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

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

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

Last edited by xvote; 09/10/16 09:18 AM.
Draba #592533 09/10/16 06:53 PM
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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)

Draba #592573 10/10/16 12:07 AM
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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.
Draba #592662 10/10/16 03:12 PM
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Hrm, I'll have to double-check that. It might be a bug in D:OS 2 LSF parsing.

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

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

Last edited by Deithwen; 12/11/16 02:31 PM.
Draba #595509 12/11/16 08:50 PM
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I believe the savegame (meta.lsf?) contains hashes to verify the validity of the save file itself which are no longer valid after resaving. It'll still work fine though, so manually recomputing it is not worth the effort.

Draba #595511 12/11/16 10:29 PM
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Does anyone know exactly how Larian sorts out the listing of abilities and their points?


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


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


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

Thanks for your response.

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


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

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

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


Abilities:

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


Talents:

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


Traits:


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

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

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

Then i click on Extract package but i get this

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

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

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

http://imgur.com/a/FJtHt

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

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

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

Originally Posted by Starscribe

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


Originally Posted by Abraxas*

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

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


Maybe you have an idea why Comodo is reacting here.



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

Sorry for the late reply.

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

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

it was still a quick reply. Thank you smile


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
Draba #600802 07/03/17 05:18 AM
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Update: Got a reply, they apparently fixed it. I'll check it with Virustotal again after its AV version was updated.

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

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

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


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
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