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apprentice
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OP
apprentice
Joined: Oct 2015
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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?
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old hand
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old hand
Joined: Jun 2013
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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.
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old hand
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old hand
Joined: Jun 2013
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apprentice
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OP
apprentice
Joined: Oct 2015
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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!
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apprentice
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apprentice
Joined: Mar 2014
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Now we need 4 players! pretty please!
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enthusiast
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enthusiast
Joined: Dec 2013
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Norbyte you are amazing! Thank you very much man 
Pride, honour and purity
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Banned
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Banned
Joined: Mar 2015
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Absolutely wonderful! Will try out immediately! 
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addict
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addict
Joined: Apr 2013
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UPDATE: v1.0.1 released; this version can properly read and write D:OS EE model and animation (GR2) files.
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stranger
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stranger
Joined: Oct 2015
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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?
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enthusiast
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enthusiast
Joined: Dec 2013
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Thanks again Norbyte 
Pride, honour and purity
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apprentice
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apprentice
Joined: Mar 2014
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Does this allow for 4 custom characters or just for connectivity?
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stranger
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stranger
Joined: Oct 2015
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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? 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
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stranger
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stranger
Joined: Oct 2015
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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.
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apprentice
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apprentice
Joined: Jul 2014
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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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addict
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addict
Joined: Apr 2013
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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... 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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stranger
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stranger
Joined: Oct 2015
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addict
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addict
Joined: Apr 2013
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stranger
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stranger
Joined: Nov 2015
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can someone help me? when I try to use the editor I get this error
http://imgur.com/Cx8lQfs
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addict
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addict
Joined: Apr 2013
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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, Encoding, 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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stranger
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stranger
Joined: Jan 2015
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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... So. I have the same problem.
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addict
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addict
Joined: Apr 2013
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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?
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stranger
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stranger
Joined: Jan 2015
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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 fileI 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.
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addict
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addict
Joined: Apr 2013
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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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stranger
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stranger
Joined: Jan 2015
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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.
... 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.
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addict
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addict
Joined: Apr 2013
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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
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stranger
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stranger
Joined: Oct 2015
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addict
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addict
Joined: Apr 2013
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stranger
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stranger
Joined: Nov 2015
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1000x Thanks Norbyte!! Working great, just did the movement speed increase mod :)
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stranger
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stranger
Joined: Nov 2015
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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.
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addict
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addict
Joined: Apr 2013
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LSX loading is now fixed in v1.3.1 
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enthusiast
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enthusiast
Joined: Dec 2013
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Thanks again for all the work Norbyte  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 ^^
Pride, honour and purity
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addict
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addict
Joined: Apr 2013
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Thanks again for all the work Norbyte  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...
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stranger
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stranger
Joined: Nov 2015
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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: 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!
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stranger
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stranger
Joined: Nov 2015
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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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stranger
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stranger
Joined: Nov 2015
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stranger
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stranger
Joined: Nov 2015
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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: I'm guessing something on their end changed? Thanks for taking a look!
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addict
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addict
Joined: Apr 2013
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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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stranger
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stranger
Joined: Nov 2015
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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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enthusiast
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enthusiast
Joined: Dec 2013
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Thanks again for all the work Norbyte  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 
Last edited by Aenra; 11/11/15 03:21 PM.
Pride, honour and purity
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addict
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addict
Joined: Apr 2013
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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: 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.
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old hand
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old hand
Joined: Aug 2014
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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?
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addict
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addict
Joined: Apr 2013
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Thats a WIP feature, I'm hoping to add some additional stuff (like compilation) later.
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old hand
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old hand
Joined: Aug 2014
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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?
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addict
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addict
Joined: Apr 2013
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No, it extracts everything. Talent effects are hardcoded in EoCApp.exe.
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stranger
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stranger
Joined: Dec 2015
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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.
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enthusiast
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enthusiast
Joined: Dec 2013
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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
Pride, honour and purity
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stranger
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stranger
Joined: Apr 2016
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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]](http://i67.tinypic.com/8x20qq.jpg) 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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old hand
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old hand
Joined: Jun 2013
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addict
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addict
Joined: Apr 2013
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I'll investigate and add support for the new LSF format asap 
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enthusiast
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enthusiast
Joined: Dec 2013
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Someone give him a medal 
Pride, honour and purity
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addict
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addict
Joined: Apr 2013
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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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enthusiast
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enthusiast
Joined: Dec 2013
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Thank you for the umpteenth time Norbyte, much obliged! 
Pride, honour and purity
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stranger
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stranger
Joined: Apr 2016
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Thanks for the first time, its working great.
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stranger
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stranger
Joined: May 2016
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I'm getting this when trying to convert the globals.lsf to a lsx file http://imgur.com/zd4YgmnI'm using the latest GoG version.
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addict
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addict
Joined: Apr 2013
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Yeah, this is a known issue at the moment with larger LSF files, sadly  I'm trying to find out why these files decompress incorrectly, but haven't found the root cause yet.
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stranger
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stranger
Joined: May 2016
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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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addict
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addict
Joined: Apr 2013
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Here it is: https://github.com/Norbyte/lslib/tree/master/LSLibThe prolematic part starts here: https://github.com/Norbyte/lslib/blob/master/LSLib/LS/LSFReader.cs#L483The 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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addict
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addict
Joined: Apr 2013
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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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enthusiast
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enthusiast
Joined: Dec 2013
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well done!  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.
Pride, honour and purity
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stranger
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stranger
Joined: May 2016
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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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old hand
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old hand
Joined: Jun 2013
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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.
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journeyman
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journeyman
Joined: Jul 2014
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Does anyone have a copy they could temporarily rehost on something like mediafire or onedrive
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stranger
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stranger
Joined: May 2016
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Link is not working. Can you share? Please?
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addict
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addict
Joined: Apr 2013
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stranger
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stranger
Joined: May 2016
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Thanks Norbyte ^^
Last edited by Fab71; 23/05/16 03:09 AM.
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stranger
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stranger
Joined: May 2016
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stranger
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stranger
Joined: May 2016
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hello, I have an error when I want to decompress a .pak. http://imgur.com/CN6YXthCan anyone help me? Thanks
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stranger
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stranger
Joined: Jul 2016
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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.
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addict
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addict
Joined: Apr 2013
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Hi hamburglin, I checked the conversion and it seems to work for me  Can you upload your original (working) and non-working globals.lsf somewhere so I could check whats wrong? Thanks!
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stranger
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stranger
Joined: Jul 2016
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Sure! When I have some time I'll upload them.
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enthusiast
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enthusiast
Joined: Jun 2015
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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')
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stranger
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stranger
Joined: Jul 2016
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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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addict
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addict
Joined: Apr 2013
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Hi, 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) 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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enthusiast
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enthusiast
Joined: Jun 2015
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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 ...
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enthusiast
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enthusiast
Joined: Jun 2015
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Amazing how fast some things go.
Big Thanks to whoever stickied the thread !
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stranger
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stranger
Joined: Jul 2014
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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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addict
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addict
Joined: Apr 2013
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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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stranger
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stranger
Joined: Sep 2016
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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!
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enthusiast
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enthusiast
Joined: Jun 2015
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Have you tried running the program as administrator ? Helped me with several access exceptions.
Norbyte will know more.
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addict
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addict
Joined: Apr 2013
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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.
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addict
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addict
Joined: Apr 2013
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v1.6.5 is out! Link: https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool-v1.7.2.zipThis version needs the 2015 version of Visual C++ runtime (32-bit!): https://www.microsoft.com/en-us/download/details.aspx?id=48145Changes: * 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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enthusiast
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enthusiast
Joined: Jun 2015
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Thanks for your work ! Hope you can continue with Original Sin 2 once it's released ... because a lot of stuff is impossible without it ;-)
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addict
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addict
Joined: Apr 2013
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v1.7.0 is out! Link: https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool-v1.7.2.zipChanges: * 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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veteran
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veteran
Joined: Jun 2014
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journeyman
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journeyman
Joined: Jul 2016
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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.
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stranger
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stranger
Joined: Sep 2016
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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]](https://i.sli.mg/FMBA1H.png)
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stranger
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stranger
Joined: Sep 2016
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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.
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stranger
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stranger
Joined: Sep 2016
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This worked, thank you 
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stranger
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stranger
Joined: Sep 2016
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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.
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addict
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addict
Joined: Apr 2013
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Hi Orinx,
Which LSF file are you trying to convert?
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stranger
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stranger
Joined: Sep 2016
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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.
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enthusiast
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enthusiast
Joined: Sep 2016
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That works fine for DOS 2 now, thanks.
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stranger
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stranger
Joined: Oct 2016
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Savegame.lsb & SocialStats.lsb still cant be converted.
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addict
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addict
Joined: Apr 2013
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Hmm, my savegames don't have any of the files you mentioned. Where did you find them?
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stranger
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stranger
Joined: Oct 2016
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from Origins.pak, in Public\Shared\Localization.
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addict
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addict
Joined: Apr 2013
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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
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stranger
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stranger
Joined: Oct 2016
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from Origins, Public\Shared\RootTemplates\merget.lsf cant be converted too. 8mb unknown information 
Last edited by xvote; 09/10/16 09:18 AM.
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addict
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addict
Joined: Apr 2013
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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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stranger
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stranger
Joined: Oct 2016
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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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addict
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addict
Joined: Apr 2013
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Hrm, I'll have to double-check that. It might be a bug in D:OS 2 LSF parsing.
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addict
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addict
Joined: Apr 2013
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Last edited by Norbyte; 24/09/17 03:04 PM. Reason: Update link to latest ver
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stranger
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stranger
Joined: Nov 2016
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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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addict
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addict
Joined: Apr 2013
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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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stranger
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stranger
Joined: Nov 2016
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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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stranger
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stranger
Joined: Nov 2016
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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. Thanks for your response.
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addict
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addict
Joined: Apr 2013
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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
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apprentice
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apprentice
Joined: Jan 2017
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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
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stranger
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stranger
Joined: Jan 2017
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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.
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addict
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addict
Joined: Apr 2013
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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?
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addict
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addict
Joined: Sep 2015
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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): 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.
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addict
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addict
Joined: Apr 2013
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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.
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addict
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addict
Joined: Sep 2015
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Hey Norbyte, it was still a quick reply. Thank you 
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addict
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addict
Joined: Apr 2013
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Last edited by Norbyte; 07/03/17 05:22 AM.
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addict
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addict
Joined: Sep 2015
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Perfect. Thanks for your effort!
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stranger
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stranger
Joined: Mar 2017
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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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stranger
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stranger
Joined: Apr 2017
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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
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Support
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Support
Joined: Mar 2003
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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?
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addict
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addict
Joined: Apr 2013
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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.
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addict
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addict
Joined: Apr 2013
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v1.8.0 released! Download URL: https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool/ExportTool-latest.zipChanges 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
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old hand
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old hand
Joined: Aug 2014
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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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addict
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addict
Joined: Apr 2013
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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.
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old hand
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old hand
Joined: Aug 2014
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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!
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addict
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addict
Joined: Apr 2013
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v1.8.1 released! Download link: https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool/ExportTool-latest.zipChanges: - 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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stranger
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stranger
Joined: Sep 2017
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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.
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addict
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addict
Joined: Apr 2013
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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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stranger
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stranger
Joined: Sep 2017
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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. 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
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stranger
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stranger
Joined: Sep 2017
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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!
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stranger
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stranger
Joined: Jul 2014
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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! 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.
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addict
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addict
Joined: Apr 2013
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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.
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addict
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addict
Joined: Apr 2013
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Last edited by Norbyte; 24/09/17 03:04 PM. Reason: Update link to latest ver
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stranger
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stranger
Joined: Sep 2017
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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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stranger
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stranger
Joined: Jul 2014
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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!
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stranger
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stranger
Joined: Sep 2017
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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.
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stranger
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stranger
Joined: Jul 2014
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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.
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stranger
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stranger
Joined: Sep 2017
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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.
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stranger
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stranger
Joined: Sep 2016
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Getting this error when trying to convert globals.lsf into globals.lsx https://i.imgur.com/iaXUOwP.pngWindows 7 (v6.1), .NET 4.5
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stranger
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stranger
Joined: Sep 2017
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Same as c4binfever, getting the exact same message. Any ideas?
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addict
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addict
Joined: Apr 2013
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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/AeIOFnext, 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? 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.pngTried 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? 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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stranger
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stranger
Joined: Sep 2017
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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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stranger
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stranger
Joined: Sep 2017
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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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stranger
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stranger
Joined: Sep 2017
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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
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addict
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addict
Joined: Apr 2013
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Ah, that one should be fixed as well in v1.8.4.
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stranger
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stranger
Joined: Sep 2017
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How long till v1.8.4 Norbyte?
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stranger
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stranger
Joined: Sep 2017
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Thanks for the update! :)
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addict
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addict
Joined: Apr 2013
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Last edited by Norbyte; 24/09/17 03:03 PM. Reason: Update link to latest ver
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stranger
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stranger
Joined: Sep 2017
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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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addict
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addict
Joined: Apr 2013
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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? 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.
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stranger
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stranger
Joined: Sep 2017
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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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stranger
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stranger
Joined: Sep 2017
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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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addict
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addict
Joined: Apr 2013
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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! Hi, One of your Video_X.pak packages is most likely corrupted. Try verifying files from the Steam UI.
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stranger
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stranger
Joined: Sep 2017
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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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journeyman
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journeyman
Joined: Jul 2014
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I'm getting this error when trying to extract the Game.pak file in DOSEE. ![[Linked Image]](https://i.imgur.com/egoG7EE.png) 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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stranger
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stranger
Joined: Sep 2017
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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.
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addict
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addict
Joined: Apr 2013
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That part wasn't tested very extensively so I guess such a bug is possible; I'll check.
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stranger
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stranger
Joined: Sep 2017
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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?
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stranger
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stranger
Joined: Sep 2017
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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...
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addict
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addict
Joined: Apr 2013
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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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stranger
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stranger
Joined: Sep 2017
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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.
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stranger
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stranger
Joined: Sep 2017
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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!
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stranger
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stranger
Joined: Sep 2017
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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.pngThis 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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addict
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addict
Joined: Apr 2013
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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. 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. 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  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.pngThis 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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stranger
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stranger
Joined: Sep 2017
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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.
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member
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member
Joined: Aug 2017
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Fantastic editor. Managed to change my avatar's tags in save file flawlessly.
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stranger
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stranger
Joined: Sep 2017
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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.
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stranger
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stranger
Joined: Sep 2017
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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.pngA 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
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stranger
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stranger
Joined: Sep 2017
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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
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stranger
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stranger
Joined: Apr 2015
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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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stranger
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stranger
Joined: Oct 2017
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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/cgTr0bAny help would be appreciated!  UPDATE: I must have tampered with the original without realising, creating a new save worked! I r noob. Thanks! 
Last edited by mognoose; 02/10/17 03:26 AM.
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addict
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addict
Joined: Apr 2013
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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.
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stranger
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stranger
Joined: Oct 2017
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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?
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stranger
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stranger
Joined: Oct 2017
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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
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enthusiast
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enthusiast
Joined: Jan 2010
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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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stranger
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stranger
Joined: Oct 2017
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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.
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stranger
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stranger
Joined: Oct 2017
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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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stranger
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stranger
Joined: Oct 2017
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TheEternalKeeper, do you press "Create Package" or "Extract Package"?
Last edited by Xantax; 07/10/17 06:47 PM.
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stranger
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stranger
Joined: Oct 2017
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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.
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addict
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addict
Joined: Apr 2013
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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.
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stranger
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stranger
Joined: Oct 2017
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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.pngDoing 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.pngI 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.pngBack 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.pngAfter all that finished, the result was a head that was significantly smaller than the original. https://i.imgur.com/obUlgLs.pngSo 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
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stranger
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stranger
Joined: Sep 2017
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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.
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addict
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addict
Joined: Apr 2013
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enthusiast
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enthusiast
Joined: Dec 2013
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Norbyte thanks again for continuing to update this 
Pride, honour and purity
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stranger
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stranger
Joined: Oct 2017
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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?
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stranger
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stranger
Joined: Oct 2017
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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
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member
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member
Joined: Aug 2017
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Getting "Internal Error" when trying to extract the Origins.pak Screenshot: https://imgur.com/a/nmGquCrashes on same part everytime. All other.pak files extract fine.
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old hand
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old hand
Joined: Dec 2013
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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.
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stranger
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stranger
Joined: Oct 2017
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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.
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stranger
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stranger
Joined: Oct 2017
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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.
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stranger
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stranger
Joined: Nov 2017
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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?
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addict
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addict
Joined: Apr 2013
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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.
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