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Post by MrUnusua1 on Apr 27, 2015 2:39:54 GMT
I'll try to make time to do a vid today, but I did post very thorough steps on Page 24 on how to do this. What you're doing wrong is packing/unpacking "data.cpk", leave that file alone. If you do not have any DLC's, only use "data2.cpk", otherwise, if you have DLC1, use "data2cpk" and "datap1.cpk", if you have DLC2, use "data2.cpk", "datap1.cpk" and "datap2.cpk". Here, I will post the instructions again, I need to anyway because I had some typos in there and didn't realize it until it was too late for me to edit it. 1.) This part is at your discrestion but make sure to create a Backup folder in your game's directory and copy your data2.cpk, datap1.cpk and datap2.cpk files into that folder 2.) Create the following folders in your CriPakTools-master folder: "data2root", "datap1root" and "datap2root" (without the quotations obviously lol) 3.) Copy the data2.cpk file first, by itself ONLY into the CriPakTools-master folder and run "1-EXTRACT_ALL(no_decompress).bat", this will create a "data" and "data2" folder. 4.) This part was confusing to me at first, so pay attention. DO NOT rename the newly created "data" folder to "data2root", this for some reason is what I initially that you were suppose to do lol. Put both the newly created "data" and "data2" folders in the "data2root" folder you created in Step 1. 5.) Open your downloaded mod file (.rar file) 6.) Open your "data2root" folder, then the "data" folder inside of that, then the "chara" folder, then the desired character folder, in this case it's likely HUM (For Human Male) or HUF (For Human Female) and drag the contents of your mod/ downloaded .rar file into that characters folder not the .rar file itself.7.) Delete the "data2.cpk" file in the "CriPakTools-master" folder as you no longer need it 8.) Repeat the above steps with "datap1.cpk" and "datap2.cpk", this should be common sense by now based on the steps above, but when you extract the "data" folder from "datap1.cpk" file, you will move that "data" folder into your "datap1root" folder and apply the mods the same way you did in step 5 & 6. Obviously, the "datap2root" folder is meant for doing the same steps with "datap2.cpk" as you did with the first 2. 9.) Open your CPKTool in your Repacker CPK directory and click on the "Browse" button in the "Data Path" Field, under "Build CPK" and select the directory your"data2boot" folder is in ("C:\Games\Dragon Ball XenoVerse\CriPakTools\data2root" for example) 10.) Un-check "ForceCompress" and click the "Browse" button nect to "Save Path" and put it in your "Repack CPK" folder or wherever you want to put it that you can find it easily, and then hit "Build", this will create a new "data2.cpk" file in the directory you selected. Do this same step for "datap1root" and "datap2root". 11.) Lastly, drag your new "data2.cpk", "datap1.cpk" and "datap2.cpk" files into your game's directory and voila! Everything should work when you start DBXV.exe. When you get DLC 3, you will have to do the same with "data3.cpk" and create a "data3root" folder. I hope this helps Thank you, following these instructions fixed the issue. I repacked the data.cpk and datap2.cpk and that's why it didn't work. No prob! Glad I could help
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Post by MrUnusua1 on Apr 26, 2015 19:20:59 GMT
I'll try to make time to do a vid today, but I did post very thorough steps on Page 24 on how to do this. What you're doing wrong is packing/unpacking "data.cpk", leave that file alone. If you do not have any DLC's, only use "data2.cpk", otherwise, if you have DLC1, use "data2cpk" and "datap1.cpk", if you have DLC2, use "data2.cpk", "datap1.cpk" and "datap2.cpk". Here, I will post the instructions again, I need to anyway because I had some typos in there and didn't realize it until it was too late for me to edit it. 1.) This part is at your discrestion but make sure to create a Backup folder in your game's directory and copy your data2.cpk, datap1.cpk and datap2.cpk files into that folder 2.) Create the following folders in your CriPakTools-master folder: "data2root", "datap1root" and "datap2root" (without the quotations obviously lol) 3.) Copy the data2.cpk file first, by itself ONLY into the CriPakTools-master folder and run "1-EXTRACT_ALL(no_decompress).bat", this will create a "data" and "data2" folder. 4.) This part was confusing to me at first, so pay attention. DO NOT rename the newly created "data" folder to "data2root", this for some reason is what I initially that you were suppose to do lol. Put both the newly created "data" and "data2" folders in the "data2root" folder you created in Step 1. 5.) Open your downloaded mod file (.rar file) 6.) Open your "data2root" folder, then the "data" folder inside of that, then the "chara" folder, then the desired character folder, in this case it's likely HUM (For Human Male) or HUF (For Human Female) and drag the contents of your mod/ downloaded .rar file into that characters folder not the .rar file itself.7.) Delete the "data2.cpk" file in the "CriPakTools-master" folder as you no longer need it 8.) Repeat the above steps with "datap1.cpk" and "datap2.cpk", this should be common sense by now based on the steps above, but when you extract the "data" folder from "datap1.cpk" file, you will move that "data" folder into your "datap1root" folder and apply the mods the same way you did in step 5 & 6. Obviously, the "datap2root" folder is meant for doing the same steps with "datap2.cpk" as you did with the first 2. 9.) Open your CPKTool in your Repacker CPK directory and click on the "Browse" button in the "Data Path" Field, under "Build CPK" and select the directory your"data2boot" folder is in ("C:\Games\Dragon Ball XenoVerse\CriPakTools\data2root" for example) 10.) Un-check "ForceCompress" and click the "Browse" button nect to "Save Path" and put it in your "Repack CPK" folder or wherever you want to put it that you can find it easily, and then hit "Build", this will create a new "data2.cpk" file in the directory you selected. Do this same step for "datap1root" and "datap2root". 11.) Lastly, drag your new "data2.cpk", "datap1.cpk" and "datap2.cpk" files into your game's directory and voila! Everything should work when you start DBXV.exe. When you get DLC 3, you will have to do the same with "data3.cpk" and create a "data3root" folder. I hope this helps Odd how you say to uncheck "ForceCompress" when here:http://dbxvmods.freeforums.net/thread/3/cpk-unpack-repack It says to leave it on and to change "Data Align" to 512. So..which is it? I tried it wiith and without "ForceCompress" checked, it works both ways, however, when you have it checked, the process it a bit slower because it compresses it twice where there is no need to force it so having it unchecked does it a lot quicker. As far as the "Data Align" being 512, I've never heard of that, I mean, I'm sure that works too but mine is set by default to 2048 and my mods still work fine, I'm not really sure what the difference is.
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Post by MrUnusua1 on Apr 26, 2015 14:38:43 GMT
This mod looks really awesome, but when i use the repacked data and datap2 the game gets stuk at a loading screen after the autosave message. I'll try to make time to do a vid today, but I did post very thorough steps on Page 24 on how to do this. What you're doing wrong is packing/unpacking "data.cpk", leave that file alone. If you do not have any DLC's, only use "data2.cpk", otherwise, if you have DLC1, use "data2cpk" and "datap1.cpk", if you have DLC2, use "data2.cpk", "datap1.cpk" and "datap2.cpk". Here, I will post the instructions again, I need to anyway because I had some typos in there and didn't realize it until it was too late for me to edit it. 1.) This part is at your discrestion but make sure to create a Backup folder in your game's directory and copy your data2.cpk, datap1.cpk and datap2.cpk files into that folder 2.) Create the following folders in your CriPakTools-master folder: "data2root", "datap1root" and "datap2root" (without the quotations obviously lol) 3.) Copy the data2.cpk file first, by itself ONLY into the CriPakTools-master folder and run "1-EXTRACT_ALL(no_decompress).bat", this will create a "data" and "data2" folder. 4.) This part was confusing to me at first, so pay attention. DO NOT rename the newly created "data" folder to "data2root", this for some reason is what I initially that you were suppose to do lol. Put both the newly created "data" and "data2" folders in the "data2root" folder you created in Step 1. 5.) Open your downloaded mod file (.rar file) 6.) Open your "data2root" folder, then the "data" folder inside of that, then the "chara" folder, then the desired character folder, in this case it's likely HUM (For Human Male) or HUF (For Human Female) and drag the contents of your mod/ downloaded .rar file into that characters folder not the .rar file itself.7.) Delete the "data2.cpk" file in the "CriPakTools-master" folder as you no longer need it 8.) Repeat the above steps with "datap1.cpk" and "datap2.cpk", this should be common sense by now based on the steps above, but when you extract the "data" folder from "datap1.cpk" file, you will move that "data" folder into your "datap1root" folder and apply the mods the same way you did in step 5 & 6. Obviously, the "datap2root" folder is meant for doing the same steps with "datap2.cpk" as you did with the first 2. 9.) Open your CPKTool in your Repacker CPK directory and click on the "Browse" button in the "Data Path" Field, under "Build CPK" and select the directory your"data2boot" folder is in ("C:\Games\Dragon Ball XenoVerse\CriPakTools\data2root" for example) 10.) Un-check "ForceCompress" and click the "Browse" button nect to "Save Path" and put it in your "Repack CPK" folder or wherever you want to put it that you can find it easily, and then hit "Build", this will create a new "data2.cpk" file in the directory you selected. Do this same step for "datap1root" and "datap2root". 11.) Lastly, drag your new "data2.cpk", "datap1.cpk" and "datap2.cpk" files into your game's directory and voila! Everything should work when you start DBXV.exe. When you get DLC 3, you will have to do the same with "data3.cpk" and create a "data3root" folder. I hope this helps
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Post by MrUnusua1 on Apr 26, 2015 0:52:26 GMT
Ahh ok, thanks and do you know if it would be possible to make Uub's clothes colorable? I know we've been keeping you busy and I understand if you can't do it any time soon with all of the current projects you're doing, but if you do hae time, I wanted to give my characer what looks like old school Saiyan clothes much like Bardock wore in Dragonball Multiverse www.dragonball-multiverse.com/en/page-29.html and the closests thing I could find to that outfit was Uub's, but his shirt by default is red and I though it would look better brown
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Post by MrUnusua1 on Apr 26, 2015 0:43:02 GMT
Looks like I missed a lot lol Your mods are as awesome as ever Yusion. Did you ever get around to figuring out the aura thing? I'm gonna try to learn to make my own mods soon as well. Also, I think someone mentioned something about Gine's skirt? That would bepretty cool, I actually have her as one of my custom characters. And does anyone know which file the bearded jaw is under?
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Post by MrUnusua1 on Apr 23, 2015 21:40:21 GMT
How do i add the mods? like the Bardock Bandanna I did a tutorial on this 2 pages ago, it's the first post on that page
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Post by MrUnusua1 on Apr 23, 2015 16:17:46 GMT
I'm 99.99% sure that's correct. Only one that doesnt make me 100% sure are the pupils. If all else fails I made a copy for each one, fuck it, throw them all in there and repack. xD Well, it looks it it worked! Thanks The only thing is I made another character that I want to do the same thing with, but he has a beard. There's only 1 jaw with a beard and it's "Type 7". I have a feeling that a file like that would be something like HUM_006_Face_jaw(or mouth).dyt or something like, but I can't seem to find a file with a name like that. You wouldn't happen to have a blue one for that would you?
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Post by MrUnusua1 on Apr 23, 2015 15:18:57 GMT
Ohhhh, I see what you mean now, like "HUM_006_Hair.dyt.emb" is for Hair "Type 7" for example, but the eyebrows and eyes are a different number, I get it now, I'll try that when I get home from work, sorry for the misunderstanding. Yeah that's it. This game has a lot of different files for every little piece, it can get confusing at times, lol. I feel so dumb lol, you would think that for someone who's been modding for years, I would have figured that out at least lol. Ok, so my eyes are "Type" 7, that should be "HUM_006_Hair.dyt", my eyebrows are "Type 3", so that would be "HUM_002_Face_forehead.dyt" and my pupils are "Type 11", that would be "HUM_010_Face_eye.dyt", correct?
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Post by MrUnusua1 on Apr 23, 2015 13:58:33 GMT
elabel99 said: I already posted a very thorough tutorial on this on the previous page, in details dbxvmods.freeforums.net/thread/288/yusion-upcoming-female-release-preview?page=24, it's the very first (and longest) post on that page. I might do a video though, I was thinking about it before since I haven't seen any in English, but I have to wait until tomorrow because I gotta go to work. Yusion said: I didn't just copy the hair, I copied HUM_000_Hair.dyt.emb, HUM_000_Face_forehead.dyt.emb and HUM_000_Face_eye.dyt.em and changed the last 0 in each file to 6, making them HUM_006_Hair.dyt.emb, HUM_006_Face_forehead.dyt.emb and HUM_006_Face_eye.dyt.em, that was correct, right? EDIT: Ohhhh, I see what you mean now, like "HUM_006_Hair.dyt.emb" is for Hair "Type 7" for example, but the eyebrows and eyes are a different number, I get it now, I'll try that when I get home from work, sorry for the misunderstanding. fracturedamage said: I already fixed it, but thank you. They weren't in the store for some reason, but what I did to fix it is I used the "Dragonball Xenoverse Editor" tool, signed in, opened my .sav file, selected "All colothing and Accessories" and then saved, then it all came back (I had all of the clothing originally).
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Post by MrUnusua1 on Apr 23, 2015 6:36:18 GMT
Awesome! As far as changing the Super Saiyan hair from gold to Blue, is that a mod you have done before that I can download? If not, that would be really awesome if you could do that for me, I would be more than greatful. It's ok if it doesn't have the aura, that's ok, just the hair/ eyebrows would do. But I do think it's awesome that you want to learn how to change the aura colors as well, that will likely come in handy for a lot of people I would imagine, including myself lol I have made Super Saiyan God (Blue) transformation for Super Saiyan/4 actually. Underneath the Human/Saiyan Males section, there is a transformations section. Download either the Gogeta or Goku Super Saiyan God (Blue) pack. It was originally intended for transforming with a Super Saiyan 4 bust, but would work for Super Saiyan since it is the same. All you need to do is copy over the XXX_Hair.dyt.emb, XXX_Face_forehead.dyt.emb, and XXX_Face_eye.dyt.emb if you want the eyes to change as well. You will however have to rename to the hairstyle you are using starting from 0. So if you are using the first hair choice like I am (originally), you would want to just copy over HUM_000_Hair.dyt.emb. But if you're using the second hair, you would need to rename it to HUM_001_Hair.dyt.emb. Ohh ok, let me make sure I got this right. So, if I want my character's hair to turn blue instead of gold when he turns into a Super Saiyan, I download "SSJ4G Blue Gogeta.rar" and let's say my hair for my character is "Type 7", I'm assuming that since the file name's numbers start at 0, that would make the files I need for hair "Type 7" HUM_006_Hair.dyt.emb, HUM_006_Face_forehead.dyt.emb and HUM_006_Face_eye.dyt.emb correct? And I would just copy those files in their desired areas and I'm good? EDIT: So, I tried the above and it did change the hair blue when I become a Super Saiyan, but it didn't change the eye and eyebrow color for some reason (I don't really mind the eye color, but it's the gold eye brows that bother me)
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Post by MrUnusua1 on Apr 23, 2015 4:46:26 GMT
Hey, Yusion! I know you've been getting a lot of requests, but would it be possible you can do a mod like the one you did for SS4 but for regular Super Saiyan? For example, when I turn Super Saiyan, I want my shiny aura, hair and eyebrows to turn into a turquoise color instead of gold/yellow. Or do you have a mod for that already? Characters and stuff I can do... Not sure about aura's and blast though. However I do want to look into it as I would like to make Super Kamehameha/Final Flash the same color as the new Galick Beam Cannon or whatever it was. I will look into it at some point. I love customizing things Awesome! As far as changing the Super Saiyan hair from gold to Blue, is that a mod you have done before that I can download? If not, that would be really awesome if you could do that for me, I would be more than greatful. It's ok if it doesn't have the aura, that's ok, just the hair/ eyebrows would do. But I do think it's awesome that you want to learn how to change the aura colors as well, that will likely come in handy for a lot of people I would imagine, including myself lol
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Post by MrUnusua1 on Apr 23, 2015 2:59:21 GMT
Not sure if anyone else has requested this, but can you possibly do a Vegeta hairstyle?
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Post by MrUnusua1 on Apr 23, 2015 1:02:18 GMT
Hey, Yusion! I know you've been getting a lot of requests, but would it be possible you can do a mod like the one you did for SS4 but for regular Super Saiyan? For example, when I turn Super Saiyan, I want my shiny aura, hair and eyebrows to turn into a turquoise color instead of gold/yellow. Or do you have a mod for that already?
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Post by MrUnusua1 on Apr 22, 2015 19:36:32 GMT
So, I got everything working now by re-installing and adding a customized datap1.cpk to the mix because the other method was giving me issues for some reason. So for anyone with CODEX DLC2 that is having issue (Because I did see someone on here that requested a detailed tutorial on this), here is my version of the tutorial in detail that helped me with installing these mods.
1.) This part is at your discrestion but make sure to create a Backup folder in your game's directory and copy your data2.cpk, datap1.cpk and datap2.cpk files into that folder
2.) Create the following folders in your CriPakTools-master "data2root", "datap1root" and "datap2root" (without the quotations obviously lol)
3.) Copy the data2.cpk file ONLY into the CriPakTools-master folder and run "1-EXTRACT_ALL(no_decompress).bat", this will create a data folder.
4.) This part was confusing to me at first, so pay attention. DO NOT rename the "data" folder created to "data2root", this for some reason is what I initially that you were suppose to do lol. Put both the newly created "data" and "data2" folders in the "data2root" folder you created in Step 1.
5.) Open your downloaded mod file (.rar file)
6.) Open your data2root>data>chara>(Character you are modding HUM or HUF for example) directory and drag the contents of your mod/ downloaded .rar file into that characters folder
7.) Delete the "data2.cpk" file in the "CriPakTools-master" as you no longer need it
8.) Repeat the above steps with "datap1.cpk" and "data2.cpk", this should be common sense by now based on the steps above, but when you extract the "data" folder from "datap1.cpk" file, you will move that "data" folder into your "datap1root" folder and apply the mods the same way you did in step 5 & 6. Obviously, the "datap2root" folder is meant for doing the same steps with "datap2.cpk" as you did with the first 2.
9.) Open your CPKTool in your Repacker CPK directory and click on the "Browse" button in the "Data Path" Field, under "Build CPK" and select the directory yout "data2boot" folder is in ("C:\Games\Dragon Ball XenoVerse\CriPakTools\data2root" for example)
10.) Un-check "ForceCompress" and click the "Browse" button and put it in yout "Repack CPK" folder or wherever you want to put it that you can find it and hit "Build", this will create a new "data2.cpk" file in the directory you selected. Do this same step for "datap1root" and "datap2root".
11.) Lastly, drag your new "data2.cpk", "datap1.cpk" and "datap2.cpk" files into your game's directory and voila! Everything should work whenyou start DBXV.exe. When you get DLC 3, you will have to do the same with "data3.cpk" and create a "data3root" folder.
I'm pretty sure based on what I read that if you do not have DLCs, just use the "data2.cpk" method by itself without "datap1.cpk" and "datap2.cpk" as you are doing these methods based on which DLC yo have. Also, dunno if it's me, but the errors I was getting before that I mentioned mighthad a lot to do with me having Windows 8.1 on my Alienware Laptop, doing all of these steps on my Gateway FX Desktop with Windows 7 works perfect!
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Post by MrUnusua1 on Apr 22, 2015 15:53:25 GMT
lol not the data.cpk thats the main data. extract data2, copy files to that data2root(or boot dosnt matter) folder, add mods into it, repack it(turn off forcecompress)..thats all! if you using the latest dlc2 than you might need to extract datap2, and copy in its content into a different folder(lets just call it data2rootp2), copy the same mods you copied to data2root, into data2rootp2, repack this data2rootp2 into datap2 file. Ok, so let me get this straight (Sorry, I have a mental disorder so sometimes I can be too analytical to comprehend simple instructions). I have DLC2, so.. I un-pack/extract the data2.cpk file by clicking "EXTRACT_ALL(no_decompression).bat", then create a new folder called data2root and copy the contents of the newly created data folder to the data2root folder along with the mods as well over their respective original files? Then I do the same for datap2.cpk which will also create a data folder (contradicting the data folder that was already created from extracting data2.cpk, but it's ok because I moved that first created data folder to a backup folder), then I create a data2rootp2 folder and copy the contents of the new data folder (created from datap2) to the data2rootp2 folder as well as copying the contents of the data2root folder to the data2rootp2 folder and then packing the data2rootp2 folder back into a datap2.cpk file (Which I assume I have to re-pack the data2root folder back into a data2.cpk file as well?) and move it back into the game's directory? OR Am I just unpacking datap2.cpk creating a data folder, renaming that folder datarootp2 (because I have the data folder backed up already) and adding the mods to that folder and then re-packing it back into a datap2.cpk file and copying that file back into the games directory? Because if it's this option, I did that (with the exception of changing the folder name as data2rootp2, I just kept the folder name as "data"). The game didn't freeze or anything this time, but there were some glitches. For example, applying Pan's bandana on my character made my character invisible and then froze the game and I was able to choose the Superme Kai Uniform (Because the Colorable Kaioshin mod and the Vegetto Earrings v2 mod are the ones I was using), but the Supreme Kai uniform would not change color. EDIT: As far as the 2nd option listed above, this time I tried it with renaming the data folder "data2rootp2" as you suggested, and repacked it as data2p2.cpk and replaced the original and still got the same issue, except this time, the upper Kai bust does not appear as an option to choose for my Saiyan in the game, I did see the pants however, but did not have the option to change their colors. I think I need a thorough, detailed tutorial on this :/I tried to find one on youtube but couldn't. I'm now trying the first option listed above, however, I'm not really sure what to do with the created data2 folder with the config.dat file in it EDIT Again: So this time I followed your steps with the data2.cpk file steps and it worked thankfully... sort of... lolm, so thank you so much! You didn't tell me that I would have to put the data2 folder with the config.dat file in it in the data2root folder as well though, but I assumed to do so because when I packed it without that data2 folder in the data2root folder, the game got stuck on the loadign screen after I started it. So the Kai Earrings mod works (I only tested it on the Saiyan character though), however, as for the Colorable Kaioshin mod, the Supreme Kai upper bust for my Saiyan character disappeared and is not in my inventory and was not even in the store to buy and the supreme kai pants in my inventory were the regular uniform pants and the shoes I believe were the Majin Buu shoes, it was really weird, but for my Human character, the Supreme Kai Outfit I put on him was fully cor customizable. So the mods worked, but they worked kinda oddly and the Kaioshin mod did not work for my Saiyan. I'm going to try to do what you advised and include the customized datap2.cpk files as well.
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