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Author Topic: Hogwarts Legacy  (Read 21762 times)
PixelTopUp
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Re: Hogwarts Legacy
« Reply #30 on: February 27, 2023, 00:35 »

Hi. Someone figured it out about the red textures?
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Myniche
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Re: Hogwarts Legacy
« Reply #31 on: March 06, 2023, 19:43 »

What about the sounds? Does it have a .TXT with all the proper names since it uses the wwem audio format?
Same question.
I extracted the sound and they all are wem files without any proper name, but there're also bnk with proper name but can't be read since wem are not in.
I was wondering if there was any way to link a bnk with the proper wem files so that I just need to open the bnk in Foobar (for exemple)?
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mark2580
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Re: Hogwarts Legacy
« Reply #32 on: March 18, 2023, 00:42 »

Who knows what the model of this teleport frog is called? Tried frog, toad, teleport... found only regular frogs.
https://youtu.be/hqGk_O96NpY?t=10
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MARK2580
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Re: Hogwarts Legacy
« Reply #33 on: September 30, 2023, 03:37 »

thanks,great work!
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squall789
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Re: Hogwarts Legacy
« Reply #34 on: December 18, 2023, 09:47 »

Has anyone been able to extract from the switch version of the game at all?
The above links don't work for it.
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spiritovod
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Re: Hogwarts Legacy
« Reply #35 on: December 19, 2023, 18:49 »

@squall789: I've added separate override for switch version to specific build, mentioned on the first page. Though some things may look strange, which is probably related to optimizations in switch version.

As for animations, apparently in recent acl library versions it's possible to strip bind pose from animation data and it would be used as kind of additive animation (there is also such type of additive animations).
« Last Edit: December 21, 2023, 18:15 by spiritovod » Logged
Jack5433
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Re: Hogwarts Legacy
« Reply #36 on: June 09, 2024, 14:17 »

@squall789: I've added separate override for switch version to specific build, mentioned on the first page. Though some things may look strange, which is probably related to optimizations in switch version.

As for animations, apparently in recent acl library versions it's possible to strip bind pose from animation data and it would be used as kind of additive animation (there is also such type of additive animations).


Hello when i try to apply an animation i ripped for a troll that is not the base skelton troll the eyes seems to be crushed in but other then that it seems to be working just fine. Do you know how to fix this? Am working on a render and need to have 3 different types of trolls that has a animation on them
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spiritovod
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Re: Hogwarts Legacy
« Reply #37 on: June 11, 2024, 01:34 »

@Jack5433: Some animations may use particular morphs targets from the mesh. It's also possible that some animations are using retargeting or more complex approach for facial animations, which would be out of scope of umodel. Unfortunately it's hardly possible to tell anything specific or suggest something in such cases.
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spiritovod
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Re: Hogwarts Legacy
« Reply #38 on: April 15, 2025, 16:33 »

Specific build is updated with the fix for some animations from switch version of the game. It also affects all games using recent ACL versions.
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scone234
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Re: Hogwarts Legacy
« Reply #39 on: June 23, 2025, 18:54 »

Hello, thanks for your efforts to make a specific umodel build for Hogwarts.
I'm using your UModel ACL 2.1 to load a PC version of this game, choosing Hogwarts for PC specific override, and managed to load the contents.
However when I choose a skeletal mesh like Graphorn Ancient, I got a fatal error like the one below, same goes for any other skeletal meshes in the RiggedObjects folder.


* XD8T8B0.jpeg (58.78 KB, 499x375 - viewed 605 times.)

* SNBJgm7.jpeg (54.96 KB, 768x251 - viewed 566 times.)
« Last Edit: June 24, 2025, 21:45 by spiritovod » Logged
spiritovod
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Re: Hogwarts Legacy
« Reply #40 on: June 24, 2025, 22:00 »

@scone234: Apparently they've modified things a bit in recent PC versions (Jan 2025 and newer). I've added one more override option to specific build for more recent versions. Switch version probably didn't change yet, but I didn't check the latest one.
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scone234
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Re: Hogwarts Legacy
« Reply #41 on: June 24, 2025, 23:47 »

It works now! Thanks for updating it.
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spiritovod
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Re: Hogwarts Legacy
« Reply #42 on: July 11, 2026, 18:49 »

Update: Before reading the post, it's highly recommended to update specific umodel build, as there was a fix for duplicated assets when a game is opened with mods applied (affects games with io store packages). Also support for VolumeTexture has been added, they can be previewed and exported now.

I was asked about some mods for the game and how they can be processed. While usually I'm not providing support for mods, as the engine can provide much more backward compatibility for modded assets than umodel can, the following info may be helpful for some people.

First, you need to understand loading order of assets. Umodel is using plain recursive scheme when assets/packages are loaded from folder1, then folder2, then pakchunk0 from root folder, then pakchunk0_P from root folder. As result, if an asset is registered from pakchunk0 and then found in pakchunk0_P, it's updated to be registered as most recent copy, and that's how actual patches works for most games even nowadays. In the same time, if an asset is registered from folder1 first (usually mods), then from pakchunk0, the original asset will be registered instead, unlike how the engine is using them.

Take Eluvia face mod from NexusMods as example. The mod has been last updated in 2023, which means it's using older format (there is separate override in specific umodel build for older format). NexusMods are usually placed in /Content/Paks/~mods folder, which means due to loading order you'll see an original asset while trying to open the whole Paks folder. The mod only modifies uasset file, but original asset relies on bulk data for lods as well. Even though you can open ~mods folder directly, it's not recommended, as in some cases missing bulk data or missing reference from base game can lead to a crash. In this case you can load folder with the mod directly (now it can be any included subfolder, like "~mods/collection1/face_mods/mod1") because upon modding only one lod is present and it's inlined, so bulk data is not required at all. But normally you need to place a mod in Paks folder, ensure it will be the last there by name, then open the Paks folder. You can see comparison of original asset and the same asset with the mod placed in Paks folder on the attached screenshot.

If someone is interested in an option for explicitly changing loading order, let me know.


* original.jpg (236.74 KB, 2551x2500 - viewed 25 times.)
« Last Edit: July 11, 2026, 23:12 by spiritovod » Logged
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