robinpup
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- #1
Someone knows how to install it? there is a tutorial? or download?
SwitchHack
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robinpup
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thanks! they said that the music mods are imposible on the switch? i've think only the ported mods from pc, if i try to put in manually using this tutorial? https://gbatemp.net/threads/how-to-make-switch-bfstm-custom-music.510350/ it will work?
S
supermariorick
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extract the base game + game update romfs and you'll get a file called pakchunk0-Switch.pak which needs to be unpacked using the PC version .pak extraction tools for unreal engine with the extraction script for FighterZ PC version. I haven't figured out how to repack it so that it will be the exact same size as the original unfortunately; so when I tested repacking it, the size was wrong. I guess it's compressed to around 6 gigabytes and extracts to about twice that size. Unpacking and reverse engineering the game files in the romfs isn't the issue. It's repacking it so that mods run from it with LayeredFS. idunno maybe try packing mods into pakchunk1-Switch.pak so it overrides data from pakchunk0-Switch.pak like how in just the base game for Xenoverse 2 replacing empty dummy data cpk files worked for overriding data in the data cpk file (but doesnt work the same with game updates because those dummy files became used for new game data)?
Last edited by supermariorick,
babyjoe00069
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supermariorick said:
extract the base game + game update romfs and you'll get a file called pakchunk0-Switch.pak which needs to be unpacked using the PC version .pak extraction tools for unreal engine with the extraction script for FighterZ PC version. I haven't figured out how to repack it so that it will be the exact same size as the original unfortunately; so when I tested repacking it, the size was wrong. I guess it's compressed to around 6 gigabytes and extracts to about twice that size. Unpacking and reverse engineering the game files in the romfs isn't the issue. It's repacking it so that mods run from it with LayeredFS. idunno maybe try packing mods into pakchunk1-Switch.pak so it overrides data from pakchunk0-Switch.pak like how in just the base game for Xenoverse 2 replacing empty dummy data cpk files worked for overriding data in the data cpk file (but doesnt work the same with game updates because those dummy files became used for new game data)?
How do you extract the Swicth game files to start off with extract the nsp or extract from the xci?? What tool? I would really love to learn how the people that got the shading mod to work, did exactly that, extracted game files, repacked game files and it works. I would love to port over some stuff to the switch from pc just like they did.
masagrator
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babyjoe00069 said:
How do you extract the Swicth game files to start off with extract the nsp or extract from the xci?? What tool? I would really love to learn how the people that got the shading mod to work, did exactly that, extracted game files, repacked game files and it works. I would love to port over some stuff to the switch from pc just like they did.
Here are some threads
https://gbatemp.net/threads/how-to-easy-extract-game-files-from-nsp-xci.534724/
https://gbatemp.net/threads/how-to-unpack-and-repack-unreal-engine-4-files.531784/
https://gbatemp.net/threads/how-to-swap-audio-in-unreal-engine-4-games.535516/
https://gbatemp.net/threads/noesis-mod-tiling-texture-for-ue4.535571/
@supermariorick post is outdated as we can already repack normally and even create compressed patches that make repacking unnecessary.
Shading mod is packed with u4pak to not compressed package, so it's bigger than it could be with my tutorial.
Last edited by masagrator,
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babyjoe00069
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masagrator said:
Here are some threads
https://gbatemp.net/threads/how-to-easy-extract-game-files-from-nsp-xci.534724/
https://gbatemp.net/threads/how-to-unpack-and-repack-unreal-engine-4-files.531784/
https://gbatemp.net/threads/how-to-swap-audio-in-unreal-engine-4-games.535516/
https://gbatemp.net/threads/noesis-mod-tiling-texture-for-ue4.535571/@supermariorick post is outdated as we can already repack normally and even create compressed patches that make repacking unnecessary.
Shading mod is packed with u4pak to not compressed package, so it's bigger than it could be with my tutorial.
super greatful thank you, i do use upak for street fighter mods that xci nsp thread is gonna be very helpful
T
tomi1578
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supermariorick said:
extract the base game + game update romfs and you'll get a file called pakchunk0-Switch.pak which needs to be unpacked using the PC version .pak extraction tools for unreal engine with the extraction script for FighterZ PC version. I haven't figured out how to repack it so that it will be the exact same size as the original unfortunately; so when I tested repacking it, the size was wrong. I guess it's compressed to around 6 gigabytes and extracts to about twice that size. Unpacking and reverse engineering the game files in the romfs isn't the issue. It's repacking it so that mods run from it with LayeredFS. idunno maybe try packing mods into pakchunk1-Switch.pak so it overrides data from pakchunk0-Switch.pak like how in just the base game for Xenoverse 2 replacing empty dummy data cpk files worked for overriding data in the data cpk file (but doesnt work the same with game updates because those dummy files became used for new game data)?
sorry for necrobump but did you ever get mods to work?
sozoru
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tomi1578 said:
sorry for necrobump but did you ever get mods to work?
I got mods to work but only texture and you have to rename the folder to pakchunk0-Switch or it will not work
O
Obeygalaxyzz
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Has anyone manage to figure out if you can add custom models or no?