Dragon Age: Inquisition Modding Tools

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 Post subject: Re: Current Injection tests
PostPosted: Sat Dec 06, 2014 10:56 am 
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Your injected texture almost looks better than the vanilla ones... I'd love to see Iron Bull in Scottish plaid. ;)


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 Post subject: Re: Current Injection tests
PostPosted: Sat Dec 06, 2014 1:10 pm 
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Attachment:
TextureReplacement06.jpg
TextureReplacement06.jpg [ 237.2 KiB | Viewed 2192 times ]


Perfect texture replacement, no popping, or other wierd artefacts now. I have uploaded the patch, so if others want to test and tell me if it works for them. Make sure to remove when done, since this will actually be overwriting the standard patch.

https://drive.google.com/file/d/0BzqpBc ... sp=sharing

So in the end, it uses the same patching process as BF4, but luckily, you dont have to deal with deltas and such, if you don't want to, I just did complete replacements and it works fine. This currently replaces a texture and its resource, to make the texture larger (4096x4096). Don't be fulled by the tiny cas file, as its just a black and white checkerboard texture, it compresses incredibly well 10mb down to 44kb


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 Post subject: Re: Current Injection tests
PostPosted: Sat Dec 06, 2014 1:50 pm 
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Works perfectly on my end :)


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 Post subject: Re: Current Injection tests
PostPosted: Sat Dec 06, 2014 5:01 pm 
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Cool thanks for testing. I have successfully modified mesh data now. But it seems to only work if there are entries in the SB to the chunk. If its only contained in chunks0.toc. Then changing the SHA1 in there and storing in the patch does not seem to work. May need to actually make a new chunk entry in each bundle that the mesh is used in.

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MeshReplacement01.jpg
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 Post subject: Re: Current Injection tests
PostPosted: Sat Dec 06, 2014 6:40 pm 
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Within the DAI\Update directory, it sounds like there can be multiple patch directories, but only one is actually used by the game? (I'm assuming that my Update directory should have both a DAI\Update\Patch and a DAI\Update\Patch2 directory for the test.)


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 Post subject: Re: Current Injection tests
PostPosted: Sat Dec 06, 2014 9:14 pm 
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Holy cow man, that's awesome! I'm going to give those tools a test or two to see what I can figure out. But dang, thanks for all the hard work!

Looking at patch 2 I see you got quite a bit of files packaged in there. Did you update all of these files? (I assuming so). Did you include the wn32/da3/layout folders to update the game to show your replacement in multiple instances? If so I'm guessing that in order to add a world object you would basically need to do that?

Edit:

K, so I opened the files in patch 2 with DA tools to see if I could figure out what you did. I was able to find the line in the arborwilds_main.sb:

win32/da3/layouts/arborwilds/arborwilds_main/qst_410_thirdblockade/da3/actors/cullen/appearances/textures/bdy_hm_cullen01_0d

I also was able to use res explorer to extract this texture successfully. I used the res explorers info of the texture:

Quote:
Type: .itexture
Path: da3/actors/cullen/appearances/textures/bdy_hm_cullen01_0d
Name: TG_NEW_NPC_Diff
FullPath: win32/da3/layouts/arborwilds/arborwilds_main/qst_410_thirdblockade/da3/actors/cullen/appearances/textures/bdy_hm_cullen01_0d
SHA1: 51D7F36C7AEB0FF1E495B8FC509457DBD922F3B7

CAT entry: 51D7F36C 7AEB0FF1 E495B8FC 509457DB D922F3B7 00010817 00000063 00000001

Chunk SHA1: 0A7EC62F79E96864D511F87859D8D48DE8897AB6
Chunk ID: C918AD860FE720BCC265EB15A144DE97
Chunk CAT entry: 0A7EC62F 79E96864 D511F878 59D8D48D E8897AB6 00000020 000107D7 00000001


When comparing your cas_01.cas to the original I could see the difference in terms of length of code. Bout the only thing I didn't get was how the itexture name was assigned, (besides all of the other complex codes lol).

I also see that under 82\bundles\82\res\82 about 18 down is the same file in both yours and the original.


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 Post subject: Re: Current Injection tests
PostPosted: Sun Dec 07, 2014 1:31 am 
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wogoodes wrote:
Within the DAI\Update directory, it sounds like there can be multiple patch directories, but only one is actually used by the game? (I'm assuming that my Update directory should have both a DAI\Update\Patch and a DAI\Update\Patch2 directory for the test.)


That is correct. My current version of the tool now takes everything from the patch directory and uses that as the basis of creating a new patch, so you dont loose anything the original patch was applying. This was the only way I could get DA to even load my update, originally it would just read the MST and ignore it from then on, im guessing because it couldn't see a license reference like the DeluxeContent and such.

Silvist wrote:
Holy cow man, that's awesome! I'm going to give those tools a test or two to see what I can figure out. But dang, thanks for all the hard work!

Looking at patch 2 I see you got quite a bit of files packaged in there. Did you update all of these files? (I assuming so). Did you include the wn32/da3/layout folders to update the game to show your replacement in multiple instances? If so I'm guessing that in order to add a world object you would basically need to do that?

Edit:

K, so I opened the files in patch 2 with DA tools to see if I could figure out what you did. I was able to find the line in the arborwilds_main.sb:

win32/da3/layouts/arborwilds/arborwilds_main/qst_410_thirdblockade/da3/actors/cullen/appearances/textures/bdy_hm_cullen01_0d

I also was able to use res explorer to extract this texture successfully. I used the res explorers info of the texture:

Quote:
Type: .itexture
Path: da3/actors/cullen/appearances/textures/bdy_hm_cullen01_0d
Name: TG_NEW_NPC_Diff
FullPath: win32/da3/layouts/arborwilds/arborwilds_main/qst_410_thirdblockade/da3/actors/cullen/appearances/textures/bdy_hm_cullen01_0d
SHA1: 51D7F36C7AEB0FF1E495B8FC509457DBD922F3B7

CAT entry: 51D7F36C 7AEB0FF1 E495B8FC 509457DB D922F3B7 00010817 00000063 00000001

Chunk SHA1: 0A7EC62F79E96864D511F87859D8D48DE8897AB6
Chunk ID: C918AD860FE720BCC265EB15A144DE97
Chunk CAT entry: 0A7EC62F 79E96864 D511F878 59D8D48D E8897AB6 00000020 000107D7 00000001


When comparing your cas_01.cas to the original I could see the difference in terms of length of code. Bout the only thing I didn't get was how the itexture name was assigned, (besides all of the other complex codes lol).

I also see that under 82\bundles\82\res\82 about 18 down is the same file in both yours and the original.


The reason why there are alot of files in the patch is because you need to replace every instance of the resource and chunk for it to work. For example, each time Cullen is placed into a map, his texture is assigned locally to that instance (Not to the master mesh).

My cas_01 is nothing special, its the same as any other, but only contains files used by the update. So it gets loaded along with all other cas files. Not sure what you mean by the itexture name, that is another property that is set per instance. There is a string in the itexture, but thats just an internal name, I changed it so I could scan the memory to make sure it was getting loaded.

You will see that there is a lot of entries in the SB files that match the original, this is because, each time an entry is changed in a bundle, that whole bundle needs to be copied to the patch, not just the changed entry.
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 Post subject: Re: Current Injection tests
PostPosted: Sun Dec 07, 2014 2:41 am 
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@Ehamloptiran - Right I see what you mean. I would assume if you wish to change something that shows up in game, you'll have to change it at every instance that it shows up. Were you able to achieve making a toc by reversing your extractors to convert dds back to itext, mesh back to chunk, and such? I'd just like to toy around to see exactly what it takes to inject a file in game. I realize eventually we plan to have tools for this ;p The reason I want a better idea is just so I can explain to other people exactly how hard it'll be to modify things in game ;p


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 Post subject: Re: Current Injection tests
PostPosted: Sun Dec 07, 2014 2:52 am 
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I do have tools, but they currently contain lots of hardcoded paths, and very specific format requirements, I am in the process of cleaning it up so that I can start to let people try it out. For simple texture/mesh replacements, its not really that difficult at all, as the tool will actually go find all instances for you. For adding new objects and such, things will start to grow in complexity.
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 Post subject: Re: Current Injection tests
PostPosted: Sun Dec 07, 2014 3:16 am 
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Awesome man, thanks! That sounds really great, can't wait to try it out!


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