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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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Moderated by Bvs, ForkTong, gbnf, Issh, Kurnster, Larian_QA, LarSeb, Lar_q, Lynn, Monodon, Raze, Stephen_Larian
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