you've integrated support for Sacred 2 gr2 format into you tool - the more common vertex format in the game(72 bytes per vertex). There're two more formats used for clothing meshes: (64 bytes per vertex) and (40 bytes per vertex). You tool does not recognize them.

Would you, please, add support for these two formats as well?



Draba #636681 11/11/17 11:45 AM
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Hi,

It is possible, but I'd need sample files for both formats as the format of a vertex is not just defined by its size, but other metadata in the GR2 file itself.

Draba #636682 11/11/17 11:48 AM
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Sure, where can I send them? I believe my account here is fresh and, as such, restricted.

[EDIT] Oh, sorry, constantly forgetting about Google Drive.

https://drive.google.com/open?id=1DjVIOFavScaYqBmnZ9maYYic-9Y1mSvB

Last edited by dimitrius154; 11/11/17 11:54 AM.
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