So I've used what I'm assuming was an earlier version of your mod without issue, so I know it works. That being said, I downloaded and attempted to launch your mod's exe file and couldn't get past the "this app requires .net to be installed. Download now? I tried to let it download .net, but it couldn't. I went and found the latest version of .net and downloaded and installed it, to no avail. Now what?
It requires .net 5 to be installed. though if you have used it previously, i am unsure right off hand why it no longer works. if you have the previously working version, does it still work or show the same error?
Built a brand new rig, latest amd setup and Windows 11, so I don't have the previous version or .net 5 installed on this pc. Installed .net, but I'm pretty sure 5 isn't the latest version, so yeah, I'll have to go back and find that version.
yes, this works specifically with .net 5, sadly you will need 5 installed and not just the latest. but since others have mentioned a similar issue, i might update to the latest with the new version i am working on so that i can avoid other users having this problem. i appreciate the feedback :).
Dude, literally no hint how to use anything of this. How is anyone supposed to use this mod when you are new? Can't find anything named EBP etc. So frustrating.
thank you for the feedback, i will look into updating the read me file. it used to be rather simple and hasn't been updating to match the new complexity. the easiest route is to work with the vbf file archive in the game's main directory, older method was more along the lines of directory working with those files. if you need specific tips, feel free to message me directory :).
have you installed any other mods for FFXII before? i have to set up vortex a specific way or it wont load my mods properly, beyond that if you explain the steps you took, i can help you sort out what might be going on.
This usually means that the file for some reason was not correctly decrypted and so it did not create the folder it was expecting. A new version has recently been completed which possibly might fix this issue.
So I loaded a .ebp file edit the content and then save the data. The srb_a01.src.data now has been updated! But when I use Edit -> Repack File the srb_a01.ebp has not been updated!
I can see that because its last modified date has NOT CHANGED!!!
Took a look and it does seem that if you opened a file manually instead of from the archive, this does happen. A temp work around is to use the archive method, but i have a fix in place and will have an update pushed shortly. Thank you for bringing this issue to my attention.
opening a file, is for ebp files. if you have not exported any from the archive, than you want to open the game's main archive and export an ebp file from there.
I know very little about modding, but is this app supposed to be used in conjunction with something else? It will open ebp files from some other mods that have a .ebp file, but the main game, and various other mods that deal with chests, has all the treasure files in .bin format, which this app can not see, at least for me? I also tried clicking on that unpack exe in utilities and nothing happened?
I appreciate you responding, but maybe I should have asked how I start using this app. When I try using open file, everything is a folder until I get to the ,bin file, but after opening any given .epb.bin folder, the screen is blank, meaning I do not see any .bin file that can be unpacked?
I must be doing something wrong, but I'm lost here. I opened the archive and made my adjustments. I've saved the data (it even shows the alterations when I come back and open the archive in the Treasure Editor again), I've repacked the file, and I've clicked "Convert to Mod". The products of all these actions still do not give me a folder that the Draklor Laboratory mod manager recognizes as a mod. In its "Help" section it just tells me "You will want to select a folder that holds primary game folders. For FFXII, select a mod folder that has ps2data, prefetchdata, gamedata, and/or jsondata."
Any help you could give would be greatly appreciated, thank you.
that mod loader is currently untested but now that someone is testing it, i will take a look at whats going on and get back to you. it is likely that in supporting vortex, it might have made support for draklab non-functional. hopefully wont take to long to isolate and correct the issue. thank you ^_^.
Thank you for the quick response! I should clarify, I don't have a preference which mod manager I use; I'd really just like to have some clear steps to follow in layman's terms. I'll add as well that I've tried Vortex with no luck. I managed to "enable" the folder containing what I think is the mod I created, along with the LUA Loader and External File Loader and it prompted me to "deploy" them before launching in Vortex. But no matter what I tried, it hasn't worked so far.
So yeah, I might just be missing a step or something so instructions would be great!
So i checked out that mod loader, honestly never used it before outside of figuring out how the mods worked. To load the changes into that mod loader, you will need to go into the folder created by my tool and select the folder storing your changes for that mod loader to find the changes you have made. For example, if you named your mod option "defaults" when saving the mod, that is the folder you would select for draklor to load your changes. i hope that makes sense, if not just let me know.
if wanting to use vortex, there is an option under mods called "package mod" that will take the mod folder and zip the contents into a zip file that vortex can load. i do not think draklor handles zip files from what i could tell but vortex does and might work better for you.
Alright. So with Vortex, I chose "Package Mod" and added the zip file to the list of mods in Vortex but it says "Never Installed". When I click "Enabled" or "Install" I get a pop-up saying "Installation cancelled". Also, when I choose "Unpack (as-is)" in Vortex, it allows me to enable it but when I launch the game it doesn't change what's in the treasure chests.
With DrakLab, I chose "Convert to Mod" and saved the option as "defaults" but I still have no idea what I'm supposed to be choosing in the DrakLab interface, after opening the VBF. I click "Add Mod" and I'm clueless at that point. Plus I'm not seeing a folder named "defaults" anywhere.
So yeah, really, I just need some steps to follow. I get the impression I'm not clicking on something specific/I'm doing something wrong which results in the "mod" being incomplete.
Thank you very much for this mod, I always wanted to edit some chests but it was too complex to me. Hey, I have a question, how can I edit treasures of another mod like Struggle for Freedom? I've found the ebp files, but it is one file per map section, and i coun't figure it out how to show all maps on the program at the same time. Is there a way of doinng that or I need to open one map file at a time?
Sorry for the delay, you are able to open individual EBP files with the app, which will allow you to edit the treasures for that area and than save the changes and repackage back into the EBP file. the open archive option only supports showing maps that have treasure chests in the area, so if a location is not present, likely it may not have a treasure chest. if one is missing that should be in the list though, i would be more than happy to add it in and do some testing.
What exactly are you supposed to do after saving the data and rapackaging? I figured out how to open the VBF for the game in the Draklor Laboratory mod manager, but I can't figure out how to add the mod I saved. I'm not even sure where to look or what to look for, if I'm honest.
32 comments
Invalid Folder
Selected folder is not valid.
So I loaded a .ebp file edit the content and then save the data.
The srb_a01.src.data now has been updated!
But when I use Edit -> Repack File the srb_a01.ebp has not been updated!
I can see that because its last modified date has NOT CHANGED!!!
Any help you could give would be greatly appreciated, thank you.
So yeah, I might just be missing a step or something so instructions would be great!
With DrakLab, I chose "Convert to Mod" and saved the option as "defaults" but I still have no idea what I'm supposed to be choosing in the DrakLab interface, after opening the VBF. I click "Add Mod" and I'm clueless at that point. Plus I'm not seeing a folder named "defaults" anywhere.
Hey, I have a question, how can I edit treasures of another mod like Struggle for Freedom? I've found the ebp files, but it is one file per map section, and i coun't figure it out how to show all maps on the program at the same time. Is there a way of doinng that or I need to open one map file at a time?