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 Post subject: [GUIDE] Easy pk2 edit your transports
PostPosted: Sun Feb 03, 2008 1:18 pm 
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I've been searching the forums for this, but I coudn't find a clear guide about it, so I decided to make one myself :D

Quote:

1. ALWAYS make a backup of your original Media.pk2 file. You don't want to reinstall the game everytime you do something wrong.

2. Open your Media.pk2 file in XVI32. If you don't have that program, you can easely find it on google.
Image

3. Decide what transport you want to change and what you want to change it to. You can find all transport codes below. In this example I will change the 3th horse (Dragon Horse) to a cool looking lizard.
The codes I will be needing for this are: cos\c_horse3.bsr and cos\t_lizard.bsr
Note that the 2 codes are the same length, this will make it very easy for us. Also, c_ means it's a vehicle, t_ means it's a trade transport, p_ means it's a pet.

4. Because the codes are the same length, we will only have to replace them. Open Search > Replace... and type in the following.
Image

5. Click Replace all. It should change 3 files. (this may change during updates) Save your file, close XVI32 and try it out! If you didn't screw up, you should get this:
Image


Now, what if your codes aren't the same length? We will have to work a little different. Follow the same steps until step 3.

3. This time, I want to change my horse to a unicorn. The codes we will be using are cos\c_horse1.bsr and cos\c_unicorn.bsr
Note these have a different length.

4. First, we need to change the unicorn code to something that has the same length as the code for my horse. To make it very simple, I'll just change it to cos\c_horse5.bsr . This horse doesn't exist, but because the unicorn isn't implented yet, I don't have to worry about that. Click Search > Replace... and type:
Image

5. Hit Replace all. Now we change our horse to the unicorn.
Image

6. Hit Replace all. Save your file, close XVI32 and try it out.
Image


NOTE: When editting transports with different lengths, always make sure you end up with the same amount of letters. Example: Pegasus has 30 strings, a horse only 3. This would make the file unbalanced, so you better change the unicorn.bsr code to horse5.bsr. Unicorn is the same length as Pegasus and has only 3 strings.


Codes:
cos\c_horse1.bsr = Red Horse
cos\c_horse2.bsr = Shadow Horse
cos\c_horse3.bsr = Dragon Horse
cos\c_dhorse1.bsr = Ironclad Horse
cos\c_tiger.bsr = Item Mall Tiger
cos\c_ostrich.bsr = Item Mall Ostrich
cos\c_scarabaeus.bsr = Item Mall Beetle
cos\c_rudolph.bsr = Rudolph / Reindeer
cos\c_wildpig.bsr = Wild Pig
cos\c_unicorn.bsr = Unicorn
cos\c_pegasus.bsr = Pegasus / Flying horse
cos\t_horse1.bsr = Trade Horse
cos\t_horse2.bsr = Thoroughbred
cos\t_horse3.bsr = White Horse
cos\t_dhorse1.bsr = Ironclad Trade Horse
cos\t_camel1.bsr = Arabian Camel
cos\t_camel2.bsr = Bactrian Camel
cos\t_camel3.bsr = Indian Camel
cos\t_cow1.bsr = Fire Bull
cos\t_lizard.bsr = Lizard / Dragon
cos\t_behemoth.bsr = Behemoth / Giant trade bull
cos\t_donkey.bsr = Trade Donkey
cos\t_whiteelephant.bsr = White Elephant
cos\t_rhinoceros.bsr = Rhino
cos\t_buffalo = Buffalo
cos\p_wolf_01.bsr = Small Wolf
cos\p_wolf_02.bsr = Big Wolf
cos\p_myowon.bsr = Monkey
cos\p_seowon.bsr = Squirrel
cos\p_wolf_white_01.bsr = Small White Wolf
cos\p_wolf_white_02.bsr = Big White Wolf
cos\p_rabbit.bsr = Rabbit
cos\cos_p_spot_rabbit.ddj = Spotted Rabbit
cos\p_jinn.bsr = Small Genie
cos\p_jinn_02.bsr = Big Genie
cos\p_RAVEN01.bsr = Small Three Footed Crow
cos\p_RAVEN02.bsr = Big Three Footed Crow
cos\p_PENGUIN01.bsr = Small Penguin
cos\p_PENGUIN02.bsr = Big Penguin
cos\p_KANGAROO01.bsr = Small Kangaroo
cos\p_KANGAROO02.bsr = Big Kangaroo
cos\p_goldpig.bsr = Gold Pig
cos\cos_p_pinkpig.ddj = Pink Pig
cos\p_gglider.bsr = Glider
cos\p_bear01.bsr = Small Bear
cos\p_bear02.bsr = Big Bear
cos\p_raccoondog.bsr = Raccoon
cos\p_cat.bsr = Cat
cos\p_brownie.bsr = Sylph
mob\china\bluetiger.bsr = Tiger Girl's Tiger
mob\china\tigerwoman.bsr = Tiger Girl / Tiger Girl
mob\oasis\uruchidragon.bsr = Uruchi's Dragon
mob\oasis\uruchi.bsr = Uruchi
mob\karakoram\isyutaru.bsr = Isyutaru
mob\taklamakan\bonelord.bsr = Lord Yarkan
mob\europe\wolf.bsr = Europe Evil Wolf
char\china\chinaman_adventurer.bsr = Liu ZhaoYing
char\china\chinaman_bogy.bsr = Yan Gong Lei
char\china\chinaman_fighter.bsr = DuGu He
char\china\chinaman_merchant.bsr = Feng XuanYang
char\china\chinaman_monk.bsr = XinHun
char\china\chinaman_monkey.bsr = Pan XiaoLong
char\china\chinaman_necromancer.bsr = DeLuo FaWang
char\china\chinaman_nobleboy.bsr = MuRong Feng
char\china\chinaman_performer.bsr = He XiaoTian
char\china\chinaman_priest.bsr = XuJing
char\china\chinaman_scholar.bsr = ShangGuan Fei
char\china\chinaman_tattoo.bsr = GongSun Liuyun
char\china\chinaman_warrior.bsr = BaShaKe
char\china\chinawoman_adventurer.bsr = Lin XueJun
char\china\chinawoman_assassin.bsr = AYiSha
char\china\chinawoman_bogy.bsr = YanLing
char\china\chinawoman_fighter.bsr = Cheng BiXiao
char\china\chinawoman_fox.bsr = MaEr
char\china\chinawoman_kangsi.bsr = XiaoRong
char\china\chinawoman_kisaeng.bsr = YinQiao
char\china\chinawoman_merchant.bsr = CuiHua
char\china\chinawoman_necromencerb.bsr = TianLian
char\china\chinawoman_necromencerw.bsr = Wu RuoLan
char\china\chinawoman_noblegirl.bsr = ChuXue
char\china\chinawoman_scholar.bsr = Yue Juan
char\china\chinawoman_warrior.bsr = SiQin

PS: Attacking pets have tons of strings, don't try editting them unless you're a pro.



:P That took longer than I expected... Sticky?

I hope you understand everything, and if you know any other codes, please let me know.
I added some example images, you can see them by clicking the names after the codes.

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Last edited by Dark Ashelin on Sun Aug 10, 2008 10:03 pm, edited 11 times in total.

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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Sun Feb 03, 2008 11:33 pm 
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Added to big sticky.


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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Mon Feb 04, 2008 12:53 am 
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wow thanks.
this is really good

5/5

but wouldnt it cause a ???? error if the transport was made into something like a combat pet...wolf...or like a cat.
????

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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Mon Feb 04, 2008 9:24 am 
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ranger4life wrote:
wow thanks.
this is really good

5/5

but wouldnt it cause a ???? error if the transport was made into something like a combat pet...wolf...or like a cat.
????


Yes, I tried making my horse into a pet yesterday, and it gave the ???? error. You just can't ride pets, they aren't made for that. I also tried making my horse into a shakram, but it didn't work either. I'll try with some other mobs later.
You can however, make your pet into another pet. For example, I made all those pets by pk2 editting the files of my wolf and my rabbit. I also discovered that when I edit my rabbit into a bird or a genie, they are very small.

About the errors:
When you can get the sro launcher to work, it means your pk2 file is the good size. You ended up with the same amount of letters.
When your launcher doesn't work, and you get a windows error, it means your file is the wrong size.
When you get the ???? error, it means you editted something that sro can't create. Ex: pets as transports, 15th deg clothes, an unknown transport you made up, ...

Hope you understand everything ^^

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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Sun Aug 10, 2008 9:57 pm 
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Thxxxx for the guide i really neeeded this! :D :D

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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Sun Aug 10, 2008 10:02 pm 
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BeyondLimitz wrote:
Thxxxx for the guide i really neeeded this! :D :D


No problem ^^

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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Sun Aug 10, 2008 11:07 pm 
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its much easier to extract and switch the bsr's of both things. but meh. w.e works :P

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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Fri Jul 24, 2009 3:48 pm 
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I doesn't work :?

I'm trying to turn my ox into a lizard.

This is what I did:

1. I Made a backup.
2. Opened my Media.pk2 file in XVI32 Image

Then I discovered the codes weren't the same length.
Image

3. I'm working with the codes cos\t_cow1.bsr and cos\t_lizard.bsr

4. I changed cos\t_cow1.bsr to cos\t_cow5.bsr and then I clicked on replace all
Image

5. Then I did this and clicked on replace all
Image

Someone tell me what I did wrong.


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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Sat Jul 25, 2009 7:20 pm 
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Snickers wrote:
I doesn't work :?

I'm trying to turn my ox into a lizard.

This is what I did:

1. I Made a backup.
2. Opened my Media.pk2 file in XVI32

Then I discovered the codes weren't the same length.

3. I'm working with the codes cos\t_cow1.bsr and cos\t_lizard.bsr

4. I changed cos\t_cow1.bsr to cos\t_cow5.bsr and then I clicked on replace all

5. Then I did this and clicked on replace all

Someone tell me what I did wrong.


Hmm well first of all make sure you change everything in the Text strings and not the Hex strings (as it is in your first screenshot).

On step 4 you changed cow1 to cow5. That would change the ox into an non-existing creature giving you an error ingame.

On step 5 you changed cow3 to the lizard, but that didn't do anything because cow3 doesn't exist ingame.


What I suggest you to do is:
1. Find out how many strings cos\t_lizard.bsr has (you can do this by replacing it to something random and it will say "3 strings replaced" for example).
2. Find out if cos\t_cow1.bsr has the same amount of strings as the lizard.
If so, do this:
3. Replace cos\t_lizard.bsr by cos\t_cow5.bsr
4. Replace cos\t_cow1.bsr by cos\t_lizard.bsr
5. Replace cos\t_cow5.bsr by cos\t_cow1.bsr
This will replace your ox by a lizard, and replace the lizard by an ox.

If they don't have the same amount of strings, you'll have to do this:
3. Calculate how much bits you take from the file by replacing it. the lizard code has 2 letters more than the cow1 code. So 2 * 3 = 6 for example.
4. Find a code that is not in use ingame yet (cos\c_unicorn.bsr for example) and find out how many strings it has (for example 2).
5. We need to add 6 bits to the file. So we need to add 3 letters to the unicorn code to get that (2 * 3 = 6). So replace cos\c_unicorn.bsr with cos\c_unicorn123.bsr
6. Now replace cos\t_cow1.bsr with cos\t_lizard.bsr
This will change your ox into a lizard, and the normal lizard will not be replaced by an ox.


The basic idea is this: the Media.pk2 file size has to stay the same. If you replace a long string by a shorter string, you make the file smaller, so you need to replace a short string by a longer string to make up for it.

Hope you understand it a bit ^^

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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Sun Jul 26, 2009 9:31 am 
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Dark Ashelin wrote:
Snickers wrote:
I doesn't work :?

I'm trying to turn my ox into a lizard.

This is what I did:

1. I Made a backup.
2. Opened my Media.pk2 file in XVI32

Then I discovered the codes weren't the same length.

3. I'm working with the codes cos\t_cow1.bsr and cos\t_lizard.bsr

4. I changed cos\t_cow1.bsr to cos\t_cow5.bsr and then I clicked on replace all

5. Then I did this and clicked on replace all

Someone tell me what I did wrong.


Hmm well first of all make sure you change everything in the Text strings and not the Hex strings (as it is in your first screenshot).

On step 4 you changed cow1 to cow5. That would change the ox into an non-existing creature giving you an error ingame.

On step 5 you changed cow3 to the lizard, but that didn't do anything because cow3 doesn't exist ingame.


What I suggest you to do is:
1. Find out how many strings cos\t_lizard.bsr has (you can do this by replacing it to something random and it will say "3 strings replaced" for example).
2. Find out if cos\t_cow1.bsr has the same amount of strings as the lizard.
If so, do this:
3. Replace cos\t_lizard.bsr by cos\t_cow5.bsr
4. Replace cos\t_cow1.bsr by cos\t_lizard.bsr
5. Replace cos\t_cow5.bsr by cos\t_cow1.bsr
This will replace your ox by a lizard, and replace the lizard by an ox.

If they don't have the same amount of strings, you'll have to do this:
3. Calculate how much bits you take from the file by replacing it. the lizard code has 2 letters more than the cow1 code. So 2 * 3 = 6 for example.
4. Find a code that is not in use ingame yet (cos\c_unicorn.bsr for example) and find out how many strings it has (for example 2).
5. We need to add 6 bits to the file. So we need to add 3 letters to the unicorn code to get that (2 * 3 = 6). So replace cos\c_unicorn.bsr with cos\c_unicorn123.bsr
6. Now replace cos\t_cow1.bsr with cos\t_lizard.bsr
This will change your ox into a lizard, and the normal lizard will not be replaced by an ox.


The basic idea is this: the Media.pk2 file size has to stay the same. If you replace a long string by a shorter string, you make the file smaller, so you need to replace a short string by a longer string to make up for it.

Hope you understand it a bit ^^


Oke thx :D

I'm gonna try it now :D

EDIT:
Quote:
What I suggest you to do is:
1. Find out how many strings cos\t_lizard.bsr has (you can do this by replacing it to something random and it will say "3 strings replaced" for example).


I'm not getting that.


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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Sun Jul 26, 2009 11:29 am 
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Snickers wrote:
EDIT:
Quote:
What I suggest you to do is:
1. Find out how many strings cos\t_lizard.bsr has (you can do this by replacing it to something random and it will say "3 strings replaced" for example).


I'm not getting that.


Make sure you check all the things like in this image:
Image

And then you should get something like this:
Image

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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Sun Jul 26, 2009 11:52 am 
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Dark Ashelin wrote:
Snickers wrote:
EDIT:
Quote:
What I suggest you to do is:
1. Find out how many strings cos\t_lizard.bsr has (you can do this by replacing it to something random and it will say "3 strings replaced" for example).


I'm not getting that.


Make sure you check all the things like in this image:
Image

And then you should get something like this:
Image


Yeah I had that, so that means that the lizard has 2 strings ?

I'm now gonna check how much the ox has.

Thanks again :wink:


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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Sun Jul 26, 2009 12:09 pm 
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Snickers wrote:
Yeah I had that, so that means that the lizard has 2 strings ?

I'm now gonna check how much the ox has.

Thanks again :wink:


Yes the lizard has 2 strings ^^
And np.

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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Sun Jul 26, 2009 12:12 pm 
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Dark Ashelin wrote:
Snickers wrote:
Yeah I had that, so that means that the lizard has 2 strings ?

I'm now gonna check how much the ox has.

Thanks again :wink:


Yes the lizard has 2 strings ^^
And np.


The ox has 0 strings :?

Is that possible ?

If it has 0 strings then I will have to figure this out;


Quote:
If they don't have the same amount of strings, you'll have to do this:
3. Calculate how much bits you take from the file by replacing it. the lizard code has 2 letters more than the cow1 code. So 2 * 3 = 6 for example.
4. Find a code that is not in use ingame yet (cos\c_unicorn.bsr for example) and find out how many strings it has (for example 2).
5. We need to add 6 bits to the file. So we need to add 3 letters to the unicorn code to get that (2 * 3 = 6). So replace cos\c_unicorn.bsr with cos\c_unicorn123.bsr
6. Now replace cos\t_cow1.bsr with cos\t_lizard.bsr
This will change your ox into a lizard, and the normal lizard will not be replaced by an ox.


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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Sun Jul 26, 2009 12:51 pm 
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Snickers wrote:
Dark Ashelin wrote:
Snickers wrote:
Yeah I had that, so that means that the lizard has 2 strings ?

I'm now gonna check how much the ox has.

Thanks again :wink:


Yes the lizard has 2 strings ^^
And np.


The ox has 0 strings :?

Is that possible ?

If it has 0 strings then I will have to figure this out;



No it should have at least 1 string, make sure you got the code right and all the right boxes checked.

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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Sun Jul 26, 2009 1:02 pm 
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Quote:
No it should have at least 1 string, make sure you got the code right and all the right boxes checked.


I tried again and it has 1 string, so now comes the hard part :(

EDIT;
Quote:
If they don't have the same amount of strings, you'll have to do this:
3. Calculate how much bits you take from the file by replacing it. the lizard code has 2 letters more than the cow1 code. So 2 * 3 = 6 for example.
4. Find a code that is not in use ingame yet (cos\c_unicorn.bsr for example) and find out how many strings it has (for example 2).
5. We need to add 6 bits to the file. So we need to add 3 letters to the unicorn code to get that (2 * 3 = 6). So replace cos\c_unicorn.bsr with cos\c_unicorn123.bsr
6. Now replace cos\t_cow1.bsr with cos\t_lizard.bsr
This will change your ox into a lizard, and the normal lizard will not be replaced by an ox.


I understand 4,5 and 6 but I'm having problems with 3.


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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Sun Jul 26, 2009 5:04 pm 
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Snickers wrote:
Quote:
No it should have at least 1 string, make sure you got the code right and all the right boxes checked.


I tried again and it has 1 string, so now comes the hard part :(

EDIT;
Quote:
If they don't have the same amount of strings, you'll have to do this:
3. Calculate how much bits you take from the file by replacing it. the lizard code has 2 letters more than the cow1 code. So 2 * 3 = 6 for example.
4. Find a code that is not in use ingame yet (cos\c_unicorn.bsr for example) and find out how many strings it has (for example 2).
5. We need to add 6 bits to the file. So we need to add 3 letters to the unicorn code to get that (2 * 3 = 6). So replace cos\c_unicorn.bsr with cos\c_unicorn123.bsr
6. Now replace cos\t_cow1.bsr with cos\t_lizard.bsr
This will change your ox into a lizard, and the normal lizard will not be replaced by an ox.


I understand 4,5 and 6 but I'm having problems with 3.


Well I can do the calculating for you.
Cow1 has 1 string, so you add 2 letters (2*1=2) in total to the file if you replace cow1 by the lizard. This means we need to take 2 letters from the file to make up for it.
I counted how many strings cos\c_unicorn.bsr has, and it has 2 strings. So to make the file the same size you need to take 1 letter from it (1*2=2).

So just do this:
1. Replace cos\t_cow1.bsr by cos\t_lizard.bsr
2. Replace cos\c_unicorn.bsr by cos\c_horse1.bsr

That should do the trick, if it doesn't work, tell me ^^

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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Sun Jul 26, 2009 5:49 pm 
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Quote:
1. Replace cos\t_cow1.bsr by cos\t_lizard.bsr
2. Replace cos\c_unicorn.bsr by cos\c_horse1.bsr


This is what I did (I clicked on 'OK', because I get 0 occurrences if I click on 'Replace all' ;

Image

But I get this;

Image

Did I do something wrong ?


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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Sun Jul 26, 2009 5:59 pm 
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Snickers wrote:
Quote:
1. Replace cos\t_cow1.bsr by cos\t_lizard.bsr
2. Replace cos\c_unicorn.bsr by cos\c_horse1.bsr


This is what I did (I clicked on 'OK', because I get 0 occurrences if I click on 'Replace all' ;

Image

But I get this;

Image

Did I do something wrong ?


Yeah you typed cos\c_cow1.bsr instead of cos\t_cow1.bsr.

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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Sun Jul 26, 2009 6:21 pm 
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Dark Ashelin wrote:
Snickers wrote:
Quote:
1. Replace cos\t_cow1.bsr by cos\t_lizard.bsr
2. Replace cos\c_unicorn.bsr by cos\c_horse1.bsr


This is what I did (I clicked on 'OK', because I get 0 occurrences if I click on 'Replace all' ;

Image

But I get this;

Image

Did I do something wrong ?


Yeah you typed cos\c_cow1.bsr instead of cos\t_cow1.bsr.


Lol I'm really stupid... :banghead:

I did what you said so lets see when I log on tomorrow :D

Thanks for all your help :)


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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Mon Jul 27, 2009 10:41 am 
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It didn't work...

I get an error when I finally logged in.


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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Mon Jul 27, 2009 10:54 am 
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Snickers wrote:
It didn't work...

I get an error when I finally logged in.


>.< Damn. Well I dunno what went wrong then.

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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Mon Jul 27, 2009 12:41 pm 
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Dark Ashelin wrote:
Snickers wrote:
It didn't work...

I get an error when I finally logged in.


>.< Damn. Well I dunno what went wrong then.


Is there an other way to change my ox to a lizard ?


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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Mon Jul 27, 2009 1:13 pm 
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Snickers wrote:
Dark Ashelin wrote:
Snickers wrote:
It didn't work...

I get an error when I finally logged in.


>.< Damn. Well I dunno what went wrong then.


Is there an other way to change my ox to a lizard ?


Yeah with extract / inject method but I don't know how that works.

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IGNs: Heavens_Love, White_Chick, Dark_Ashelin, Hard2Own, Water, SnowCake, DarkAshelin


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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Mon Jul 27, 2009 1:18 pm 
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Dark Ashelin wrote:
Yeah with extract / inject method but I don't know how that works.


Oke :(


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 Post subject: Re: [GUIDE] Easy pk2 edit your transports
PostPosted: Tue Jul 28, 2009 10:57 am 
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Dark Ashelin wrote:
Snickers wrote:
It didn't work...

I get an error when I finally logged in.


>.< Damn. Well I dunno what went wrong then.


I forgot to tell yesterday that the 'new' media pk2 was a little bigger but it was still the 387 mb.


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