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Re: watch dogs 2 .dat .fat archive?

Posted: Wed Dec 14, 2016 3:14 pm
by redcomet
disastorm wrote:Ok guys, so for anyone having issues using the gibbed tools on libs, you need to remove the class definition from the projects/Watch Dogs/binary objects/files/ gibbed directory.

Here is a picture of mine ( I've removed stuff like Items.binaryobjectfile.xml, GraphicKit_parts.binaryobjectfile.xml, etc )
Image


Additionally, the file being modded should be patch.dat/fat.

Here is how to do model swaps using the clothing in the game:
Image

The file on the left is the items.lib file for one of the DedSec hats.
The file on the right is the graphickit_models.lib file for Aiden from the jail mission.
You simply copy paste the section shown.
The highlighted field, with hash "D935FAD9" is the reference to the graphickit_parts.lib file.

Here is how you can find out what the various sections in the graphickit_models files are:

The below example shows checking the 3 sections on the Aiden file shown in the image above.
Inside the extracted graphickit_parts directory:

$ grep "8A84909104000080" ./*
./W2CH_PAR_pois_mul.pers18_AidenHead.xml: <field hash="1FE8D41C" type="BinHex">8A84909104000080</field>
./W2CH_PAR_pois_mul.pers18_AidenHead.xml: <field hash="389F6DA7" type="BinHex">8A84909104000080</field>


$ grep "E4F1550C02000080" ./*
./W2CH_PAR_body_m.body_m_full.xml: <field hash="1FE8D41C" type="BinHex">E4F1550C02000080</field>
./W2CH_PAR_body_m.body_m_full.xml: <field hash="389F6DA7" type="BinHex">E4F1550C02000080</field>


$ grep "758E3CF002000080" ./*
./W2CH_PAR_avat_ma_tor.avat_ma_tor_coataiden01_REWARD_brownleather.xml: <field hash="1FE8D41C" type="BinHex">758E3CF002000080</field>
./W2CH_PAR_avat_ma_tor.avat_ma_tor_coataiden01_REWARD_brownleather.xml: <field hash="389F6DA7" type="BinHex">758E3CF002000080</field>

This shows us that these 3 sections are Aiden's Head, the generic male body, and his coat.


Important Notes:
-After modifying the Item files, these items will no longer show up in your locker ( until you revert the changes ). You must first equip the items before adding the modded patch.fat/dat, and then upon logging in, you will see the modded graphickit parts on your character.
-I don't know 100% but it appears that when equipping various parts, it will remove the default Marcus parts. For example if you equip an item that you set to a male or female body, it will replace Marcus's body as opposed to showing both at the same time. However, in some cases i did seem to see the glasses + the additional graphickit_part so maybe I did something wrong, or there are some cases where this doesn't apply.
-I also believe the parts don't matter whether or not they are Head, torso, etc, they can be set to any piece of clothing.
-However, I did try to make one item set to multiple parts by duplicating the section at the bottom of the file on the left, but it appears to only use the first definition of that object, so it appears one item per graphickit part.


The full modding flow should be as below:
extract patch.fat/dat
convert whatever file you want to modify into xml using the Gibbed tools.
Modify the xml.
Convert it back to .lib or whatever it was before.
Put it back in the folder where the patch.fat/dat was extracted.
Repack the patch.fat/dat from the folder using the Repack exe tool.
Put the patch.fat/dat in your watchdogs data64 directory or whatever its called.
Run the game with the cheat thingy disabled.
Nice work sir!
i have tried it by myself,and it works!
but the problem is that there is no facial movements in chatting with the swapped face,
moreover,seems like the glasses are not possible to get rid of.

anyway,i think you can creat a new thread on guru3d to discuss model swapping in wd2,it may helps in gathering people to brainstorm.

Re: watch dogs 2 .dat .fat archive?

Posted: Wed Dec 14, 2016 3:51 pm
by judgereinhold2
I'm having a bit of an issue: I found where the in-game licensed music is kept (san_francisco_sound.dat/fat). I extracted the fat files, converted the audio binary files to ogg, everything is fine. I edited the ogg audio files to what I wanted, then I converted them back to "wen" format (using this tutorial http://forum.worldofwarships.eu/index.p ... 2/#topmost), and placed them back in (kept the same filenames but with the .wen extension) and rebuilt the dat/fat archives.

Some of the ones I modified work fine in the game when I use the in-game player, but the others don't play anything now... What am I missing here? Do they need to match in length exactly, or something else? This is the first time I've worked on modifying Watch Dogs stuff.

Re: watch dogs 2 .dat .fat archive?

Posted: Wed Dec 14, 2016 9:12 pm
by Ekey
Updated for latest patch. Added ~2431 > (363296) > http://www61.zippyshare.com/v/pqS1mV5a/file.html

Re: watch dogs 2 .dat .fat archive?

Posted: Wed Dec 14, 2016 9:39 pm
by iambosh
so the gibbed tools work now? any way someone can post the updated version?

Re: watch dogs 2 .dat .fat archive?

Posted: Wed Dec 14, 2016 10:22 pm
by BadBoy
How to open language files with .loc extension?

Code: Select all

http://www6.zippyshare.com/v/SdWra9j4/file.html

Re: watch dogs 2 .dat .fat archive?

Posted: Thu Dec 15, 2016 12:15 pm
by redcomet
Image
i managed to swap the police outfit from police gunman m1 on marcus,but the material of the shirt didn't appear...
and the pants's material became different texture.(turn from blue to brown)
except shirt and pants,the police hat,shoes and police logo with gun holster works great to me(no missing textures)
Image
i wonder why...


*plz be noted that the logos on the shirt doesn't belong to the shirt itself,those logos are come up with the gun holster

Re: watch dogs 2 .dat .fat archive?

Posted: Thu Dec 15, 2016 12:18 pm
by neburas
I'm working on adding some vehicles to car on demand app just like WD1 mod. Adding new vehicle is fine by create "CarHackingRewards.Generic.Budjet.XXXX.xml" in "items.lib"(same as WD1), but it locked and can't buy it at car dealer. I wish if anyone found hash value of "default unlocked" status of car on demand app.

Re: watch dogs 2 .dat .fat archive?

Posted: Thu Dec 15, 2016 12:20 pm
by redcomet
iambosh wrote:so the gibbed tools work now? any way someone can post the updated version?
there are working extractor on page 2 and repacker on page 4 in this thread
and Gibbed.Disrupt.ConvertBinaryObject is used to convert .lib to .xml(to convert items.lib you need to remove binary objects folder in project\watch dogs)

Re: watch dogs 2 .dat .fat archive?

Posted: Thu Dec 15, 2016 5:26 pm
by disastorm
Yea there seems to be some texture issue. It seems to use only some kind of generic texture for the various parts, I havn't been able to figure out how to get it to be anything else.

Re: watch dogs 2 .dat .fat archive?

Posted: Thu Dec 15, 2016 10:28 pm
by Ekey
More update. Added ~16855 > (377720) > http://www6.zippyshare.com/v/ZqmJ5xsA/file.html

Re: watch dogs 2 .dat .fat archive?

Posted: Thu Dec 15, 2016 10:59 pm
by Ekey
Last update from me. Added ~67823 > (445543) > http://www65.zippyshare.com/v/G71EpEo9/file.html

Overall info:

Code: Select all

XXXXX -> All Languages
common.fat -> Resolved: 5779 / Unknown: 256
dlc_ultra_textures.fat -> Resolved: 9316 / Unknown: 8
installpackage.fat -> Resolved: 8174 / Unknown: 876
installpackage_XXXXX.fat -> Resolved: 2616 / Unknown: 77
patch.fat -> Resolved: 51394 / Unknown: 4901
san_francisco.fat -> Resolved: 152515 / Unknown: 48495
san_francisco_cache.fat -> Resolved: 14989 / Unknown: 1013
san_francisco_hires.fat -> Resolved: 14710 / Unknown: 3454
san_francisco_preload.fat -> Resolved: 44247 / Unknown: 42466
san_francisco_XXXXX.fat -> Resolved: 14334 / Unknown: 7543
san_francisco_sound.fat -> Resolved: 4955 / Unknown: 526
san_francisco_sound_XXXXX.fat -> Resolved: 76514 / Unknown: 0
shadersobj.fat -> Resolved: 47357 / Unknown: 2977
sound.fat -> Resolved: 50 / Unknown: 0
videos.fat -> Resolved: 129 / Unknown: 1
Good luck :)

Re: watch dogs 2 .dat .fat archive?

Posted: Fri Dec 16, 2016 10:27 am
by redcomet
Ekey wrote:Last update from me. Added ~67823 > (445543) > http://www65.zippyshare.com/v/G71EpEo9/file.html

Overall info:

Code: Select all

XXXXX -> All Languages
common.fat -> Resolved: 5779 / Unknown: 256
dlc_ultra_textures.fat -> Resolved: 9316 / Unknown: 8
installpackage.fat -> Resolved: 8174 / Unknown: 876
installpackage_XXXXX.fat -> Resolved: 2616 / Unknown: 77
patch.fat -> Resolved: 51394 / Unknown: 4901
san_francisco.fat -> Resolved: 152515 / Unknown: 48495
san_francisco_cache.fat -> Resolved: 14989 / Unknown: 1013
san_francisco_hires.fat -> Resolved: 14710 / Unknown: 3454
san_francisco_preload.fat -> Resolved: 44247 / Unknown: 42466
san_francisco_XXXXX.fat -> Resolved: 14334 / Unknown: 7543
san_francisco_sound.fat -> Resolved: 4955 / Unknown: 526
san_francisco_sound_XXXXX.fat -> Resolved: 76514 / Unknown: 0
shadersobj.fat -> Resolved: 47357 / Unknown: 2977
sound.fat -> Resolved: 50 / Unknown: 0
videos.fat -> Resolved: 129 / Unknown: 1
Good luck :)
thank you for all the updates!
appreciate it!

Re: watch dogs 2 .dat .fat archive?

Posted: Fri Dec 16, 2016 2:54 pm
by disastorm
Does anyone know which file has most of the animations?

Re: watch dogs 2 .dat .fat archive?

Posted: Fri Dec 16, 2016 7:13 pm
by Marsbar
Has anyone noticed code or anything indicating how to remove the small circle in the middle of the screen? It appears to be a style of reticle and it's always present except in camera mode and maybe a few other circumstances. Hope I'm not out of place asking about this.

I realize there are a lot of other symbols and text, mostly onscreen popup text bubbles, that you can't get rid of (yet) during gameplay just like in WD1. And they get in the way of immersion when in exploration mode imo. But with the popups you can sometimes position your character so they are gone from view. But not so with the small circle.

Re: watch dogs 2 .dat .fat archive?

Posted: Sat Dec 17, 2016 9:16 am
by CobraGamer
Did anyone notice that there are Clara's model files in items.lib?