You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
153 lines
7.2 KiB
Markdown
153 lines
7.2 KiB
Markdown
NepTools
|
|
========
|
|
|
|
This is a collection tools to mod in Hyperdimension Neptunia Re;Birth 3: V
|
|
Century (and probably RB 1 and 2 too) and Megadimension Neptunia VII and some
|
|
rudimentary support for Hyperdevotion Noire: Goddess Black Heart `.bin` files
|
|
(only stuff under `Main`). It contains a `.cl3` extractor/importer, a text
|
|
editor for `.cl3`/`.gstr`/`.gbin`/`.bin`, and a tool to use these files in the
|
|
game without repacking the `.pac` files in case of the Re;Births/VII (like
|
|
KitServer).
|
|
|
|
stcm-editor/cl3-tool
|
|
====================
|
|
|
|
This tool allows you to edit dialogues and some other text files. The file
|
|
format is compatible with nr2_strool/nr3_strtool's.
|
|
|
|
Note: if you've used strtool before, you should delete the modified `.cl3` files
|
|
and reimport the `.txt`s using the original, unmodified `.cl3` files. Strtool
|
|
sometimes damages the `.cl3` files in a way that this tool can't handle.
|
|
|
|
Usage
|
|
-----
|
|
|
|
The main functionality of this program is to dump out the text script inside the
|
|
`.cl3` files, and then reimport modifications. You should be able to do that by
|
|
just dragging the `.cl3` file onto the executable to extract the .txt files, and
|
|
drop the `.txt` files to import back. You can also mass-convert directories by
|
|
dropping them. By default it will export every `.cl3` which doesn't have a
|
|
corresponding `.txt`, and import where `.txt` exist. You can override it with
|
|
the `--mode export-strtool` and `--mode import-strtool` options to only import
|
|
or export.
|
|
|
|
You can also unpack and repack `.cl3` files. The easiest way to do this is to
|
|
copy/rename `stcm-editor.exe` to `cl3-tool.exe` (simply `cl3-tool` on Linux),
|
|
and drop the `.cl3` file onto the executable. It'll extract into a `.cl3.out`
|
|
directory, drop the directory onto the executable to repack. Alternatively you
|
|
can use `--mode auto-cl3`, `--mode unpack-cl3` and `--mode pack-cl3` options to
|
|
achieve this functionality without changing the filename.
|
|
|
|
Advanced usage
|
|
--------------
|
|
|
|
The tool also has an advanced mode, where you have more control over what
|
|
happens.
|
|
|
|
First you have to open a file with `--open <filename>`. Afterwards you can
|
|
inspect/modify them. Every operation is done on this file, until you open a new
|
|
one (or create an empty cl3 file with `--create-cl3`). Changes are not
|
|
automatically saved, you'll have to `--save <filename>` them. Run `stcm-editor
|
|
--help` to list all available operations.
|
|
Some examples:
|
|
|
|
# list all files in a .cl3 file
|
|
stcm-editor --open foo.cl3 --list-files
|
|
# extract a .cl3 file
|
|
stcm-editor --open foo.cl3 --extract-files output_directory
|
|
# replace a file in .cl3
|
|
stcm-editor --open foo.cl3 --replace-file name_in_cl3 file_name --save out.cl3
|
|
# export txt
|
|
stcm-editor --open foo.cl3 --export-txt foo.txt
|
|
# chain operations together: export a file, and a txt:
|
|
stcm-editor --open foo.cl3 --extract-file bar.tid orig.tid --export-txt foo.txt
|
|
# chain operations: replace file and txt, extract a second cl3
|
|
stcm-editor --open foo.cl3 --replace-file bar.tid new.tid --import-txt foo.txt --open bar.cl3 --export-files dir
|
|
# and so on...
|
|
|
|
Server
|
|
======
|
|
|
|
This is like KitServer, except it's open source and modifies some internal game
|
|
functions instead of creating virtual files that look like the original `.pac`
|
|
files. The main differences between KitServer and NepTools' server:
|
|
|
|
* It also supports a launcher-less method, see usage below.
|
|
* No tid_tool integration (for now). You have to convert your pngs to tid if you
|
|
want to use them.
|
|
* Integrated stcm-editor: just drop the `.cl3.txt` (and `.gbin.txt` and
|
|
`.gstr.txt`) files into the corresponding directory, it'll import them on the
|
|
fly. *Note*: if there's an import error it'll silently fall back to the
|
|
builtin file. Get the debug version if you want to see the error message or
|
|
try running `stcm-editor` on the file.
|
|
* Use `neptools` instead of `KitFolder`, remove the last 5 digits from folder
|
|
names inside `data`.
|
|
* Also has some kind of debug console, download a debug release and see usage
|
|
notes below.
|
|
* Very early release version: anything may change at any time, nothing is
|
|
guaranteed to work...
|
|
|
|
Usage
|
|
-----
|
|
|
|
There are two ways to use it. The first one mirrors the original KitServer:
|
|
extract `launcher.exe` and `neptools-server.dll` into the game directory. In
|
|
this case you'll have to use launcher.exe to launch the game, if you simply
|
|
launch `NeptuniaReBirth[123].exe`/`NeptuniaVII.exe`, Neptools won't be loaded,
|
|
and you'll run an unmodded game.
|
|
|
|
The second way is to extract only `neptools-server.dll` and rename it to
|
|
`dinput8.dll`. In this case there's no launcher, simply start the original
|
|
executable. In case of RB3, it may not work this way. The problem is that the
|
|
directory name steam chooses (`Hyperdimension Neptunia Re;Birth3`) confuses the
|
|
Windows DLL loader, and will treat `;` as a path separator. If you do not want
|
|
to rename the directory (which would upset steam), you'll have to place
|
|
`dinput8.dll` into a subdirectory named `Birth3` (so it should end up in
|
|
`steamapps\common\Hyperdimension Neptunia Re;Birth3\Birth3\dinput8.dll`).
|
|
(If you're an Arfoire/Magiquone supporter and installed RB1/2 into somethin like
|
|
`whatever\Neptunia Re;Birth2`, you'll have to put it into `Birth2`. Basically
|
|
create a directory named whatever after the semicolon is.)
|
|
|
|
*Note for Linux/Wine users*: wine by default gives priority to it's builtin
|
|
version of `dinput8.dll`, ignoring this custom version. To fix it run `winecfg`,
|
|
select Libraries tab, write `dinput8` under New override for library, click Add,
|
|
make sure it says (native, builtin). Also you'll probably need MSVC2013
|
|
runtimes, if you didn't already install it for the game (`winetricks
|
|
vcrun2013`).
|
|
|
|
To temporarily disable modding in this case, you'll either have to temporarly
|
|
delete/rename `dinput8.dll` or start `NeptuniaReBirth?.exe` with the `--disable`
|
|
parameter (this is not exactly same as removing the dll as Neptools will be
|
|
still loaded, but it will try to minimize changes made to the game...)
|
|
|
|
In either case, you'll have to create a directory named `neptools`, and place
|
|
files to be replaced inside it. If you want to replace (for example)
|
|
`database/stitem.gbin` inside `data/SYSTEM00000`, place it into
|
|
`neptools/data/SYSTEM/database/stitem.gbin` (that five zeros you normally get is
|
|
actually an artifact of the current `.cpk`/`.pac` extractor doesn't handle the
|
|
format correctly, I will rant more about it someday...)
|
|
|
|
It also has some command line flags, use `launcher.exe --help` or
|
|
`NeptuniaReBirth?.exe --help` to get a list. If you have a debug build, you can
|
|
use `--console -lcpk=2` (or `--log-to-file=filename -lcpk=2` to save it to a
|
|
file) to list all files opened by the game (it'll cause significant slowdown
|
|
though, especially with the console method).
|
|
|
|
Compilation
|
|
===========
|
|
|
|
See libshit/COMPILE.md if you checked out from git. Otherwise refer to
|
|
http://github.com/u3shit/neptools.
|
|
|
|
License
|
|
=======
|
|
|
|
This program is free software. It comes without any warranty, to the extent
|
|
permitted by applicable law. You can redistribute it and/or modify it under the
|
|
terms of the Do What The Fuck You Want To Public License, Version 2, as
|
|
published by Sam Hocevar. See http://www.wtfpl.net/ for more details.
|
|
|
|
Third-party software in `libshit/ext` directory are licensed under different
|
|
licenses. See `COPYING.THIRD_PARTY` for licenses of software that end up in
|
|
binaries.
|