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Have you found a mod with outdated offsets and needed to swap them back in case of forgetting offsets, and have no old data.arc to work with? This guide will explain how!
First, find HxD or a hex editor of your choice. Then, get SmashPad and follow all of its installation steps, and use the SmashPad GUI tool to decompress the files.
A .numdlb file will have this label, and a .numshb file will have this one.
Usually, .numshb and .numdlb files can simply be renamed to "model" for both.
For nutexbs, open them up in Switch Toolbox with File>Open and select the compressed .nutexb files. Here you can see the name of the file, usually with "XNT" before its name. I.e XNTalp_inkling_c04_001_prm
Some audio mods need no compression, so you may be able to skip the smashpad decompress option step. For .nus3audio files, the voice clip names will usually give away the file name of the original (here it is vc_ganon.nus3audio)
This way, you will now have the decompressed files labeled as they were originally. This is mainly for model imports/textures/UI/voices, as game mechanic files usually are very large and update over the course of updates. It also helps trying to make edits of existing mods besides updating for future game versions.