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Author Topic: Operation Lovecraft: Fallen Doll  (Read 43178 times)
spiritovod
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Operation Lovecraft: Fallen Doll
« on: June 20, 2023, 02:57 »

Game: Operation Lovecraft: Fallen Doll (steam page)
UE version: 5.7 (current version) / 4.27-5.5 (previous versions) / 4.25 (demo)
AES key: in the same place as usual (link)

All works fine - including meshes, textures and animations - with the latest umodel build (1589 at the moment). Most materials are custom, but you can use specific build from this topic for better materials support. For UE5 version you can use another specific build from the mentioned topic as well.

In latest specific build you can open packages of current game version directly with game specific override, but if you want to extract some assets, which are not supported by umodel (or extract previous game versions), you can use respective quickbms script from specific scripts bundle, available in topic with keys. For more info read sticked topic and this post.


* Clipboard01.jpg (93.6 KB, 2549x1225 - viewed 3511 times.)

* Clipboard02.jpg (99.12 KB, 2550x1245 - viewed 970 times.)
« Last Edit: August 28, 2026, 21:35 by spiritovod » Logged
Darko
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Re: Operation Lovecraft: Fallen Doll
« Reply #1 on: June 21, 2023, 09:37 »

Can you post the bms script to unpack de demo pls??
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spiritovod
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Re: Operation Lovecraft: Fallen Doll
« Reply #2 on: June 21, 2023, 21:09 »

@Darko: Demo version is not obfuscated in any way, it can be viewed or extracted with any compatible tool and provided key. From quickbms side, you can use 4.25 script, available in the topic with keys. Since zenhax is out of service now (probably permanently), all support for UE related scripts is moved to rin forum.
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Lyws
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Re: Operation Lovecraft: Fallen Doll
« Reply #3 on: February 11, 2024, 18:09 »

Today, the “Operation Lovecraft Fallen Doll Playtest” has updated to UE5 version. The previous "unreal_tournament_4:0.4.27eoperation_lovecraft" script can still be used, but the files extracted from the script cannot be viewed and exported using UModel. Do you have a solution?
Due to the. pak file size of the game exceeding 15GB, my Google drive only has a capacity of 15GB, and I am in China. Due to network policy reasons, I am unable to expand my Google storage by purchasing capacity. Therefore, please forgive me for not being able to provide you with the original files of the game.
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spiritovod
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Re: Operation Lovecraft: Fallen Doll
« Reply #4 on: February 11, 2024, 19:31 »

@Lyws: You can try UE5 build from the topic, mentioned in the first post. If something doesn't work properly with it, you can provide some samples from already extracted files, here or via PM (for example, a few meshes if they don't work).
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Lyws
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Re: Operation Lovecraft: Fallen Doll
« Reply #5 on: February 11, 2024, 20:09 »

@Lyws: You can try UE5 build from the topic, mentioned in the first post. If something doesn't work properly with it, you can provide some samples from already extracted files, here or via PM (for example, a few meshes if they don't work).
Thank you, I can now view and export normally!
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GDL
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Re: Operation Lovecraft: Fallen Doll
« Reply #6 on: February 12, 2024, 22:04 »

They updated the audio files also, now everything in UE5 (and some of the last versions of UE4) use some kind of bink audio, anyone know a converter that actually works with audio files with header UEBA (or ABEU)?
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spiritovod
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Re: Operation Lovecraft: Fallen Doll
« Reply #7 on: February 14, 2024, 03:34 »

@GDL: Apparently experimental fmodel (QA in-app branch) can export bink audio as raw wav and if you have external tool, it can also write proper wav files as output. Otherwise you can open raw export in audio tools with support for raw format (like audacity) and convert them there. Though I didn't test it personally.
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GDL
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Re: Operation Lovecraft: Fallen Doll
« Reply #8 on: February 16, 2024, 02:18 »

@GDL: Apparently experimental fmodel (QA in-app branch) can export bink audio as raw wav and if you have external tool, it can also write proper wav files as output. Otherwise you can open raw export in audio tools with support for raw format (like audacity) and convert them there. Though I didn't test it personally.

Got it, managed to compile my own  cool with the source code found here:

https://github.com/vgmstream/vgmstream/issues/1261

however it only exports the raw data, it works in audacity with autodetect but have to figure out how to compile it to output the header for the wav, other than that I can now conver binka audio to wav  evil
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Nosespray1
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Re: Operation Lovecraft: Fallen Doll
« Reply #9 on: May 23, 2024, 11:48 »

Has someone a solution to rip animations from the game?
because the Way on the Top Comment doesnt work for me
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spiritovod
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Re: Operation Lovecraft: Fallen Doll
« Reply #10 on: July 24, 2024, 15:37 »

All issues with quickbms scripts will be removed from the topic, since they're not related to umodel usage. Please address them to the topic with keys, not here.
« Last Edit: July 24, 2024, 15:39 by spiritovod » Logged
Lyws
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Re: Operation Lovecraft: Fallen Doll
« Reply #11 on: January 02, 2025, 20:04 »

UModel crashed while viewing this file, could you check what the reason is?
https://drive.google.com/drive/folders/1Bmd6H2kBDIH3Nd7EZ1Tt_2AZANn_VUR3?usp=sharing


* QQ20250102-235637.png (27.05 KB, 532x232 - viewed 930 times.)
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spiritovod
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Re: Operation Lovecraft: Fallen Doll
« Reply #12 on: January 04, 2025, 17:30 »

@Lyws: The crash is caused by "T_Talon_Body_ORS" texture, but you've provided only the mesh, which is loading this texture. Mesh itself works fine. You need to provide the mentioned texture for further research.
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Lyws
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Re: Operation Lovecraft: Fallen Doll
« Reply #13 on: January 04, 2025, 21:44 »

@Lyws: The crash is caused by "T_Talon_Body_ORS" texture, but you've provided only the mesh, which is loading this texture. Mesh itself works fine. You need to provide the mentioned texture for further research.
I have uploaded the relevant texture to Google Drive, please check again.
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spiritovod
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Re: Operation Lovecraft: Fallen Doll
« Reply #14 on: January 04, 2025, 22:34 »

@Lyws: I can't reproduce the issue with provided textures. Make sure you're using latest specific build (which is fix97 at the moment). Also next time please use "Copy" button in crash window to copy full error message instead of cropped screenshot in case of long errors.
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