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Dead Island .pak

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lostprophet
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Re: Dead Island .pak

Post by lostprophet »

As I've tested, the game doesn't seem to read from extracted files, no matter where I put them, so maybe we have to repack them into .pak. Anyone know how to do that?
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Re: Dead Island .pak

Post by merlinsvk »

Just open .pak files in 7-zip/Winrar/... and add there your modified files.
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Re: Dead Island .pak

Post by Evin »

lostprophet wrote:As I've tested, the game doesn't seem to read from extracted files, no matter where I put them, so maybe we have to repack them into .pak. Anyone know how to do that?
Arxel wrote:.PAK files can be extracted by using WinZip (you can simply change extension to .zip)
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Re: Dead Island .pak

Post by lostprophet »

Thanks for the heads up!
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Re: Dead Island .pak

Post by rengareng »

CLOG: [TaskManager] TM698b442d, dedicated worker threads: 1 + 3
CLOG: ---------------------------------------------------------
CLOG: &GAME_DATA_CORRUPTED_CAPTION&
CLOG: &GAME_DATA_CORRUPTED_TEXT&
CLOG: ---------------------------------------------------------

gives this error. Game now checks files after update1. If I use update1 deadislandgame.exe, gives this error. But, if I change exe that does not have update, game loads modified content.
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Re: Dead Island .pak

Post by Herdell »

Yes, updated version of the game check the files with hash or something.
This way is impossible to do any mod. Can someone take a look at this?

The same thing happens with Call of Juarez: The Cartel. (both developed on Chrome Engine 5)

A lot of people wanna translate those games into their languages. I hope someone can help.
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Re: Dead Island .pak

Post by lostprophet »

Well, until somebody has an idea, the translation works the way rengareng described.
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Re: Dead Island .pak

Post by cr0bit »

to bypass modified *.pak check, we can patch 2 bytes in engine_x86_rwdi.dll. Open that dll in favorite hex-editor and search for FFD684DB, and change 84DB to B301, then save dll and run game with modified *.pak.
P.S. it`s the simple way ;)
P.P.S. sorry for my English...
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Re: Dead Island .pak

Post by rengareng »

thanks for answer it worked. Is it same for the The Cartel?
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Re: Dead Island .pak

Post by Arxel »

Any progress on .RPack? :)
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Re: Dead Island .pak

Post by cr0bit »

rengareng
yes, also works for CoJC
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Re: Dead Island .pak

Post by ZerOHearth »

cr0bit wrote:to bypass modified *.pak check, we can patch 2 bytes in engine_x86_rwdi.dll.
Nice thing. THX

To translate the Game, TEXT ONLY, extract the "DI Voices&Texts.bin" - file from ""DataEn.pak.

Open it in your favorit HEX-editor, find the right format (sorry i have not look for it) to fix the points betwen the letters, and translate.

Have anyone find a way to change teh textures. Maybe a unpacker + packer to build a "custom-update-file".
Image
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Re: Dead Island .pak

Post by rengareng »

ZerOHearth wrote:
cr0bit wrote:to bypass modified *.pak check, we can patch 2 bytes in engine_x86_rwdi.dll.
Nice thing. THX

To translate the Game, TEXT ONLY, extract the "DI Voices&Texts.bin" - file from ""DataEn.pak.

Open it in your favorit HEX-editor, find the right format (sorry i have not look for it) to fix the points betwen the letters, and translate.

Have anyone find a way to change teh textures. Maybe a unpacker + packer to build a "custom-update-file".
Evin has posted a tool to edit "DI Voices&Texts.bin" files, you can use it. It is in page1,last message.
evin wrote:Not tested with the game! Console versions not supported (yet), and not tested with console file!
cr0bit wrote:rengareng
yes, also works for CoJC
how did you found this 4 byte? Do you know assembly language??
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Re: Dead Island .pak

Post by michalss »

I tested the Evin tool with X360 version and it works perfect :)
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0

Downloads from DropBox : https://dl.dropboxusercontent.com/u/
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Re: Dead Island .pak

Post by cr0bit »

rengareng wrote:Do you know assembly language??
yes, a little... ;)
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