Baldur's Gate 3

Baldur's Gate 3

55 oy
Unpacking .PAK files of Baldur's Gate 3 and packing them back
Mellarius tarafından
(since 05 Sep 2024 we have the official "Baldurs Gate 3 Toolkit Data", so the guide seems to be not so actual)
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The Way
  1. Download and unpack freshiest release of the ExportTool from https://github.com/Norbyte/lslib/releases
    (I'm NOT developer of it)
  2. run ConverterApp.exe
  3. at "Game" picklist select "Baldur's Gate 3 (64-bit)"
  4. select tab "PAK / LSV Tools"
  5. select game resources and manipulate what you want
    • to UNPACK:
      In the "Extract Package" section in the "Package path" field select package file.
      --> for example, Assets.pak
      In the "Extract Package" section in the "Destination Path" field select destination path.
      --> for example, C:\123\
      Press "Extract Package" button.
      --> for example, in result, you'll get C:\123\<some folders and files>
    • to PACK:
      In the "Create Package" section in the "Version" listbox select "Vxx Baldur's Gate 3 Release".
      In the "Create Package" section in the "Source path" field select folder, which contains folders/files you want to pack.
      --> In our example it will be C:\123
      In the "Create Package" section in the "Package path" field select already existed package file OR type new package filename.
      Press "Create Package" button.
      --> In result you'll receive updated already existed package file OR new package file.

N.B. Files like Textures.pak, Textures_1.pak, Textures_2.pak etc are multi-part packages. You need to select FIRST package to extract whole. All of multi-package files must be in the same folder.
For example, in LSLib version 1.15.8 I specified
Package path = ....\steam\steamapps\common\Baldurs Gate 3\Data\Textures.pak
Destination path = ...\bg3-unpacked

--> Package extracted successfully.

That instrument also can convert binary .lsf files into readable XML .lsx files.

GRAND APPRECIATE TO THE AUTHOR AND ALL THE CODE CONTRIBUTORS!
Converting audio files
/* Thanks to Der_Teufel */

The audio files (.wem) can then be converted to wav (or else) using the external guide:
https://www.gaminghouse.community/en/guides-tutorials-1003/how-to-play-convert-wem-files-ogg-mp3-67
Go down to "Convert WEM into WAV with VGMSTREAM".
28 Yorum
Mellarius  [yaratıcı] 14 Ara 2024 @ 16:50 
You may try to search for help in bg3 modders community, cause I'm useless in this matter =)
Mellarius  [yaratıcı] 14 Ara 2024 @ 16:44 
I'm really sorry, but:

1) Regarding the official Toolkit — I cannot advice anything useful except to wait patches for it (I see some negative reviews telling "it keeps crashing", "data mismatch" and other problems).

2) Regarding to ExportTool — I didn't have a goal to make mods, I only used it to unpack PAK files, so I really don't know how to make the game to properly "see" mods.

upd. I see that:
- mods definetely must be .pak;
- mods must be placed into the folder: <disk>:\Users\<UserName>\AppData\Local\Larian Studios\Baldur's Gate 3\Mods;
- for example "Hairunlocked mod" after .PAK-unpacking have the following folders inside: [Generated], [Mods], [Public]. As you see, there is no high-level folder with mod's name, So I suppose, that yours .PAK should have the same structure (or similar)
Hudsamdi 14 Ara 2024 @ 16:04 
Not really. I just don't really understand how to create the mod and use it at least myself. I used the 10GB toolkit that I've downloaded through Steam, created a mod, but it appeared to be a folder with the mod name. I don't really know what I should do next. Like if not using and 3rd party, then how can I change the format to .pak? And also, is is necessary to be .pak? I've tried to use ConverterApp.exe from your guide and made a .pak of the folder. Then I moved the file to the folder with the rest of the mods (which I've downloaded in game) but it does not work for some reason. Dunno really what did I do wrong
Mellarius  [yaratıcı] 14 Ara 2024 @ 15:58 
Hudsamdi, is this a rhetorical question? =) Sure, it is not necessary, it is preferrable to use the official one)

Svēteliene, sorry, but I cannot advice anything. You may try the official "Baldur's Gate 3 Toolkit Data" https://store.steampowered.com/app/2956320/Baldurs_Gate_3_Toolkit_Data/
Hudsamdi 14 Ara 2024 @ 11:17 
Is it still necessary to use 3rd party things to manage mods while they have official toolkit? Like I'm trying to make my own mod just by changing a spell, the toolkit creates a folder but I don't see it in mods. Seems that it should have a .pak format tho
Svēteliene 26 May 2024 @ 6:53 
Both the version and the game is set to Baldur's gate 3 and I'm using the latest version of the LSLib toolkit (v1.19.5)
Svēteliene 26 May 2024 @ 6:52 
Hm, I wanted to try translating the game, but even if unpack the English.pak in \steamapps\common\Baldurs Gate 3\Data\Localization and repack it without making any changes all the in-game text says „Not Found” and before launching the game, the launcher warns me that there's a data mismatch saying „We've detected a data mismatch, which may be caused by unsupported mods, corrupt files, or unknown data. This could casuse crashes or issues running the game.”

I've also tried repacking it with no compress and ticking the box that says „solid”, but that didn't change anything.

I'm not using any mods.
AwoYion 12 Ara 2023 @ 3:37 
Great guide all i have to offer is my points and gratitude.
Mellarius  [yaratıcı] 22 Kas 2023 @ 7:06 
Everything.
Select parent folder
bill5499 21 Kas 2023 @ 14:19 
If I need to edit something, when i pack it do I need to only pack the file I edit? Or do I need to pack everything that was unpacked. Cause sometimes a pak file will have two folders when unpacked and I have no idea how to pack them back together