How to mod Atelier Series:
AUTOR: DEIVID D-K
- Character Model
- Music Mod
- Character Animation
To mod Atelier Ryza or others (Lulua, Lydie, Firis...) is easy but you need to learn the basic. The game uses .PAK files to compress their files. So, PAK is a kind of ZIP or RAR. When you extract those files you get the files that are inside. As you can imagine, the game follows the same structure even if it is extracted. This means that the game reads PAK files (and all its content as unique compressed file) based on the same structure, extracted or compressed.
The main structure is this one:
"Atelier Lydie & Suelle"
To extract PAK files you'll need gust_tools (https://github.com/VitaSmith/gust_tools/releases). To do that you have to cut all PAK files and copy them to "Atelier Ryza" folder (this is the main folder, where is the .exe and launcher). Now, create a new folder in desktop and extract gust_tools inside. Open the previous folder (Atelier Ryza main folder) and drag all PAK files to "gust_pak.exe" ONE BY ONE. This .exe will open cmd and will start to extract all PAK content to "x64" folder automatically. It will close the cmd when it completes. Delete all PAK after extraction. You don't need them anymore.
The NEW structure for Atelier is this one (example Lydie & Suelle):
"Atelier Lydie & Suelle NEW"
As you can see, inside "x64" is all the extracted content. "Movie" and "Sound" were there before extraction. Remember to keep this new structure.
This is one of the easiest mod for Atelier. You can delete the collision of the stages. "Collision" is the detection of the contact between objects in the virtual environment. This is everywhere in videogames: between characters and characters, between characters and terrain, etc.
So, if you delete "g1pf" file inside "Atelier Lydie & Suelle \ Data \ x64 \ field" you'll be able to walk through walls, or technically, to avoid the virtual barrier of the 3D model. (Note: Many rocks are "objects" that aren't implemented in the 3D model of the stage, which means rocks won't be affected of "g1pf")
Character Model (How to preview them)
Inside "x64" there's a folder named "characters". In this folder you have enemies, playable characters, weapons and objects (collectibles). The structure of any of them is this one:
Summary: 3D Models are elixir.gz. This is similar to ".zip". So, inside of those elixir.gz there are .g1m files (model itself). They works with the help of textures, known as .g1t.
The 3D model itself is ".gz" extension and "g1t" is only the texture(s). To extract textures you have to drag that "g1t" file to "gust_g1t.exe" of gust_tools. You can also use Toolbox Switch (https://github.com/KillzXGaming/Switch-Toolbox) to preview them!
Use Noesis to preview 3D models. Extract the .g1m model from elixir.gz using gust_tools (gust_elixir). Drag & drop the elixir.gz into gust_elixir.
You need to add this plugin to "plugin" folder, inside Noesis.
Extract "projectg1m.zip" inside "plugin" folder.
Now, open Noesis.exe normally. You can hide left side column with "View" > "Disable Shell View". You can also change plugin options inside "Tools" > "ProjectG1M".
Drag & Drop .g1m file into Noesis window. Inside ProjectG1M options you must check "Select G1T", then it will ask you for .g1t files (textures to load).
So, Noesis will open .g1m 3D model with .g1t textures on it!
- How to texture mod DDS textures:
1. Download GIMP (https://www.gimp.org/)
2. Install GIMP. Next, install this plugin that'll let you open DDS textures with this photoshop:
(drag dds.exe into GIMP folder)
3. Open GIMP and modify the selected texture. My example: 014.dds (from pc50a_model.g1t) (Use gust_g1t.exe to extract texture)
4. After modifying the texture, export the image: File \ Export as... \ Export. GIMP will ask: "Export as DDS". Now, put the settings like this:
(Compression BC3 with perceptual error metric, no mipmap)
5. Use gust_tools again. Drag "pc50a_model" folder to "gust_g1t.exe". It will open cmd and will create the new "g1t" file.
EDIT: Use this in case it crashes!
(Example using BC1 - Atelier Ryza 2)
EDIT: Use BC1 for images that does not contain transparency (alpha layer). If your image has transparency you must change it to BC3. Also works with Adobe Photoshop, using Intel DDS Plugin.
- YOU CAN ALSO USE PAINT.NET TO EXPORT DDS TEXTURE!
- You can swap character models. For example, you can play as NPC if you replace "model.elixir.g1t"; "model.g1t" and "face" folder with another one. Many of the faces that are inside "face" may be the same face expression such as "smile"; "surprise"; "angry, etc. Also, keep those faces that do not coincide with the expression. Do not forget to rename every file that may coincide with the first an second character.
- You can swap stages, too. Do the same thing as before (with characters).
HOW TO REDUCE IMAGE SIZE:
Some textures exceed file size (and that causes gust_tool to fail).
- Go to TinyPNG, select your modded .png.
- Wait until TinyPNG finishes and download your converted size.
- Now, open Photo Editor Pixlr E (online) and select your tiny .png.
- Finally, click on "File \ Export... \ Quick export as PNG" and your image will be reduced in size! Of course, don't forget to export as .dds using Gimp.
Lulua render from main menu. Original size: 371kb.
Modded render for Lulua. Image size (original): 722kb.
With TinyPNG and Pixlr E: 340kb.
Adobe Photoshop (for the tutorial above):
HOW TO MOD MUSIC ATELIER SERIES
I'm not really sure about this but I'm going to explain what I have understood.
Atelier Series uses ".ktsl2asbin" and ".kvs" format for the music and sound. I know those two application to extract both. They are very easy to use.
The first is "kvs2ogg". Drag the desired file to the "kvs_extract.exe" and it will extract all ".kvs" inside of it. Now, open "kvs2ogg.exe" (it will be in japanese. The creator is from Japan). Drag ".kvs" file to the white window. It will inmediately ask you to save the file wherever you want. VLC Media Player can open ".ogg" files.
You can also use LoopingAudioConverter to convert many ".kvs" at once. Open LoopingAudioConverter, drag all ".kvs" file into the white box, select the extracted format (where it says "brstm" and select "mp3" for example") and click start (above). Do not change any other config. The only thing you can change is the dB (audio volume). Higher number, more volume to the extracted file (be careful, add only between 1-4 or it will result in extremely loud audio!) Do not forget to select a destination folder! (output directory).
Use BrawlBox to create a brstm file with loop because you can convert it later to "ogg vorbit" (which is the final extraction of the previous application).
If you don't know how to loop an audio file, here is a summary.
- Open BrawlBox (ignore the internet error)
- Click on "File \ New... Audio \ BRSTM Stream".
- BrawlBox will ask you for the ".wav" file, so... Go to any place on internet and download the audio you want to loop. I have downloaded one of the most famous Kirby bgm from ( https://downloads.khinsider.com/ ). Get your "mp3" and convert it to ."wav" using LoopingAudioConverter.
- Now, open the asked ".wav" file and start looping.
- BrawlBox will open a new window.
- There are two boxes: Start and End. This is where the loop takes place. Click on "Play" and hear your music. Stop it when you think that the music start again. With the audio stopped, click on the " * " next to "End". It will make a connection between that spotted end and the start. Do the same with the " * " of "Start" where you think that the audio do a loop, a connection, to the other side. You can search for tutorials on the Internet.
- After this loop, click on LOOP (very important) (next to "Play")
- The window will close and the last thing you have to do is to right-click on the highlighted file and select "export".
- Finally, you have your audio with loop.
The next step is to convert it to the new ".kvs" file and ".ktsl2asbin". Drag that audio into the white box of LoopingAudioConverter. As I mentioned before, click on "brstm" and select "ogg vorbis".
With this new ogg audio... Open "kvs2ogg.exe", the japanese app I talked about. Now, select the second option, its says "Tsuuru" ("Tools" in japanese). It have a "(T)" icon. Select the only option its has. The program will ask you for "ogg file". Find your "ogg" and double click on it. After that, you will have your ".kvs" file! (in the case of Lydie & Suelle)
To make a ".ktsl2asbin", use "kvs_archive.exe" to pack your bunch of "kvs" (in the case of Lulua and Ryza). Drag the output folder of ".kvs" to that "kvs_archive.exe". It will pack all of them in an unique ".ktsl2asbin".
- When I did my loop for the audio, Atelier Lydie (in this example) didn't do the loop correctly. That let me though ".kvs" are not prepared to be looped in such way. There must be another process to that. Due to this problem I visited ( https://mp3cut.net/es/trim-legacy ) to cut my audio manually and adjust the start and the end with low audio volume (one of the characterictics of this app). The result is not as great as looping but its worth it. Sorry for the inconvenience.
- You can use ( https://smashcustommusic.net/ ) to download music. Click the desired file type (I usually use Switch) and convert it to ".kvs" later
HOW TO COMPRESS AUDIO FILE
Go to Wondershare WAV Compressor (online) and open your modded voice (or modded music). You can compress it to 32kbps (minimum size) without losing quality! Also, you can export it as .ogg (needed for kvs2ogg.exe)
YOU CAN PREVIEW ANIMATIONS WITH NOESIS. PLEASE, EXTRACT ALL ELIXIR.GZ FROM CHARACTER FOLDER TO GET .G1A FILES. THOSE .G1A FILES ARE ANIMATIONS! PLACE ALL G1A, G1T AND G1M TOGETHER IN THE SAME FOLDER (FOR EXAMPLE, NEW FOLDER IN DESKTOP) AND CHECK THIS OPTION IN NOESIS: "TOOLS" > "PROJECT1GM" > "MERGE ALL ASSETS IN SAME FOLDER". NOW, DRAG G1M FROM NEW FOLDER INTO NOESIS. IT WON'T ASK YOU ANY G1A NOR ANY G1T BECAUSE THEY ARE ALL IN THE SAME FOLDER! MORE INFORMATION:
- Playable Nelke MOD - Atelier Lulua:
Thank you for your attention and hope you like it :)