![]() ![]() Delete all TGA files, and all non-XBM files from Uncooked-directory, including mesh files (unless you plan to mod them, in which case modded once stay in Uncooked directory, but this isn't part of this Merging Guide)Ĩ. Copy-paste all files from Uncooked-Raw into Uncooked directoryħ. Go through the log file, search for key-word "fail" and take note of all failures, except for the ones related to cookdb.dll fileĦ. UnCOOK mod into Uncooked-Raw directory (or whichever other name, just don't use Modded directory or Uncooked directory) - this is going to be your backup folder and I suggest not messing with it until you know all cooked/merged/worked as it should, copy-all log entries and SAVE log fileĥ. Create 2 directories - Textures (for Textures-only portion of the mod) and Other (for meshes, FX files, template files, XML files, etc.) and in each one create 5 subdirectories - Cooked-Raw (or Uncooked-Backup, just different from Cooked), Cooked, Modded, Uncooked-Raw (or Uncooked-Backup, just different from Uncooked), UncookedĤ. With QuickBMS, fully Unpack the all blob.bundles and buffer bundles into same exact directories, where you Uncooked the game, BUT when ask to overwrite files - select "No for all" option (S button, I think) to know ow game files are structuredģ. With W3Oven, fully Uncook the game (all content0-12 directories and DLC directories) to whichever directories you wish (I'd keep DLC and main game separate) to know how game files are structuredĢ. Get ModKit 1.3 + patched wcc_lite.exe, QuickBMS, W3Oven, and Mod Mergerġ. Hell, here's the short version of the "Let's Merge That Non-Mergeable Stuff" guide, which is not only good for mod fans, but for courteous modders who value their fans and understand the importance of making their mod Mod-Merger-friendly, but does include "cleaning-up" COMPILATION and/or Ultra High Definition Pack info (for now):Ġ. Use soft like Everything - to search for files and file types, like TGA, within a specific directory, BUT do note that those files are in different sub-directories and if you plan to just copy/paste all listed in Everything into one directory, then don't expect things to work! Each file has its own specific directory that all mods use!ĭJ Kovrik and others - PLEASE READ and PM me with corrections because I don't know all the technical stuff, only functional, and there may be some mistakes! When searching and deleting specific file types, don't do it the tedious way of going folder-by-folder. The same way Cooking also packs certain files, but you need to keep them separate. That does not mean those files should be Cooked and often they won't cook at all due to WCC errors, which is why you should only pack them. Uncooking also unpacks certain files that can only be packed, such as many FX files, corrupt mesh files, corrupt mesh file buffers, some other file types. Having CRC Errors during UnCOOKING does not mean those meshes are broken or non-functional, but they cannot be Cooked and can only be Packed. ![]() These error do not show up for UnPACKED meshes, which Mod Merger UnPACKS if no texture.cache file is present. Please note that Uncooked meshes may get WCC errors regarding CRC Header and Corruption. DDS files are exception and they don't get related Cooked XBM files when packed correctly. Packing/Unpacking also compresses and bundles cooked XBM texture files (they are simply "placeholder files" that tell blob.bundle packs which textures were cooked into texture.cache file and are created during cooking process). Textures get compressed into texture.cache file, but meshes and mesh buffers simply get compressed and packed into blob.bundle and buffers.bundle. AFAIK, only meshes and textures get compressed. This may not be the technical explanation, but basically, from my understanding, Cooking means COMPRESSING. Please understand the difference between Cooking/Uncooking and Packing/Unpacking. For example, Novigrad Reloaded mod comes with 0KB texture.cache file that is there to fully uncook meshes (longer process for this mod, takes up a TON of extra space!), but you can delete this file and meshes will be simply unpacked (no loss in quality or function). I am writing a small guide on how to do this, but its fairly simple. Instead, they get unpacked by QuickBMS, which ignores all the errors and allows for merging without issues. ![]() The reason to that is that non-texture-related errors in meshes or FX files or whatever else, do not get uncooked by Mod Merger, as long as, there is no texture cache file. Meshes, mesh buffers, FX files, templates, etc. The rest just needs to be separated into 2 parts:Ģ. It ALL can be merged, except for ramccoid's packs and Ultra High Definition pack. ![]()
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