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Lords Of The Fallen .pkg unpack/repack

Featured Replies

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DryreL, posted Wed May 30, 2018 2:59 pm (35409)


Hello, I want to translate this game too. I'm Turkish translator. I unpacked english.bin with LoFPKGUnpacker too. Just like you, I don't have edit tools. Please someone help.
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ISKA, posted Wed Jun 06, 2018 8:32 pm (35663)


up
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Delutto, posted Wed Jun 06, 2018 11:33 pm (35669)


ISKA wrote:
up
First: Link dead.
Second: Whats the point in edit localization files if there's no PKG repacker?!?
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Delutto, posted Thu Jun 07, 2018 3:51 am (35678)


ISKA wrote:
Yes now just unpack.Tools doesnt work import
Here some tips for newbies on game mod/translation:

First off all, you need find were are located the resources that you want to mod. For texts, use some "Find in files" text search and point to game root folder, search for some game text, but something simple like "NEW GAME". HEX Editor have this feature, even Notepad have this. For textures, you can use that same text search, searching for the resource Magic(e.g. DDS, search for "DDS " text), or try some file ripper focused on game resources, like the HyperRipper from Dragon UnPACKer or similar.

If that resources are packed inside some main package/big file, you'll need a tool/script to unpack those resources from your main package. For recents games, Zenhax is your best choice, but use the forum search before open a new topic asking for help. For older games, maybe you'll have more lucky on Xentax. There's a good chance that package allready cover by some quickbms script, so use the quickbms search: http://aluigi.altervista.org/quickbms.htm#search. And of course, Google it!
Note about quickbms reimport: There's NO guarantees that all script works for reimport, its depends of the file structure and how the script was coded. And reimport doesn't support checksums(not sure).

OK, you was able to extract those resource from main package, the next step is make sure that tool/script have import/repack/pack/compile feature, once you probably need do this for your mod/translation be readed by game. Once you extracted the resources try reimnport the untouched original resources back and check if the game works. If works, next step is mod just ONE resource, reimport and check ingame again.Be ware that reimport solution could not support moded files bigger than original, so try mod a file keeping your original size or smaller. With texts, use the original charset.

If reimport doesn't works, STOP RIGHT THERE!!! There's a good chance that never will be a solution for this(reimport is too much more complex), and you will not waste your time(and the time of those trying helping you) with something that will be useless.

You can ask for help with this kind of incomplete solution, but do this on the same place you found the unpacker/extraction solution.

So ISKA, don't get me wrong, I'm trying to help you, it's the 3th time that I see you asking for help for a game that still not have repack solution. If you read the entire discution about this pkg files, you'll see that both aluigi and Ekey (two experts) worked on this format and still have no repack solution.
I appreciate your determination, but sometimes we need move on.
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GHOST DEAD, posted Thu Jun 07, 2018 6:10 am (35680)


lords_of_the_fallen.bms
log MEMORY_FILE CHUNK_OFF CHUNK_ZSIZE

Script Using Chunk To Get files (Export/Import)
As i know... chunk files can't be ReImport in QuickBMS (As i Know)
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aluigi, posted Thu Jun 07, 2018 7:25 am (35683)


Reimporting here is not possible due to:
  • MEMORY_FILEs, necessary for guessing the extension of the nameless filenames
  • chunks, well not a real problem because it should work correctly moreover here where the offset is not sequential
  • lz4 compression because it's a headerless algorithm without terminator bit and so the game will get an error when decompressing the chunk/file
So even if I remove the MEMORY_FILE you will still have problems with lz4 and you will get files without extension.
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GHOST DEAD, posted Thu Jun 07, 2018 7:34 am (35686)


aluigi wrote:
Reimporting here is not possible due to:
  • MEMORY_FILEs, necessary for guessing the extension of the nameless filenames
  • chunks, well not a real problem because it should work correctly moreover here where the offset is not sequential
  • lz4 compression because it's a headerless algorithm without terminator bit and so the game will get an error when decompressing the chunk/file
So even if I remove the MEMORY_FILE you will still have problems with lz4 and you will get files without extension.


What About putarray 0 x CHUNK_OFF?
Can you Tell Me about that ( If you have time, becuase i dont want to waste your Time)
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aluigi, posted Thu Jun 07, 2018 7:45 am (35688)


That instruction simply puts a field read from the file in an array (an ordered location of the memory) for using it later.
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Hexaae, posted Fri Sep 21, 2018 4:49 pm (38699)


Maybe my msg was ignored some time ago, but: you don't need to "repack it". If you put the english.bin under "...\Lords Of The Fallen\bundles\patch" it works.
The problem is that there's a sort of checksum in the header of file and you can't change even a single byte...
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ISKA, posted Sat Sep 22, 2018 12:20 am (38714)


Hexaae wrote:
Maybe my msg was ignored some time ago, but: you don't need to "repack it". If you put the english.bin under "...\Lords Of The Fallen\bundles\patch" it works.
The problem is that there's a sort of checksum in the header of file and you can't change even a single byte...

Maybe this is impossible. Whatever never mind :)
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Hexaae, posted Mon Sep 24, 2018 7:50 am (38768)


Well: the only problem is understanding that number block in blue:
Image
From a comparision between the French.bin and Italian.bin (see msg here with attachments) the first block is the same: FC89C5A3, next 4 bytes change between languages: If we understand that we should be able to edit the text and use it in the game simply putting the modified .bin under "...\Lords Of The Fallen\bundles\patch", skipping the unnecessary repack process.
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Hexaae, posted Wed Oct 10, 2018 9:15 am (39365)


After all this time, a solution has been finally found thanks to merlinsvk on XaNTaX: http://forum.xentax.com/viewtopic.php?f=10&t=12173

Quote:
Code:
#------------------------------------------------
# Lords Of The Fallen language *.bin CRC fixer
# Script version: 0.2
#------------------------------------------------
idstring "\xFC\x89\xC5\xA3"      # just a test if the input file is a supported .bin file

encryption crc 0x01800063 "32 0 0 19 1 1"
get SIZE asize
xmath TXTSIZE "SIZE - 0x18"      # 0x18 = size of header
log MEMORY_FILE 0x18 TXTSIZE   # 0x18 = start of the data block
encryption "" ""

get NAME basename
get EXT extension
string NAME p= "%s.%s_FIXED" NAME EXT
get SIZE asize
log MEMORY_FILE2 0 SIZE                     # create copy of file into RAM
putVarChr MEMORY_FILE2 0x04 QUICKBMS_CRC long   # write new CRC value on position 0x04
putVarChr MEMORY_FILE2 0x14 TXTSIZE long      # write text block size
log NAME 0 SIZE MEMORY_FILE2               # write new file on disk

Now we need someone to compile an automated script to:
  • extract strings to a text file
  • add padding correction after strings (0x00000000 80000000 and 0x00000001 80000000 for dialogues null bytes adjustment for shortened/extended text)
  • recalculate strings length (the 2 bytes in front of each string)
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Delutto, posted Sun Oct 14, 2018 4:21 am (39526)


I'll take a look when got free time.
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InKviZ, posted Sun Nov 18, 2018 10:38 am (40466)


Thanks Merlinsvk and Delutto For your help. Everything works great.
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ISKA, posted Sun Nov 18, 2018 12:43 pm (40472)


Delutto wrote:
Lords of the Fallen BIN Text Tool
By Delutto
See Readme.txt for instructions.Lords_of_the_Fallen_BIN_Text_Tool_By_Delutto.7z

It's worked me. Thank you Delutto. You are the best.
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Delutto, posted Mon Nov 19, 2018 10:51 am (40497)


InKviZ wrote:
Thanks Merlinsvk and Delutto For your help. Everything works great.
Just a note: I don't mentioned but my tool update the CRC, so there's no need to use the CRC fixer script, the generated file is ready to use on game.
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Alhyprn, posted Tue Nov 20, 2018 12:54 am (40523)


Delutto wrote:
InKviZ wrote:
Thanks Merlinsvk and Delutto For your help. Everything works great.
Just a note: I don't mentioned but my tool update the CRC, so there's no need to use the CRC fixer script, the generated file is ready to use on game.


Hello, Delutto. How can i repack unpacked .rpg files?
I tried QuickBms scripts but not working.
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Delutto, posted Tue Nov 20, 2018 1:21 am (40524)


Alhyprn wrote:
Hello, Delutto. How can i repack unpacked .rpg files?
I tried QuickBms scripts but not working.
Hexaae wrote:
Maybe my msg was ignored some time ago, but: you don't need to "repack it". If you put the english.bin under "...\Lords Of The Fallen\bundles\patch" it works.
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Hexaae, posted Sat Jan 26, 2019 1:35 pm (42781)


@Delutto
Can you get rid of the false positive by Windows Defender saying it's a:
Trojan:Win32/Spursint.F!cl
please?

EDIT:
sent a false positive report to MS, should be automatically fixed in the next few days/hours
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Delutto, posted Sat Jan 26, 2019 7:17 pm (42793)


Hexaae wrote:
@Delutto
Can you get rid of the false positive by Windows Defender saying it's a:
Trojan:Win32/Spursint.F!cl
My tools are packed with MPRESS, the executable is decompressed without memory overhead, so Windows Defender sucks!
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nguyendinhduc, posted Fri Nov 01, 2019 9:34 am (51823)


Delutto can you add the vietnamese language to this fonts.bin file and repackage it to the same way?
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