Hyperdimension Neptunia Re;Birth2 Sisters Generation

Hyperdimension Neptunia Re;Birth2 Sisters Generation

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Modding
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A guide for modding.
 
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Introduction
This is a guide for modding Hyperdimension Neptunia Re;Birth2 Sisters Generation. Since the process is essentially the same, most parts of the guide are copypasted with slight changes from my previous guide for Re;Birth 1.
Basic information
You can mod textures, models, text and probably sound (not tested). You'll need modding tools from here - Mega[mega.nz].

02.06.2015: guide creation; kitserver and tidtool fixes.


Archive includes 5 utilites - packer (re;birth1 version, not tested), unpacker, kitserver, strtool and tidtool. All software was written by anonymous programmer from 2ch.net. If you need mod tools and by some reason both dl links are dead - add me on steam.

There are 2 mod examples for kitserver: first replaces main menu logo (in 'example' directory), second removes intro movies (no_intro.zip).

If you don't want to read and just want to mod textures - use this simple guide by Komi - http://i.imgur.com/bWaC4ld.jpg .
Workflow
Typical workflow is:
  • Unpack .pac archives;
  • Convert and edit textures / text / models;
  • Put modified files into KitFolder and launch the game via kitserver;
  • (Optional) Pack modified files into .pac archives.
Unpacking / packing files
Unpacker syntax - nr2_unpacker.exe <file.pac> <typemask>. It unpacks everything from .pac archives - textures, movies, models, etc. You can just drag .pac onto the unpacker; filetype mask is optional.

Packer is used to pack your modded files into .pac archives. You can do it to save some disc space; for example to get rid of movies by replacing them with 0 bytes files.

Packer has a gui - drag'n'drop files you want to pack. Ex. if you want to pack file "body_c.tid" from "GAME200000\model\chara\301\texture\001\", you'll need to drag folder "model\chara\301\texture\001\" with file in it.

○ column shows which files will be replaced. The ones to be replaced will be marked as shown in the video.
Checkbox at the bottom will create a backup file of .pac file. If you just want to fast check your mod - don't pack your files, use kitserver instead.

http://a.pomf.se/uvvqvf.mp4 - video example of packing.

Please note that this is an old version of packer used for Re;Birth 1; it shoud work, but I cannot guarantee that.
Texture editing
Tidtool converts texture files (.tid ones) and converts them into:
  • 32-bit unsigned ARGB .bmp
  • PNG
  • TIFF
files back and forth. You can choose output format by editing "nr2_tidtool.ini" (ExtractImageFormat). Converted files are placed in the same folder as source ones.

BMP:
You'll need an image editor which supports 32-bit unsigned ARGB .bmp (gimp/paint/paint.net won't work, saved images will be saved as Big Endian ones I think; not sure about photoshop). For modding I use http://www.qualibyte.com/pixelformer/ . Open the bmp there, save as .png with transparency, edit .png in whatever editor you want then open it in pixelformer again. Save the image as 32-bit, top-down row order (pic to the left).
You can also use ImageMagick[www.imagemagick.org] to convert your file to 32-bit .bmp. Use command
ImageMagick\convert.exe <filename.bmp> -channel rgba -alpha on <new_filename.bmp>

PNG:
Your image must have alphachannel (transparency).

TIFF:
Nothing here - need more info.

Convert your file back to .tid by dragging your png/bmp/tiff file back onto tidtool.exe.
Text modding
Strtool is used to extract text from .gbin and .gstr files
Text resources:
- cl3: subtitles
- gstr: system string
- gbin: system string

Locations:
GAME00000.pac -.> Event / script / * cl3
GAME00001.pac -.> Event / script / * cl3
SYSTEM00000.pac -> database / * gstr; * gbin

Drag .gbin/.gstr/.cl3 onto the strtool.exe, get a text file with all strings. Drag edited .txt onto the exe to apply the changes (you'll need original .gstr/.gbin/.cl3 file in the same folder as .txt)
Models
Model replacement can be made by replacing models with existing files (duh). There are some tools such as Ego PSSG Editor[petar.outer-heaven.net], which can probably modify the models themselves; if you have any information about editing models - send me a message so I can include that info in the guide (or add a link to your gude).

You can replace whole folders with models to keep textures and animations if you want - feel free to try.
Loading mods
Kitserver is used to dynamically load new files without having to pack them. It should be used instead of packing unless you really need to save some space.

You'll need kitserver.exe, kitserver.dll, kitserver.ini and KitFolder in your game folder (\SteamApps\common\Neptunia Re;Birth2\).
Put your modded files in 'KitFolder' folder like this:
(\SteamApps\common\Neptunia Re;Birth2\KitFolder\data\<.pac filename>\<full path to file>\modded_file)
and start the game via kitserver.exe.

Kitserver will automatically convert your bmp/png/tiff files. You'll need to specify format in kitserver.ini file (ImageToTID option). Kitserver.ini must be in the same folder as kitserver.exe.

Unpack archive 'no_intro' to 'KitFolder\data' folder to skip intro movies (you can pack it into the MOVIE00000.pac permanently using packer).

Here is a video example - https://a.pomf.se/egmbfl.mp4 .
-
Have fun
< >
40 Comments
Doranakal 16 Mar @ 9:08pm 
I don't want to copy/paste this guide in ReBirth3, but this works fine in Rebirth 3.

I made a quick list with the DLC 'Character Pack 1' in Rebirth 3 which includes the name of the folder and the character assigned to it. Plus, outfits and custom outfits. There you go:
https://docs.google.com/spreadsheets/d/1PRlQGuvoYvDgqXoLERWpNjxD2DnR9HzNgj8fWgYWjdM/edit?usp=sharing
Goldragon 23 Feb @ 6:31pm 
Geh... Links are dead... Help please.
tespy 10 Feb @ 7:54am 
Understood, thanks.
unknown  [author] 9 Feb @ 9:54pm 
It depends on what you mean by combat stats. If you want to change labels such as STR, AGI and such, they should be in files. However, if you want to change the values of stats (like make enemies with 10000 str instead of 10), I cannot help you. Actual stats are stored somewhere else, probably hardcoded into exe.
tespy 9 Feb @ 8:12pm 
Is the text modding limited to dialogs and menus, or does it also extend to combat stats?
「£€€T」 Dana 17 Jan @ 4:02pm 
I finally figured out why the tool was erroring out: apparently it can't comprehend relative paths to the .pac file (such as .\game00000.pac). You have to specify the absolute path to the .pac file. How lame.
ffleader1 9 Jan @ 10:26pm 
The nstrtool can't extract the .cl3 file
yarrmateys 14 Nov, 2015 @ 9:32am 
@dana: it could be also that your folder is write protected and the program doesn't have permissions to create new folders there.

the nr2_unpacker/nr2_tidtool works on neptunia 3 btw.
「£€€T」 Dana 31 Oct, 2015 @ 10:39pm 
nr2_unpacker.exe doesn't work for me -- it just complains about "failed to create directory". Process Monitor shows that it's rather stupid: it tries to create the deepest directories before creating the parent, so no wonder it fails!
Example:
.\GAME00000\battle\parts\anm\escape -- it tries to create that directory first, without creating any of the parents.
SK 30 Jun, 2015 @ 7:23am 
Can you find somwhere the way to mod the .ffu file? (SYSTEM0000/window/font)
I've search everywhere I can on Google but I can't find anything.
Plus the nstrtool seems to be unable to extract .cl3 file.