Post by vainiuss1 on Oct 18, 2020 15:35:26 GMT
by: tab
All files are stored inside archives (.arc files). To replace anything in the game (to make a mod) you need to extract those archives, make the changes to the files you want and then repack them.
To find which files you need to replace, use this (or any other [FILE ID]) thread:
infernalwarks.boards.net/thread/434/file-identification-dmc4se
Okay, so folks seem to be confused about how exactly to go about gettin' to the familiar part of modding DMC4 so here's the basic thing you do w/ the arc files:
Firstly: download Sectus's ARCTool here: www.mediafire.com/file/2x6avuny7l7037b/ArcTool.rar/file
and the .bats here: www.mediafire.com/file/khadydjiophmceq/pc-dmc4se.bat/file
Extract the ARCTool and the dmc4se.bat into whatever folder you plan to use for modding- probably make a new one as this stuff generates a lot of files.
Summary of stuff below:
Download ARCTool, .bats, extract arctool.exe and dmc4se.bat into new folder, drag .arc files onto folders to unpack them, put files into the folders w/ same path you want to add, edit the generated .txt file to add whatever you need to be repacked in, drag folders onto .arc files to repack them. You can convert the textures to DDS and back from DDS by doing the same.
=Longform explanation of basic stuff - if you get the summary then ignore this=
Now that we've got the tools, it's simply a matter of using them.
For this example I'll say that we're going to switch Dante (main costume)'s coat with Vante's (Vergil ex1).
First, you want to get the associated .arc files that you're going to be editing. In-game player models are located in the nativeDX10/rom/player/costume folder. Stuff labeled with _ex00 are alternate costumes and files labeled with _ex01 are the recolors.
If you don't know who is what, the file identification thread in the tutorial forum should tell you.
Just in case though, I'll write it out here:
pl000 is Nero
pl006 is Dante
pl007 is Trish
pl008 is Lady
pl024 is Tutorial Nero
pl030 is Vergil
Since we want so switch regular Dante's coat with Vante's coat, we copy/paste the plmod_pl006.arc and the plmod_pl030_ex01.arc files into our ARCtool folder.
To use the ARCtool with these files you want to drag the .arc files onto dmc4se.bat. It'll generate two things: a folder and .txt file with the name of the .arc.
The folder contains the files within the .arc and the .txt files is used as a reference by the ARCtool to know what to repack within the .arc when you do so.
Based off the file identification thread we know that pl006_03.mod is Dante's coat and pl030_03.mod is Vergil's coat model. So we go into Vergil's folder and proceed to the model/game/pl030_ex01 folder to copy all files named pl030_30.
This should include a .mod, a .mrl and two files that are a bunch of numbers (5B9071CF, 6EDD0DEE).
Paste those where you want and then rename them to pl006_03 and overwrite the files in Dante's folder with 'em.
Congratulations, you just replaced Dante's coat's model (.mod), texture references (.mrl) and whatever (those numbers) with Vante's!
But hold on, you're not done yet.
That .mrl file is referencing textures that aren't in Dante's .arc file!
So what you want to do is copy over the -entire- /model folder from Vergil's folder into Dante's folder. That should place a pl030_ex01 folder inside Dante's /model/game folder.
You technically don't need all the files and can delete whatever isn't used by the model you used to overwrite the previous one but for simplicity's sake I'mma ignore that at the moment.
Now, you've got the files in Dante's folder but remember that I said that the ARCTool uses the .txt to know what to repack?
That means you gotta open up Vergil's generated .txt file and then copy/paste the contents (or relevant content) of it into Dante's .txt and save it.
Afterwards, it's just a matter of dragging Dante's folder back onto the dmc4se.bat!
It'll repack everything and you'll have a fresh, obnoxiously huge (assuming you packed all of Vergil's files into Dante's folder rather than just what ya need) .arc file you can use!
vs1 edit. When editing the generated .txt file and if you are doing something, make sure the .mrl file is before .mod file written in. Also not sure about this but textures related to that mrl should be even before that.
example:
xxx_BM.tex
xxx_NM.tex
xxx_MM.tex
xxx.mrl
xxx.mod
All files are stored inside archives (.arc files). To replace anything in the game (to make a mod) you need to extract those archives, make the changes to the files you want and then repack them.
To find which files you need to replace, use this (or any other [FILE ID]) thread:
infernalwarks.boards.net/thread/434/file-identification-dmc4se
Okay, so folks seem to be confused about how exactly to go about gettin' to the familiar part of modding DMC4 so here's the basic thing you do w/ the arc files:
Firstly: download Sectus's ARCTool here: www.mediafire.com/file/2x6avuny7l7037b/ArcTool.rar/file
and the .bats here: www.mediafire.com/file/khadydjiophmceq/pc-dmc4se.bat/file
Extract the ARCTool and the dmc4se.bat into whatever folder you plan to use for modding- probably make a new one as this stuff generates a lot of files.
Summary of stuff below:
Download ARCTool, .bats, extract arctool.exe and dmc4se.bat into new folder, drag .arc files onto folders to unpack them, put files into the folders w/ same path you want to add, edit the generated .txt file to add whatever you need to be repacked in, drag folders onto .arc files to repack them. You can convert the textures to DDS and back from DDS by doing the same.
=Longform explanation of basic stuff - if you get the summary then ignore this=
Now that we've got the tools, it's simply a matter of using them.
For this example I'll say that we're going to switch Dante (main costume)'s coat with Vante's (Vergil ex1).
First, you want to get the associated .arc files that you're going to be editing. In-game player models are located in the nativeDX10/rom/player/costume folder. Stuff labeled with _ex00 are alternate costumes and files labeled with _ex01 are the recolors.
If you don't know who is what, the file identification thread in the tutorial forum should tell you.
Just in case though, I'll write it out here:
pl000 is Nero
pl006 is Dante
pl007 is Trish
pl008 is Lady
pl024 is Tutorial Nero
pl030 is Vergil
Since we want so switch regular Dante's coat with Vante's coat, we copy/paste the plmod_pl006.arc and the plmod_pl030_ex01.arc files into our ARCtool folder.
To use the ARCtool with these files you want to drag the .arc files onto dmc4se.bat. It'll generate two things: a folder and .txt file with the name of the .arc.
The folder contains the files within the .arc and the .txt files is used as a reference by the ARCtool to know what to repack within the .arc when you do so.
Based off the file identification thread we know that pl006_03.mod is Dante's coat and pl030_03.mod is Vergil's coat model. So we go into Vergil's folder and proceed to the model/game/pl030_ex01 folder to copy all files named pl030_30.
This should include a .mod, a .mrl and two files that are a bunch of numbers (5B9071CF, 6EDD0DEE).
Paste those where you want and then rename them to pl006_03 and overwrite the files in Dante's folder with 'em.
Congratulations, you just replaced Dante's coat's model (.mod), texture references (.mrl) and whatever (those numbers) with Vante's!
But hold on, you're not done yet.
That .mrl file is referencing textures that aren't in Dante's .arc file!
So what you want to do is copy over the -entire- /model folder from Vergil's folder into Dante's folder. That should place a pl030_ex01 folder inside Dante's /model/game folder.
You technically don't need all the files and can delete whatever isn't used by the model you used to overwrite the previous one but for simplicity's sake I'mma ignore that at the moment.
Now, you've got the files in Dante's folder but remember that I said that the ARCTool uses the .txt to know what to repack?
That means you gotta open up Vergil's generated .txt file and then copy/paste the contents (or relevant content) of it into Dante's .txt and save it.
Afterwards, it's just a matter of dragging Dante's folder back onto the dmc4se.bat!
It'll repack everything and you'll have a fresh, obnoxiously huge (assuming you packed all of Vergil's files into Dante's folder rather than just what ya need) .arc file you can use!
vs1 edit. When editing the generated .txt file and if you are doing something, make sure the .mrl file is before .mod file written in. Also not sure about this but textures related to that mrl should be even before that.
example:
xxx_BM.tex
xxx_NM.tex
xxx_MM.tex
xxx.mrl
xxx.mod