超次次元ゲイム ネプテューヌRe;Birth2

超次次元ゲイム ネプテューヌRe;Birth2

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Modding
作者: unknown
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 - https://mega .nz/#!EsgGwJaS!DC5ypVpexmphyM42TC2Hgkg8v5-ro8cADT5zwiJ1T6M , remove space to download.

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.

https://mega.nz/file/B0wWiALR#jIKCrBiJTLd7FmKykwYX5TcGAlVeL-DN1ecTwlS6nvw - 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://gfycat.com/ImpartialComplexBrontosaurus .
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Have fun
92 件のコメント
unknown  [作成者] 2024年6月2日 20時09分 
no it doesn't
Spunky 2024年6月2日 19時27分 
Does modding affect achievements at all?
killerwolf1543 2024年3月3日 16時16分 
what is the decyption key
HippHopp 2020年9月30日 8時56分 
nice
Curious Mando 2020年5月12日 17時27分 
need links to the tools
Nomar 2020年5月5日 0時07分 
where do i download Kitserver?
Shenautic 2020年4月15日 7時08分 
*Records my own voices for the characters*
KeltkeGK 2020年3月15日 16時11分 
Is it possible to replace Black Heart's battle voice files with the ones from Rebirth 1?
Uni 2020年2月23日 5時03分 
rip, sucks IF has no outfits
unknown  [作成者] 2020年2月23日 4時58分 
most likely no