Modding tools to Neptunia games
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.
 
 
 
 
 
Go to file
u3shit 99a5e814ee rename project to neptools 9 years ago
doc/formats docs on gbin and cl3 format 9 years ago
ext windows unspecific pattern finding + unit test (yay!) 9 years ago
src rename project to neptools 9 years ago
test test case for sink helpers 9 years ago
.gitignore wscript_user.py: add random configs without messing with wscript 9 years ago
.gitmodules windows unspecific pattern finding + unit test (yay!) 9 years ago
COMPILE.md update build instructions 9 years ago
COPYING add a readme 9 years ago
README.md rename project to neptools 9 years ago
clang.patch update build instructions 9 years ago
waf initial commit 9 years ago
wscript rename project to neptools 9 years ago

README.md

NepTools

This is a collection tools to mod in Hyperdimension Neptunia Re;Birth 3: V Century (and probably RB 1 and 2 too). It contains a .cl3 extractor/importer, a text editor for .cl3/.gstr/.gbin, and a tool to use these files in the game without repacking the .pac files (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 .txts 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:

  • 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.
  • Very early release version: anything may change at any time, nothing is guaranteed to work...

Usage

Extract launcher.exe and neptools-server.dll into the game directory. Create a directory named neptools. 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...)

Compilation

See COMPILE.md if you downloaded a source distribution. Otherwise refer to http://github.com/u3shit/stcm-editor.

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.