Category: Tutorial

  • Modding and merging for Dragons Dogma Dark Arisen

    Here is the revised article with the newer-tool disclaimer at the top, the suggested technical clarifications, and the merging precautions added. I’ve retained your original wording and structure wherever possible, without adding horizontal rules or changing unrelated content.

    Revised article

    Disclaimer: A newer fan made modding toolkit called Riftstone is now available for Dragon’s Dogma: Dark Arisen. It may be a better option than ARCtool for some tasks, although it is still in alpha and its in-game plugins are still being tested. This guide uses the established ARCtool workflow, which remains useful for many existing mods and tutorials. I’ve not used riftstone yet Myself.

    The games files are mostly compressed into encrypted .arc files. These files can be extracted and decrypted using FluffyQuack’s ARCtool. It not only extracts them, but converts supported formats into more human-readable and editable file types. These can then be repacked into a .arc and used to mod the game files.

    Prepare the tools

    First we need the latest version of FluffyQuack’s ARCtool.

    1. Go to FluffyQuack’s tool archive here: https://www.fluffyquack.com/tools/
    2. Download ARCtool.zip or .rar.
    3. Copy the .exe to an empty folder.
      1. Note it doesn’t have to be empty technically, but it helps reduce confusion and errors.
    4. Go to FluffyQuack’s Nexus Mods page for ARCtool here: https://www.nexusmods.com/dragonsdogma/mods/500?tab=description.
      1. This is an older version, but has some optional files we will need, unless you want to write your own .bat files or command-line commands.
    5. Copy all of the .bat files beginning with pc into our ARCtool folder from earlier.
      1. Do not copy the .exe, as it is an older version.

    Alternatively, you can try Riftstone, which includes its own toolkit for archive processing and editing game data. Follow its installation instructions rather than mixing its workflow with the ARCtool instructions below.

    Extracting the game files

    There are two main file types you will want to edit for modding: .xfs and .tex. There are corresponding batch files with those extensions in their names. .xfs files contain game data and can be converted to XML, while .tex files are texture resources. Other file types are also present, and not all game data can be converted into XML. Decide which you want to edit before continuing.

    1. Go to Steam\steamapps\common\DDDA\nativePC.
    2. In this maze of folders is almost all the game’s data, much of which is packaged in .arc files. See the table below for directions.
      1. For this guide I will assume we are working on game_main.arc.
    3. Copy the .arc to the same folder as ARCtool.
      1. This is optional, but saves you having to redownload part of the game every time you want an unmodded .arc.
    4. Drag the .arc onto the relevant .bat file.
      1. In this example we want pc-dd-xfs-conversion.bat.
    5. This will create a folder with a name matching the .arc, which contains extracted files and, for supported formats, converted XML duplicates.

    Merging Mods

    To merge mods, you need to know what files the authors edited within the .arc. If they edited different .arcs, you don’t need to merge those archives together. Some authors provide mergeable files or instructions.

    If not, you may be able to estimate which files they touched using the database below, based on what their mod claims to alter. Treat these estimates as a starting point rather than confirmation, and check the actual files where possible.

    Before merging, make a backup of the original archive and extract the target .arc. Preserve the internal directory structure when copying files, and use the appropriate conversion and repacking options for the file types involved.

    1. Once the above is solved, extract the target .arc.
      1. You can use a vanilla .arc or one of the mods’ .arcs.
    2. Copy the mergeable files from the mods to the correct file paths in the newly extracted folder.
    3. If two mods edit the same file, compare their changes and merge them within that file if you understand its format. Otherwise, you will need to choose which version to keep.
    4. Drag the extracted folder onto the relevant .bat file.
    5. Copy the newly created .arc into the correct file path in the game files.
    6. Test the game to make sure the changes work as expected.

    Note that mods that alter the same files within an .arc cannot necessarily be merged by simply copying the files together. One version will overwrite the other unless the changes are combined manually. Mods that alter different files within the same archive can often be merged.

    If you use Mod Organizer 2 with the ARCtool plugin, it can help extract conflicting archives and merge enabled mods according to their priority. This is an optional alternative to manually merging files.

    Repacking to .arc

    Once you have finished editing an extracted .arc folder, you can repackage the folder into a .arc by dragging it onto the relevant .bat file.

    Make sure you use the appropriate conversion and compression options for the files you have edited. Keep a backup of the original archive until you have tested the repacked version in-game.

    Modding the files

    Each .xml is a little different and difficult to decipher. Not only is a lot of it written by non-native English speakers, but it is also written in entirely undocumented formats that use numbers to name variables. Luckily for you, the community has deciphered some key files. This research I have turned into a guide and database here.

    FilenamePathData containedMod examples using this file
    game_main.arcSteam\steamapps\common\DDDA\nativePC\romMost stat, skill, quest, augment and item data
    stk.arcUsed in Signette‘s spell pack. stk.arc may contain mage skills. Example 1, Example 2, Example 3. The exact contents should be verified.
    wan.arcSteam\steamapps\common\DDDA\nativePC\rom\wp\w1Used in Signette‘s spell pack. Example 1, Example 2, Example 3, Example 4. wan.arc may correspond to sorcerer skills, magic or skills as a whole. These associations should be treated as tentative until verified.
    bbs_rpg.arcSteam\steamapps\common\DDDA\nativePC\rom\bbs_rpg.arcEquipment stats, enchantments and model dataUsed in this mod.
    bld.arcMagick Knight shield skills mod: Mystic Knight shield skills.
    mbw.arc / mbw13.arcMagic bow skillsContains a commented XML: example.

    Extracted Files

    Inside .arcFilenamePath within extracted .arcData containedSources
    bbs_rpg.arcitemList.itlbbs_rpg/etc/item/itemList.itlArmor, resistances, strength and magick bonuses, vocation equipment restrictions, model, body parts, weight, price and possibly more.Nexus Mods forum, mod example, Reddit research
    bbsrpg_core.arct_cm000_00_GM.241F5DEBbbsrpg_core\effect\tex\cm\Texture for glow effects.
    bbsrpg_core.arct_cm040_00_GM.241F5DEBbbsrpg_core\effect\tex\cm\Texture for glow effects.
    game_main.arcLvTrickster.lvlStat gains per level for Magick Archer.
    game_main.arcLvPaladin.lvlStat gains per level for Mystic Knight.
    game_main.arcLvAssassin.lvlStat gains per level for Assassin.
    game_main.arcquestReward.qrQuest rewards, including currencies, items and possibly which NPC gives the quest.

    Editing itemList.itl

    Hex editor: HxD

    1. Open the extracted file in a hex editor.
    2. Identify which item you wish to edit (see below table).
    3. Save the file and repack the .arc.

    Reading the code

    According to Xervous_ in this reference:

    Each item’s data ends with 31 29.

    Hex editor: HxD

    1. Open the extracted file in a hex editor.
    2. Identify which item you wish to edit (see below table).
    3. Save the file and repack the .arc.

    Further Reading

    Knows a lot about modding NPCs and equipment: LDKSuperDante.

    A well-formatted report on balance: Google Docs.

    A report on a lot of the formulae involved in damage calculations and other stuff: Google Docs.

    A rough model swapping guide by omnitorpor.

    Info on level editing: Nexus Mods.

    XP gain and/or requirements: Nexus Mods.

    Enemy spawn editing tutorial: Nexus Mods.

  • Tainted Grail: Side with Galahad or Keeper Captain

    Tainted Grail: Side with Galahad or Keeper Captain

    I recommend siding with Galahad. You get access to more unique loot and only miss out on Galahads gear, which is fairly lame buffwise.

    Ill start with the mechanical differences like loot and merchant availability, with story spoilers towards the end.

    Mechanical differences

    Loot for siding with Galahad

    Siding with Galahad nets you the following notable loot. Make sure you loot the corpses of named characters and berserkers. These are the base bonuses listed on the wiki; upgrades can change some of them.

    These aren’t all exclusive to this route. You can get the Volker Berserker’s Totem from berserkers in other encounters too. This fight just gives you a good opportunity to collect several useful items.

    The temple fight

    I found the fight reasonably easy, though that will depend on your build and equipment. Berserkers defend the temple, but you have the help of Galahad’s soldiers. They can die quickly, so don’t rely on them to do all the work. You can also loot their bodies afterward to get pieces of the Knight set and some other valuable loot to sell.

    You can lure the berserkers down the stairs and fight them one or two at a time. This makes the fight much more manageable.

    Loot for siding with the Captain and One-Eye

    I prefer the bonuses on the equipment available through Galahad’s route. But if you want his mace or like the look of his armour, the Captain’s route gives you those instead. Don’t forget the game has a transmog system, so you can use the appearence on better armor.

    For an explanation of Burn buildup:
    https://taintedgrail.wiki.gg/wiki/Active_Effects

    Other useful equipment

    Knight’s Breastplate: Recover stamina 33% faster after overexerting yourself. It can also be crafted, so it isn’t exclusive to either route.
    https://taintedgrail.wiki.gg/wiki/Knight%27s_Set

    Great Beast’s Bone: +5% maximum HP. This comes from accepting Gro’derr’s gift during Altars of Madness, so don’t count it as a direct reward for siding with the Captain.
    https://taintedgrail.wiki.gg/wiki/Great_Beast%27s_Bone
    https://taintedgrail.wiki.gg/wiki/Jewelry

    Story differences: spoilers below

    If you only wanted the loot comparison, stop here. The rest covers what happens to the keep and why I prefer Galahad’s route.

    Siding with Galahad

    If you side with Galahad, Captain Breandán and One-Eye are killed. Fearghas, our favourite level-headed Quartermaster, becomes Interim Captain of the Horns of the South. Cillian, our not-so-favourite psychopathic Bounty Overseer, becomes the new Quartermaster.

    The appointments are recorded in Galahad’s Directive:
    https://taintedgrail.wiki.gg/wiki/Galahad%27s_Directive

    I consider this the better outcome. If you’ve done the quests around the keep, then you know Fearghas is a good leader. He’s kind and practical, while also being strict when needed. He takes responsibility for the keep’s problems and wants to keep his people alive and happy. I’d much rather have him in charge.

    Galahad is far more brutal and strict. I don’t agree with his methods, but I found his argument more convincing than Breandán’s. Leaving Fearghas in charge with Kamelot’s support seems like the better future for the keep. For me, it’s the lesser of two evils. Galahad and the Captain both revel in unecassary bloodshed and suffering, with the captain funding the bandit invasion you’ve spent most of the act dealing with and devastating the region and his so called Keeper Brothers.

    Siding with the Captain and One-Eye

    Breandán wants to establish the Horns of the South as independent of Kamelot, with the Keepers and Dál Riata working together. His reasons include protecting the region from Galahad and putting its people ahead of distant rulers. But who is gonna protect the region from him?

    Those are reasons to support him, but I still wasn’t convinced by his plan. I preferred Fearghas as a leader, and the promise of independence wasn’t enough to make me side with Breandán and One-Eye and rang hollow.

    Breandán’s journal entries cover his motivations:
    https://taintedgrail.wiki.gg/wiki/Breand%C3%A1n

    This route does give you a reason to choose it beyond the loot. After killing Galahad, you can hear the Captain’s secret and gain access to Sewal’s Crypt, where you learn more about Arthur and the original knights. Make sure you agree to hear him out when you report back. But IMO the implication secret reveals is something youve probably already figured out. Secret itself is interesting, but not worth sacrificing the region for.

    Don’t assume that reaching Excalibur through Galahad’s route gives you the same revelation. If seeing that part of the story matters to you, it’s a reason to support the Captain.

    Quest walkthrough:
    https://taintedgrail.wiki.gg/wiki/Shadow_Of_The_Horns

  • Cut an image into a shape with photoshop

    Cut an image into a shape with photoshop

    The video may contain some outdated techniques, but the method still works. The text tutorial is updated.

    1. Open your image in Photoshop. This creates the document you’ll work in, with your image as its starting layer.
    2. Add a solid-filled shape on a separate layer above the image. The shape defines the outline of your cutout. Make sure its interior is filled, rather than using only an outline.
    3. Position and resize the shape over the area you want to keep. Select the shape layer, then press Ctrl+T on Windows or Command+T on Mac to enter Free Transform. Drag inside the transformation box to move the shape, and drag its corner handles to resize it. When you’re happy with its position and size, press Enter on Windows or Return on Mac, or click the check mark in the options bar at the top. This applies your changes and exits Free Transform.
    4. Turn the shape into a selection. Hold Ctrl on Windows or Command on Mac and click the shape layer’s thumbnail in the Layers panel—the small preview picture beside its name. This selects the shape’s nontransparent area, marking the part of your image you’ll keep.
    5. Hide the shape layer. Click the eye icon beside it in the Layers panel. This removes the visible shape from the canvas while leaving your selection active, so the shape won’t cover the finished image.
    6. Apply the selection as a mask to the image. Select the image layer, then choose Layer → Layer Mask → Reveal Selection. This keeps the image visible inside the shape and hides everything outside it. The hidden pixels remain available if you want to adjust the mask later.
    7. Hide any unwanted background layers. Click their eye icons so only your cutout remains visible. The checkerboard around it indicates transparency; it won’t appear in the exported image.
    8. Crop away excess canvas if needed. Select the Crop Tool and adjust the crop boundary around your cutout. To preserve cropped image content for later edits, leave Delete Cropped Pixels unchecked in the options bar. Press Enter on Windows or Return on Mac, or click the check mark to confirm. This reduces empty space around the image.
    9. Save your Photoshop project as a PSD (optional). Choose File → Save As and select Photoshop (.PSD). This preserves your layers and mask so you can reopen the project and edit it later. Saving a PSD is technically optional—you can skip it if you only need the finished image.
    10. Export a usable image. Choose File → Export → Export As, select PNG, and enable Transparency before exporting. This creates an image you can upload, share, or use in other projects while keeping the area outside your cutout transparent. JPEG doesn’t support transparency.