![]() Hello and welcome to our third Diablo IV Quarterly Update of 2022. 11 System Design in Diablo IV (Part II).10 Diablo IV Quarterly Update-February 2020.8 Diablo IV Quarterly Update-September 2020.7 Diablo IV Quarterly Update-December 2020.6.3 Nick Chilano, Associate Art Directors, Characters.6.2 Arnaud Kotelnikoff, Lead Character Artist.5 Diablo IV Quarterly Update-October 2021.4 Diablo IV Quarterly Update-December 2021.3.1 Chris Ryder, Art Director, Environments Diablo IV.3 Diablo IV Quarterly Update-March 2022.1 Diablo IV Quarterly Update-August 2022.But I'm sensing it might be pointless and my problem is probably related to something else. I'm trying to understand those attributes. I've noticed that they remain the same after editing the file (only the compressed file size changes, oddly). Very different Attributes, and I have no idea what most of them mean. Here's the info for STANDARD's caps.dat ("Patch List" is the snp file name, which is renamed in my case - just in case somebody notices and gets confused):Īnd now for BATTLE's caps.dat (same thing as before for the "Patch List"): I did notice some very relevant differences between STANDARD's caps.dat and BATTLE's caps.dat file properties in the MPQ Editor. But, well, I have no idea how to proceed from that. I wouldn't expect less, I know BATTLE.snp has a heavier security than STANDARD.snp. The error dialog explicitly says the caps.dat file is corrupted. crashes the game when opening the multiplayer menu. And voilà, it worked! I could translate all strings there!īut then we have BATTLE.snp, a different beast entirely.ĭoing the same thing for the caps.dat inside BATTLE.snp's MPQ. So I gave it a shot! I used the win32 version of the MPQ Editor, edited and replaced the caps.dat (keeping the same file size, adding or deleting bytes breaks the thing, as it often does).I learned here that the MPQ Editor seemed to handle signed MPQ files better than, let's say, WinMPQ, which I was using.I managed to successfully edit the caps.dat inside STANDARD.snp's MPQ! In a very "I have no idea what I'm doing" spirit, here's what I did: What is the best way to paste the hex code for the altered. I suspect my attempt 1 would be the best way to go, but I'm clearly failing to do that properly. Got same problem as test 1.Ĥ - I've tried 3 again, but this time matching my edition in the corresponding string visible in Standard.snp (the ones helped me find before - for example, leaving "Dirett" and "Dirett" both in Standard.snp and caps.dat). ![]() But, by doing this, nothing changed at all.ģ - I noticed that I could open STANDARD.snp using WinMPQ and find caps.dat there hanging around. Didn't work (game shows only connection, as if failing to read the STANDARD.snp).Ģ - I've put it straight inside Patch_rt.mpq in hopes the game would read there first. MPQ with a hex editor, copied it and pasted it in STANDARD.snp, replacing the area for the previous. I hex-edited caps.dat (just changed one letter to test it), and then, to try to get it back:ġ - I've put it inside the. Perfect! But now I'm having problems putting it back (I'm really noob with hex editing so I can be messing something up in that area). Could it be that there is something like a checksum regarding Standard.snp, but in case it detects changes it uses an unaltered version stored somewhere? But if so, why would it use it when I directly corrupt the file? I know that Battle.snp is used in a checksum for safety purposes. ![]() I've checked dozens of times that I have the edited file in the game folder and not the original one. But I doubt they are, since If I somehow corrupt the file in the hex editor in that text (adding/removing letters/bytes instead of just replacing them) a problem occurrs in that precise screen (the list of connections stops at ""). snp with ResHacker, but not those regarding the connection types.īut they really are in the file when I open with the Hex Editor, but they remain the same in-game even after I edit them. I could edit a lot of strings and Dialogs I wasn't even aware of by opening the. But there's an even weirder problem now: changing it does nothing. ![]()
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