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Nazo

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  1. The original UABE is on extremely low development (I won't say abandoned, but I wouldn't expect anything from it for a very long time at the rate it's currently going.) The best bet for modifying anything remotely newish is Unity Asset Bundle Extractor Avalonia. It has very active development (I've actually been able to talk to its author about features and test a couple of things with them.) I checked it on the 7D2D data.unity3d file in mine and it worked fine, though I'm not sure exactly how people are using it with this game for any serious modding. (You probably want to use the nightly build, not the actual release -- especially since the last release was an April fools thing.)
  2. It probably is. In general I don't like the attitude of "everything is a false positive" that typically goes around, but, that said, I seriously don't think this one is going to have a virus and the fact that the two are reporting something completely different (not variants of the same) is also extremely telling. (I'm not saying it's impossible to have different viruses for different versions, just if someone was trying to sneak a virus in they probably wouldn't bother.) That said, you could always try VirusTotal to get a check across a number of different antivirus engines if you want to be extra sure. A real virus should pop up in at least most of them, whereas a false positive will probably only show up in a handful at the most.
  3. Hmm. This is going to be interesting. UABE was without updates for so long everyone had given up on it. Another dev has already taken up the mantle with a "Unity Asset Bundle Avalonia" fork that has some new features like being able to load compressed asset bundles into RAM rather than decompressing to a separate file for editing. I guess it could be interesting to see where things go from here if UABE is back. It still lacks some UABE features like some plugins, so perhaps each could end up being better at certain tasks versus the other.
  4. So I have a bit of a strange one. I'd like to be able to mostly just remove effects for games with no settings to disable them (which, unfortunately, means most Unity games.) For example, vignette and motion blur shaders. For most games I can just simply use this and remove the shader asset responsible from the appropriate assets file. The game can't load it and then just simply doesn't use it in most cases, which works just great. I've run into a few games like My Time at Portia which apparently run some sort of check on the files and if they find an asset missing produce an error and crash or stop though. But more specifically, right now I'm actually trying to do something a bit more unusual: I want to modify a Switch game, Morphite. It has a vignette shader that is just awful IMO. While I was successfully able to remove a couple of annoying shaders from another Switch game (Windscape's bloom shader is ten kinds of awful and went bye-bye) it's failing with Morphite (the game simply crashes on start.) Unfortunately that doesn't give me much to diagnose it with. There's only one key difference I can specifically point to. I think Morphite must be using a vignette shader I presume is provided by default with Unity. Path ID numbers are exceptionally low and it is in the globalgamemanagers.assets file, whereas in Windscape the bloom shader I removed is in sharedassets1.assets with much higher numbers. However, I am able to successfully remove the vignette shader from the PC version (which is built close enough to the same that I can even transfer save data back and forth FWIW, but I know that doesn't mean much.) The versions are slightly different with different IDs and formats on the actual files themselves (the Switch shaders say "Switch" in type instead of DX11 or etc) but of course I'm just trying to remove, not replace. BTW, is there a better way I can be doing this? For example, what I really wish I could do is somehow import a null shader that just literally does nothing so games wouldn't produce errors, seeing the shader they expect present, but it just simply doing nothing. It would also be even better if somehow I could just edit their configurations to disable the shaders I don't want entirely. In the case of Morphite I found a FxPro shader which has a number of settings including vignette at 0.5, so I thought if I dumped that, changed it to 0.0 and imported that modified dump maybe that might work (since it would even be the same file size) but sadly that didn't work either. That seems closer to a long term solution, but I'm not even sure how I would edit out effects in many games even if the method itself should work -- or specifically how even to find where many would be configured. I think editing might be less realistic because some things may not even have a configuration option one can just change but may be more hardcoded in (I've noticed more and more Unity games having all effects on even on the lowest graphics settings for example.)
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