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Setting up autofill in eventeditor

A Tutorial for The Legend of Zelda: Breath of the Wild (WiiU)

Alright, quick guide, because this was a nightmare to set up.

This guide is an advanced tutorial, which means I'm assuming you're comfortable with the command line, and can troubleshoot your own issues. I'll go step by step, as best I can, but I'm not going to be around to solve things for you unless I already know the answer.

I'm not saying this is the right way to do things, or even the best way, but it did work for me.

You'll need a dump of the game's files, and sarc, plus the 64 bit version of Python 3.6 or higher.

Installing eventeditor

py -m pip install eventeditor

Running eventeditor

Great. That's the easy stuff.

Editing eventeditor.ini

Navigate to %APPDATA%/eventeditor/.

Open eventeditor.ini.

Below everything else, add the following text, replacing "[AccountName]" with the name of your active Windows user account.

Creating and extracting the necessary folders

Navigate to %APPDATA%/eventeditor/.

You're going to need to create a few folders, starting with "content" within the eventeditor folder. Here's what it should look like.

    - eventeditor.ini
    - content
	- Actor
	    - Pack
	    - ActorInfo.product.sbyml
	- Pack
	    - Bootup.pack
	    - TitleBG.pack

If something listed above has an extension, find it within your dump's update folder, and paste it in here. It's entirely possible that "ActorInfo.product.sbyml" isn't necessary, but it's working for me, so I'm going to leave it where it is. 

Navigate to /content/Pack/, and right click the window background while holding shift. Select "open a command window here", and run sarc x Bootup.pack and sarc x TitleBG.pack.

Then delete both Bootup.pack and TitleBG.pack, and append ".pack" to both of your freshly unpacked folders.

To reiterate: your Pack folder should now contain two other folders, named Bootup.pack, and TitleBG.pack.

Unpacking the remaining files

Navigate to /content/Pack/TitleBG.pack/Actor/Pack/, and open a command window there.

Run the following command.
for %f in (*.sbactorpack) do (sarc x %f)
This will unpack every sbactorpack file into a corresponding folder. But eventeditor won't be able to use them until they're renamed. So delete every single one of those original .sbactorpack files, then run this command.
for /f "tokens=*" %a in ('dir /b') do ren "%a" "%a.sbactorpack"
If something goes wrong, copy the file TitleBG.pack back into /content/Pack, and unpack and rename it again with sarc.

Navigate to the update folder for your game dump. Copy all the .sbactorpack files from [update]/content/Actor/Pack/ into [eventeditor]/content/Actor/Pack/

Navigate back to [eventeditor]/content/Actor/Pack/, and repeat the above steps: namely,
for %f in (*.sbactorpack) do (sarc x %f)
Delete the original .sbactorpack files, then,
for /f "tokens=*" %a in ('dir /b') do ren "%a" "%a.sbactorpack"
...and that should be it! You should now be able to open eventeditor, select or create a new node, hit autofill, and have the application create all the variable names for you.


I'm not sure how to do this step!
I really, really don't want to sound like a jerk, but this is an advanced tutorial, and everything covered here is going to be fundamental if you want to mod Breath of the Wild. Try to familiarise yourself with the command line, installing applications via pip, and Python in general.

This still isn't working for me!
Again, I really don't want to sound like a jerk, but I probably won't be able to help. I promise you that, even if I've mislead you slightly, you will at least be very close, as long as you've followed this tutorial correctly. Maybe try again from the start, and failing that, leave a comment with as much information as possible down below. No promises, but I'll do what I can.

Eventeditor crashes as soon as I click autofill!
Make sure that /content/Pack/Bootup.pack/Actor/AIDef/AIDef_Game.product.sbyml exists, and isn't actually named AIDef_Game.product.sbyml.yml.
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    for /f "tokens=*" %a in ('dir /b') do ren "%a" "%a.sbactorpack"
    for %f in (*.sbactorpack) do (sarc x %f)
    From the modding discord; those two combined will output the extracted folders named correctly. I straight up couldn't get the above to work as written, so there's these.
    URL to post:


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