It can extract everything from the PAK file. The PAK format does not directly store any filenames, so good luck going through the extracted files. I started working on a way to import files back into the PAK file, but there's a small bug and I stopped working on it once I realized I'm pretty sure I have to figure out how the checksum hash is calculated for each file.
I don't have a lot of interest in RE7, so I'm not sure if I'll continue working on this program. For people who are looking into making their own tools, there's a couple of things which needs to be looked into: header.unknown1 - This could be a checksum hash of the PAK file. If so, it's possible it has to be updated each time you modify the PAK file. entry.unknown1 - I'm very sure this is a checksum hash of the file data (there's identical files with an identical hash), this is probably used to check file integrity. entry.unknown2 - This is probably a hash of the filepath. It would be extremely useful to find a way to get a real filepath for each file, but I'm not sure how to go about it. Maybe there's one file in the PAK container which acts as a manifest?
I don't have a lot of interest in RE7, so I'm not sure if I'll continue working on this program.
Hi mate how is it going?
Thanks for your work mate we really appreciate.
I know what you mean by I am not so interested I really do.
I just have a small request if it is possible.
Can you add a dictionary "meaning a text file where we can add the names to the corresponding files" to your arctool and to the re7 pak tool?
That way if we find some stuff and if you don't want to update the tools which I understand we can add our own findings to the missing files.
That way if in a future you want to update these tools you will have the dictionary and you would save a lot of time trying to find those files yourself.
Just saying and thanks mate have a great one.
I think it's more likely I'll go back to MT Framework tools and work more on them than any RE7 tools to be honest. I don't have a lot of time for modding projects, and I definitely don't have a lot of motivation to mod RE7. But it looks like other programmers are more interested in RE7 so hopefully it won't take long before we get robust tools.
scottiel: Hi, I have a little problem because when I swapped Claire Noir's models for my own where I removed the tie and suspenders, after implementing it into the game while my character stood still it was ok, but when I started running it disappeared and
Apr 8, 2021 21:40:23 GMT 10
scottiel: I see only her head
Apr 8, 2021 21:40:33 GMT 10
herulesthelion: Hi y'all, I'm having issues getting a few particular mods to work on Jill, quite a few of the mods I've grabbed from nexus mods work completely fine such as Jill in her wetsuit and Jill in Nina's blood vengeance suit
Apr 8, 2021 22:10:31 GMT 10
herulesthelion: but for some reason the Jill in noir mod and the Jill in the og classic outfit mod don't want to work, any idea why this might be?
Apr 8, 2021 22:11:39 GMT 10