KrayzieBone SoM
Member
Chocolate Milk WIP
hey, So in order to have the texture mods active at all time I will always need to run them through uMod or is there a way to package them and inject them?
You must be running uMod for mods to show up. If you're having problems linking it back up, delete it from the uMod list of games and readd it. Make sure you have Use Global Hook checked under the "Main" tab. Alternatively you can disable Use Global Hook, and start the game from uMod and it will auto inject.Quoting you and tagging @Fiend Busa because looks liek it was overlooked and is something pertinent to my interests too...
Especially since I can't seem to link uMod back up to the game to have inject live.
"DON'T"? run umod as admn? I haven't had a chance to play with my copy yet <and probably won't till Sunday>, but thanks for the warning and may I ask why?If you are using the global hook method and the game doesn't show usually deleting and readding the game fixes it. Also make sure you don't run uMod as admin.
This costume looks infinitely better like this.Chocolate Milk WIPView attachment 9543 View attachment 9544
Fuckin yes. Also this prob isn't a "mod" but custom music is gunna be sick.I always wanted to try writing a hook procedure to test calls and such.
Let's hope the files get dcrypted since I'm looking forward to trying out audio mods.
More than likely, that will be enough to figure this out. If the game can decrypt the files, that means we can decrypt the files, since all the pieces are there. The real trouble will be repacking.
Repacking will be hard if they did some kind of public/private key encryption, meaning that the decryption key can't be used to re-encrypt the content.
What I will have to do in that case is patch the game to use unencrypted files, by having the game replace the step where it normally decrypts the files with just a blind copy
Finished up Marie Langley. Didn't want to spend too much time on it
View attachment 9545 View attachment 9546 View attachment 9547 View attachment 9548
Fuckin yes. Also this prob isn't a "mod" but custom music is gunna be sick.
Repacking shouldn't be a problem. Consoles ran perfectly fine with uncompressed data in the original bin files. The references to the original location only needed to be updated to the new location of the new uncompressed file. There was simply a flag to identify if a file was compressed or uncompressed.