creation->00000.bin (creation.olt) - Seems to be a list of 4 bytes values (for all the file, or only the start?). Can't be offsets. IDs for something? creation->00001.bin - Index somewhere at start of file? - Byte before string define the length of string. The strings doesn't seem to matter, so I guess entries are identified by another ID. - Entries have variable length. - In SC5, the DLC has an updated version of this file. - An early part of the entry has info about head model to keep and hair model to keep. - Colour definition usually starts as early as 0x0D (maybe real definition starts 2 bytes earlier). There's 2 bytes defining colour, and one float defining saturation. - Something similar to "09 00 33 01" defines the ID for the entry (33 is the id). - There's 2 bytes somewhere which defines model category (ie, 04 1B means undergarments), and then the next byte defines the exact model file used within that category. (ie, 04 1B 01 means chainmail as chainmail is the second file in that category. SC: LS seems to have different IDs for categories). List of categories: - 02 19: Head (head) - 04 1B: Undergarments (inner) - 05 1C: Upper body (upper) - 08 1F: Arm (arm) - 09 20: shoulder (shoulder) - 0B 22: Feet (feet) - Each entry ends with the string name of the object. - Early in the entry is a byte defining how many colours there are. Then there's basic info about each colour. There's a preciding byte defining the total length of the colour data chunk (which means it includes the byte defining size, and the byte showing count). - Late into the entry is a byte defining how many parts to enable/disable. And after that, there's an array which lists those parts (4 bytes each). One value in that array is something like "01 02 02 0A". As with colour data, there's a preceding byte defining the entire size of that chunk (the preceding byte defines size but does not include itself, so size is actually + 1). - Byte just before string at the end of the entry defines length of string. arm_033_m in SC5: (has one colour) - 0x0D is colour 1 (6 bytes, might start 2 bytes earlier) - Tried changing byte 0x09 from 0x0F to 0x13. Caused a crash. - Tried replacing latter half with arm_028_m. Caused a crash. - Tried replacing full entry with arm_28_m. Caused a crash. - "09 00 33 01", the "33" defines the real ID. Changing it will actually make it autoselect the actual item with that ID. - "08 0B 1F 00", this seems to affect what's being rendered or where it's being rendered. Changing 0B to 04 made something weird render on face. - "00 03 56 0A", "56" defines the name for the item in the game. - "A1 05 01 01", changed A1 to 9C. Couldn't see a visible change. In Sc5: arm_033_m (1 colour) arm_034_m (2 colours) arm_014_m (1 colour) arm_032_m (2 colours) arm_028_m (1 colour) upper_012_f in SC5: (4 colours) 04 17 00 24 15 - 04 = 4 colours, 17 = colour with saturation at 1.0, 00 = ?, 24 = hue, 15 = luminance 28 1D 00 01 3F800000 - 28 = entry item?, 1D = normal colour definition, 00 = hue, 01 = luminance, 3F800000 = saturation 29 1F 00 0A 14 3F333333 - 29 = entry item?, 1F = other colour definition ? , 00 = ?, 0A = hue, 14 = luminance, 3F333333 = saturation 2A 17 00 0A 12 - Similar to colour 1 in entry upper_047_f in SC5: 05 37 0C 0B - "37" defines the name for the item in the game. 05 1C 22 1F - "22" defines the exact model. It corresponds to the 34th model in that category. Maybe "1C" refers to which category it is? "1F" seems to be the same for each one. The 2 bytes prior to this seems to be always be "## 01" inner_008_f in SC5: 04 1B 01 1F - "01" defines the exact model used. "04 1B" means undergarments category. inner_008_f in SC-LS: 04 1B 01 3E - "01" defines the exact model used. upper_269_f in SC-LS: 23041F0015173F0000002819003DCCCCCD291F00080F3F4CCCCD2A1F0002103F666667 - Is the full colour chunk? upper_431_f in SC-LS: 711C01050001010500040105000601050007010500080105001001050018010500190105002101050023010500240105002501050027010500290105003101050032010500360105025901050402010504040105060001050608010506780109023001090764010D0006010D001701060027 - ? dna.cpk-> - Almost all files here are CAS presets. - There's a unique array of bytes ("AD 00 0B 0D FF") which seems to be seperate two big chunks of data. I think most body properties are defined in the latter. - Doing minor changes invalidates the entire entry somehow. - Skin colour can be found by searching for "1F 01 0F" - Hair can be found by searching for "0D 03 04 0B"? - Search for "3F 78 51 EC" and height2 is 0x8 bytes afterwards? With height3 0x8 bytes after that again. "3F 54 7A E1" might always be between these 2 values. - "3D B8 51 EB" is usually shoulder scale, and all the scales start at that. The order is the same as the scales in the savegame for CAS entries, but there might be some random single bytes between some values. - There's 4 0x67 ("g" as ascii) near the end of the file. Go to the first occurance. Go back 61 bytes, and that should be the 8 byte definition for hair. Although, this might be off with a few bytes. -77 for eyebrow colour.