lennardf1989 / bg3-imhex-patterns Goto Github PK
View Code? Open in Web Editor NEWBG3 patterns for ImHex
BG3 patterns for ImHex
Unfortunately it has an issue and I can't export save files. I feel like this has something to do with the implementation of LSF v9 but I'm not as knowledgeable as you and the others who worked on cracking NewAge, I'm just someone hoping to add the Summon Shovel scroll into my inventory after someone in my game used it before my wizard :( still, great work.
Worth noting LSLib had the same error on their stable version (1.18.7) but fixed it as of the beta (1.19.3), however 1.19.2 has not fixed this, leading me to believe it's the v7/v9 update. Here's the error output in cmd:
Unhandled exception. System.IO.InvalidDataException: File 'meta.lsf' has unsupported flags: 35
at LSLib.LS.PackagedFileInfo.CreateFromEntry(FileEntry18 entry, Stream dataStream)
at LSLib.LS.PackageReader.ReadFileListV18(BinaryReader reader, Package package)
at LSLib.LS.PackageReader.ReadPackageV18(FileStream mainStream, BinaryReader reader)
at LSLib.LS.PackageReader.Read()
at BG3.Extractor.Program.Main(String[] args) in C:\Users\Lennard\Desktop\BG3-ImHex-Patterns\Src\BG3.Extractor\Program.cs:line 14```
Running the pattern, at least on my own, no longer that high spec, machine, is starting to take a while and I think the benefit of colored sections greatly diminishes once almost everything is highlighted.
At least in my own workflow, exploring a component means frequent recompiles, where most of the others aren't required, and make it harder to see what sections that particular component references.
So I'd suggest that only deliberately selected components get parsed, reducing compile latency and visual clutter in the editor.
Some sort of loadAll
obviously has its own use, but having that as a separate functionality would also allow running advanced loading, such as owner mapping.
My best idea for now would be to pack the switch case into a separate struct with a name parameter, but more handy solutions probably exist.
Something like this:
[...]
LSMF lsmf @ 0x0;
struct Component<auto name, EntryType> {...};
Component<"game.v0.EntityID", GUID> entityIDs @ 0x0;
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