Modify original PBO error (about .bisign key)
To modify exiting PBO:
1) you need to download these tools:
- deRAP
- Eliteness
from http://dev.withsix.com/projects/mikero-pbodll/files
---------------------------------------------------------------------------------------
2) open animals.pbo with Eliteness. Unpack it where you want (I personally unpack pbo into my addons folder)
3) you will have now a folder called animals, and a DZ folder inside it with another animals folder, and finally, inside this folder, you have the required files and folders. This happens because Eliteness reads the prefix of the pbo and unpacks them following the path source.
4) you have to take these files and folders and stick them into the main animals folder, so you can delete DZ one
5) you need to have also the $PBOPREFIX$ file inside now the animals folder along with config.bin and the other files.
$PBOPREFIX$ must have this path inside: prefix=DZ\animals -> DZ is the main addons folder, animals is the name of the pbo.
Keep in mind that dayZ engine reads the _ like a \, so an addon like Characters_data.pbo will have a prefix like DZ\Characters\Data.
6) derapify config.bin with deRap to edit the config: remember that .cpp > .bin, it means that when the engine goes and reads the config, it searches for .cpp first. So you can delete the bin one.
7) Make the modifications you want.
8) Repack using Eliteness (it will read the $PBOPREFIX$ and will set the prefix do DZ\animals)
You are DONE! :)
Re: Modify original PBO error (about .bisign key)
Nobody has a hint for me?
Maybe a link if you don't want to answer with the solution?
Re: Modify original PBO error (about .bisign key)
when you edited a pbo , you need to create a bisign key for it
take a look here : http://community.bistudio.com/wiki/A...don_Signatures
Re: Modify original PBO error (about .bisign key)
Ok that's right, thank you for the answer.
Should the .biprivatekey be named in some particular manner?
#EDIT
I've created a Gekko.biprivatekey, now I've signed the server_data.pbo, and it still gives me the error message
"Sginature of addons/server_data.pbo is wrong."
Obviously there's something I'm doing wrong.
Re: Modify original PBO error (about .bisign key)
BTW I'm using the BI Tools 2: should I upgrade to the latest version?
- - - Updated - - -
Here are my steps:
1) I've created my own .pbo named new_backpacks.pbo which contains a new 3d model with new textures and a config.cpp.
2) I've created (using DSCreateKey.exe) my key named dayz.biprivatekey and dayz.bikey
3) I've signed the pbo using DSSignFile.exe and I've generated the new_backpacks.pbo.dayz.bisign
4) I've put both new_backpacks.pbo and new_backpacks.pbo.dayz.bisign into the addons folder, started the game exe, and gave me the error:
Sginature of addons/new_backpacks.pbo is wrong.
So basically neither original pbos nor my own new ones are loaded into the game and gave me both the same error...
What I'm doing wrong for god sake?
Re: Modify original PBO error (about .bisign key)
Thanks to Khoi I got the problem solved, but now I have another one: addons are not displaying ingame.
I'm posting now the config.cpp I've made for a mountain blackpack:
Code:
class CfgPatches
{
class DZ_EP_Backpacks
{
units[] = {"EPMountainblack"};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"DZ_Characters"};
};
};
class cfgVehicles
{
class InventoryBase;
class BagBase;
class BagMountainBase : BagBase
{
displayName = "Mountain Backpack";
absorbency = 0.2;
heatIsolation = 0.13;
descriptionShort = "Large mountaineering backpack made from hi-tech materials. Thanks to reflex pads, it is visible even in fog or dark.";
model = "\dz\characters\backpacks\mountain_g.p3d";
itemsCargoSize[] = {5, 7};
randomItems[] = {"Tool_CanOpener", "Tool_Hammer"};
randomQuantity = 2;
class Damage
{
tex[] = {};
mat[] = {"DZ\characters\backpacks\data\mountain.rvmat", "DZ\characters\backpacks\data\mountain_damage.rvmat", "DZ\characters\backpacks\data\mountain_destruct.rvmat"};
};
};
class EPMountainblack : BagMountainBase
{
scope = public;
displayName = "Black Mountain Backpack";
model = "\dz\characters\backpacks\mountain_g.p3d";
itemsCargoSize[] = {5, 7};
absorbency = 0.2;
heatIsolation = 0.13;
hiddenSelectionsTextures[] = {"DZ\epidemy\backpacks\data\Mountain_blck_co.paa", "DZ\epidemy\backpacks\data\Mountain_blck_co.paa", "DZ\epidemy\backpacks\data\Mountain_blck_co.paa"};
};
};
When I start the server and the client, the RPT says:
"cannot create non-ai vehicle EPMountainblack"
Any hint about that?
i'm testing different configs with trial and error method, still no results.
Re: Modify original PBO error (about .bisign key)
open inite.sqf in mission line //exportProxies [_position,200000];
delete // , save and run the server to create new proxyexport.bin
when you done , comment // as originally
Re: Modify original PBO error (about .bisign key)
I did it, still get the "cannot create non-ai vehicle EPMountainblack"
I'm getting mad with this lol.
Also if I try to personalize my pbo's prefix, it starts giving me the error
"Corrupted data: signature of addons\epidemy_backpacks.pbo is wrong" and the game won't launch.
My pbo prefix is DZ\epidemy\backpacks (and it gives me the error). If I change it to DZ\characters\backpacks it works, but then there's the "cannot create non-ai vehicle EPMountainblack" and the backpack doesn't shop up ingame...
WTF am I doing wrong?
I'm packing with Mikero Eliteness tool and I'm adding the correct prefix as in the original addons, binarizing the config.cpp with binMake.exe (official BI tool, no error in binarizing btw), still there's something I'm missing!!!
I'm using v.0.50.125369 by Danisimus (this one: http://forum.ragezone.com/f866/dayz-...369-a-1036144/)
It's IMPOSSIBLE that there are no Devs who can't answer me privately or in this thread.... when I was modding for OFP and ArmA back in the days, I was happy to help the others, cause there was no money in game, it was all for the glory! Now I see just releases, and no explanations, no help... cmoooonnnn!
Re: Modify original PBO error (about .bisign key)
Quote:
Originally Posted by
Luca Palmieri
BTW I'm using the BI Tools 2: should I upgrade to the latest version?
- - - Updated - - -
Here are my steps:
1) I've created my own .pbo named new_backpacks.pbo which contains a new 3d model with new textures and a config.cpp.
2) I've created (using DSCreateKey.exe) my key named dayz.biprivatekey and dayz.bikey
3) I've signed the pbo using DSSignFile.exe and I've generated the new_backpacks.pbo.dayz.bisign
4) I've put both new_backpacks.pbo and new_backpacks.pbo.dayz.bisign into the addons folder, started the game exe, and gave me the error:
Sginature of addons/new_backpacks.pbo is wrong.
So basically neither original pbos nor my own new ones are loaded into the game and gave me both the same error...
What I'm doing wrong for god sake?
Hello,
Could you please tell us how Khoi solved your problem ? I'm trying to create PBO's too or modify existing one and create a valide bikey for it. Undeed, I got the same error message : Sginature of addons/**********.pbo is wrong.
Maybe somebody get the real dayz biprivatekey ? :)
Thanks !
Re: Modify original PBO error (about .bisign key)
Quote:
Originally Posted by
RaVeN34
Hello,
Could you please tell us how Khoi solved your problem ? I'm trying to create PBO's too or modify existing one and create a valide bikey for it. Undeed, I got the same error message : Sginature of addons/**********.pbo is wrong.
Maybe somebody get the real dayz biprivatekey ? :)
Thanks !
Hello man, I was able to solve it thanks first to Khoi, then to a dev from dayzdev.ru!
Basically, Dayz just needs to find a .bisign key, it doesn't check for data.
Quote:
You can just repurpose this pbo, just rename pbo and key( like something_something.pbo and something_something.pbo.dayz.bisign ) , change CfgPatches section in config with prefix accordingly
from @Lightman dayzdev.ru
Re: Modify original PBO error (about .bisign key)
Indeed, it's working...
But if I try to modify existing PBO like animals.pbo from the addons directory, the game won't start...
Any idea?
Re: Modify original PBO error (about .bisign key)
Re: Modify original PBO error (about .bisign key)
Thanks, I was able to edit a PBO...
Nevertheless, when I try to add a new addon, such as a car, the signature come back to piss me off...
May I create the key myself for the pbo ?
If I use an existing one (copy paste and rename from an original bisign from the addons folder) this is also showing the signature error. Any suggestion?
Thanks a lot :)
Re: Modify original PBO error (about .bisign key)
Quote:
Originally Posted by
RaVeN34
Thanks, I was able to edit a PBO...
Nevertheless, when I try to add a new addon, such as a car, the signature come back to piss me off...
May I create the key myself for the pbo ?
If I use an existing one (copy paste and rename from an original bisign from the addons folder) this is also showing the signature error. Any suggestion?
Thanks a lot :)
mmm it may depend on the version of the game you are running:
I'm running the danisimus 0.52 new one he released in the release section
Re: Modify original PBO error (about .bisign key)
Recreate ALL signatures files in \Addons and \Dta folders. Because all signatures must be created by one key, if you using 'verifySignatures = 2;' key in server.cfg
And put the file 'dayz.bikey' into the \Keys subfolder of your server-dir.
Example of cmd-file for mass recreation of signatures attached, fix only the directory parameter 'mydir='.
Run from that directory, where folder \securityTools is.
=== cut ===
@echo off
set mydir=f:\Games\DayZ_0.46\dta\
for %%i in (%mydir%*.pbo) do (
.\securityTools\DSSignFile.exe .\securityTools\DayZ.biprivatekey %%i
)
set mydir=f:\Games\DayZ_0.46\addons\
for %%i in (%mydir%*.pbo) do (
.\securityTools\DSSignFile.exe .\securityTools\DayZ.biprivatekey %%i
)
pause
=== cut ===