Discussion in 'Game Tweaks and Modifications' started by AlphaZ, Jun 16, 2014.
That's really guorgeous work!
WinMerge is really excellent as well for comparing text files.
Thank you so very much for doing this, I can't wait to try this out when I get back from vacation.
Guys, just so were're clear, you don't drag and drop the the .dat file for unpacking. You drag and drop the .fat file. For example common.fat. If you're trying to unpack by dropping common.dat into unpacker, it will crash for sure. The fat file (ex common.fat) is a blue print for the data file (ex common.dat), it tells the unpacker where to find what in common.dat.
Guys, you know when a watch dog lib is unpacked into html files, some of the html files have readable values while others have the values in binhex format. For example:
<field hash="61FC6B02" type="BinHex" />
<field hash="9D8873F8" type="BinHex">53746F726D2E53746F726D00</field>
<field hash="B9295CC7" type="BinHex">8CB67E39</field>
<field hash="389F6DA7" type="BinHex">8CB67E39</field>
<field hash="41707B6D" type="BinHex">0000803F0000803F0000803F</field>
<field hash="7E8CD122" type="BinHex">0AD7233C</field>
<field hash="C8051DEE" type="BinHex">0000803F</field>
Does anyone know how to translate the hash and BinHex fields into readable string values?
How do I change the category names in the Car On Demand App?
I'll be making a mod to Car On Demand. In it's current setup, the crappiest cars come first and the best ones last because the categories are in alphabetical order.
So you get:
Heavy(slightly less crappy)
Motorcyle (no complaints)
Offroad (moderately crappy to tolerable)
Sports (other than Luciano completely forgetable)
Performance (best cars in the game)
I'd like to modify the category name so that best cars that you'd want to use are first and the less popular one last. I'd like to accomplish simply by renaming the categories to:
American Muscle (formerly Muscle)
Hypercars (formerly Performance - Luciano belongs here and not with the Sunrim...)
Racers (formerly sports)
Rent-a-Wreck (formerly budget)
Trucks and Heavy (formerly Heavy)
This will be one of the many mods, I'll be working on and releasing here and on Nexus when I'm back from my holidays. What I'm missing for this mod is the knowledge of how to change the category names in COD. What file should I look in to find these parameters?
I'll be integrating my favourite cars from Ultimate COD (namely the Muscle Police Car (but not the budget ones), the Madness VESPID, the Police SUV and the skinned performance car. It will be bad blood and pre bad blood compatible.
It will integrate a optional mod where cars can stay locked if you drive them. The idea behind that is if you're starting a new game and have aquired your favourite cars on COD and you don't necessarilly want every car you steal in missions to end up in your list and clutter it, you can use this mod to prevent them from unlocking when you steal them.
I have no problem drag & drop "dat" file.
the fat files also crash for me.
Why don't you post the file you are trying to unplack and while you're at it, copy and paste the output you get when the unpacker crashes with you, it might give us a clue as to what is happening.
I want mod WD in such way that I can use eugine (RC car from T-bone) in free roam, or just about anywhere. But I can't find the restrictions that block the use outside of red mission area’s.
Does anyone have a clue?
im done with ubisoft until they come out with a game that actualy has pc options and command bindings.although thanks for all replies and helpi really do appreciate it. thanks
Ubisoft Management are retards. They have alot of talent pouring their hearts in to some of these games but they have way too many short sighted and bureaucratic pencil pushers working in areas of important decision making.
Recently, I tried to modify the shaders in Watch_Dogs via unpacking the "Shaders.dat" in the main directory. However it didn't have any affect ingame whereas it should definitively (later I tried crazy non-sense-editing of shaders just to test if there was any difference in-game but there was none). So here's my question: Is there any way to edit Watch_Dogs' shaders (as tonemapping for example) directly rather than just modifying their parameters in xml/rml-files?
Greets from Germany,
anyone knows how to modify the time in focus mode
Iwant to make it much more slower
Hey thanks for the tutorial
although could you help me with getting some 3D models of the Px4 i've been trying to find some for hours but no luck
Thx a lot for the tutorial, it's amazing.
So, if I understand this correctly, in order to implement the latest game patch into the modifications I make, I integrate their latest patch.dat/fat decompressed into the mods and maintain the subfolder/file placement when re-compressing the files into a patch.dat/fat then swap those out with the original ones in order to make effective change sets?
can you guys make a video tutorial on how to mod the watch dogs skin please
how to repack (lib) files !!!
Unpack: Drag & Drop the "....lib" file to the file named Gibbed.Disrupt.ConvertBinaryObject.exe
Pack: Drag & Drop "..._converted.xml" to the file named Gibbed.Disrupt.ConvertBinaryObject.exe and rename "..._converted_converted.fcb" back to "....lib"