<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:blogger='http://schemas.google.com/blogger/2008' xmlns:georss='http://www.georss.org/georss' xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-6685516918063858314</id><updated>2026-08-15T14:27:22.698-07:00</updated><title type='text'>X-Packer and related mods</title><subtitle type='html'>Texture and model mods for computer games.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default?redirect=false'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default?start-index=26&amp;max-results=25&amp;redirect=false'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>75</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-2213536507435259713</id><published>2015-05-21T23:54:00.001-07:00</published><updated>2015-05-21T23:55:24.517-07:00</updated><title type='text'>BASIC ALT ATTIRES TUTORIAL FOR PC</title><content type='html'>I’ve had a number of people requesting a tutorial on how to create 
additional attires for existing wrestlers. With 2k15 you can have 10 
attires per wrestler and these attires are stored in the wrestler pac 
file. The advantage of adding attires in this way is that they do not 
take up caw slots and you also have much more freedom to edit the 
textures and models.&lt;br /&gt;
&lt;br /&gt;
This tutorial assumes that you
 have already been through my texturing and modelling tutorials and 
understand pac files, wrester ids, etc.&lt;br /&gt;
&lt;br /&gt;
I have created a
 misc01_start file using the misc file from 2k14. It has many more 
attire slots than the 2k15 file. However I am not sure if the alt 
attires listed actually correspond to the wrestlers who have alt 
attires, you need to check this. I have also named all the attires 
wrestlemania1, wrestlemania2, etc. Download the file here but ensure 
that you back up your original misc file:&lt;br /&gt;
&lt;a data-cke-saved-href=&quot;https://mega.co.nz/#!gwNSXCCa!fa9KawCOBzTVzBBnpFFdiSixhqrR1ZVfEZ0l4oxW8m4&quot; data-ipb=&quot;nomediaparse&quot; href=&quot;https://mega.co.nz/#%21gwNSXCCa%21fa9KawCOBzTVzBBnpFFdiSixhqrR1ZVfEZ0l4oxW8m4&quot;&gt;https://mega.co.nz/#!gwNSXCCa!fa9KawCOBzTVzBBnpFFdiSixhqrR1ZVfEZ0l4oxW8m4&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
For
 this tutorial I am going to show you how to create an alt attire for 
Booker T. Please ensure that you are using the latest version of 
X-Packer (10.3) to do this tutorial. Lets get started:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Help pic (click to zoom).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;alt_attire_tut.jpg&quot; data-cke-saved-src=&quot;http://s24.postimg.org/ssx7bgayd/alt_attire_tut.jpg&quot; src=&quot;http://s24.postimg.org/ssx7bgayd/alt_attire_tut.jpg&quot; height=&quot;640&quot; width=&quot;402&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;ol&gt;
&lt;li&gt;Firstly
 you need to know what the superstar id of Booker T is, in this case it 
is 108.&amp;nbsp; Copy Booker T’s pac file (ch108.pac) from your game directory 
to your modding directory. I would strongly suggest creating a backup of
 the pac file before you proceed any further.&lt;/li&gt;
&lt;/ol&gt;
&lt;br /&gt;
Open
 the pac file using the PC Pac File – Pac File menu item in X-Packer. 
You will notice that there is only one attire listed 00010802. Extract 
this attire pach file by clicking the extract button.&lt;br /&gt;
&lt;br /&gt;
&lt;ol&gt;
&lt;li&gt;Typically
 you would extract all the textures and models out of this pac file and 
then make modifications to the textures and models. For the purpose of 
this tutorial, we are just going to make a duplicate copy of the pac 
file. Make a copy of the pac file and name it 000108&lt;strong&gt;12. &lt;/strong&gt;We are using 12 instead of 02 at the end of the file as this is alt attire 1.&lt;/li&gt;
&lt;/ol&gt;
&lt;br /&gt;
&lt;ol&gt;
&lt;li&gt;Now
 that we have two attires 00010802 and 00010812, we need a pac file to 
inject these into. You either use the dummy pac file which I have 
created (30 slots) or you can use one of the other wresters pac file. 
Download my dummy.pac file here: &lt;a data-cke-saved-href=&quot;https://mega.co.nz/#!V8MWCZBA!7RVpDAsO6Bav0URftenfiZYGfPLwqa9Qax7OCJZZ-Qg&quot; data-ipb=&quot;nomediaparse&quot; href=&quot;https://mega.co.nz/#%21V8MWCZBA%217RVpDAsO6Bav0URftenfiZYGfPLwqa9Qax7OCJZZ-Qg&quot;&gt;https://mega.co.nz/#!V8MWCZBA!7RVpDAsO6Bav0URftenfiZYGfPLwqa9Qax7OCJZZ-Qg&lt;/a&gt;&lt;/li&gt;
&lt;/ol&gt;
&lt;br /&gt;
To simplify things, I am going to use Hollywood Hogan’s pac file which has two attires in it.&lt;br /&gt;
Hogan’s
 pac file is ch363.pac. Copy this file to your working directory and 
rename it to the same name as the wrester’s pac who you are creating alt
 attires for. In this case we will rename ch363.pac to ch108.pac.&lt;br /&gt;
&lt;br /&gt;
&lt;ol&gt;
&lt;li&gt;Open
 your new ch108.pac file in X-Packer and you will notice that there are 
two attires in there which is Hogan’s ring and entrance attires. These 
are named 00036302 and 00036304.&lt;/li&gt;
&lt;/ol&gt;
Inject your Booker T attires into these slots i.e. inject 00010802 into 00036302 and 00010812 into 00036304.&lt;br /&gt;
&lt;br /&gt;
&lt;ol&gt;
&lt;li&gt;Now
 that your attires are in the pac file, you need to rename the attires 
inside the pac file so that the game knows which wrestler the attires 
belong to. Double click the name of the attire in X-Packer and you will 
be presented with a rename dialog box. You need to enter the correct 
name of the attire in the dialog box, in this case 00036302 will be 
named 00010802 and 00036304 will be named 00010812.&lt;/li&gt;
&lt;/ol&gt;
&lt;br /&gt;
&lt;ol&gt;
&lt;li&gt;You pac file is now ready to be used in game, copy the pac file back into your pac-ch directory overwriting the old pac file.&lt;/li&gt;
&lt;/ol&gt;
&lt;br /&gt;
&lt;ol&gt;
&lt;li&gt;Now
 that we have created a new pac file, you need to tell the game that 
there are additional attires which can be selected. This is controlled 
by the misc01_Start.pac file found in the pac directory. Copy your 
misc01_Start.pac file into your working directory and open it using the 
WWE 2k15 – Misc Pac option.&lt;/li&gt;
&lt;/ol&gt;
&lt;br /&gt;
&lt;ol&gt;
&lt;li&gt;When you open 
this file, you will be presented with a grid which lists the wrestler 
ID’s, the number of attires for each wrestler and the attire names. We 
need to search for the wrestler Id of the wrestler who you adding 
attires to. In this case because Booker T does not have any alt attires,
 there is no entry listed for him.&lt;/li&gt;
&lt;/ol&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
In
 this case, you need to use the misc entry for another wrestler. Find 
the wrestler Id of a wrestler who does not require alt attires and 
change the ID to Booker T’s ID (108).&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;ol&gt;
&lt;li&gt;Set
 the number of attires to 2 and then select a name value from the list 
for both attires. If you need to know which value corresponds to which, 
hover over the attire value list at the top left. When you are done, 
click the save changes button.&lt;/li&gt;
&lt;/ol&gt;
&lt;br /&gt;
&lt;ol&gt;
&lt;li&gt;Copy the 
misc01_start.pac file back into your pac directory. Start the game and 
you should have two attires selectable for Booker T.&lt;/li&gt;
&lt;/ol&gt;
&lt;br /&gt;
&lt;br /&gt;
The End &lt;img class=&quot;bbc_emoticon&quot; data-cke-saved-src=&quot;http://smacknetwork.com/images/ipb/public/style_emoticons/default/smile.gif&quot; src=&quot;http://smacknetwork.com/images/ipb/public/style_emoticons/default/smile.gif&quot; title=&quot;:)&quot; /&gt;</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/2213536507435259713/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2015/05/basic-alt-attires-tutorial-for-pc.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/2213536507435259713'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/2213536507435259713'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2015/05/basic-alt-attires-tutorial-for-pc.html' title='BASIC ALT ATTIRES TUTORIAL FOR PC'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-4127512791146364172</id><published>2015-05-05T05:32:00.002-07:00</published><updated>2015-05-05T05:32:57.759-07:00</updated><title type='text'>Basic model editing tutorial for PC version</title><content type='html'>With upcoming release of Xrey 1.5, I thought I&#39;d post a tutorial on 
the process for those who want to start practicing using 3ds max to 
edit.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Basic controls for the program:&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;
- Double click an object in the grid to display a preview&lt;br /&gt;
- Click the viewport to control the object. Zoom in and out using the mouse scroll button.&lt;br /&gt;
- Hold down the right mouse button and move the mouse to rotate the object.&lt;br /&gt;
- Some objects render off the screen for some reason so zoom out to view these.&lt;br /&gt;
- Some faces don&#39;t render correct in the preview viewport, not sure why 
as yet. You can still edit these objects as the program does not 
interfere with the faces.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Basic tutorial on how to do model edits&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;
I am assuming that you already know how to extract your yobj file from 
the pac, have 3dsm 2011 installed and have brienj&#39;s import plugin.If you
 don&#39;t have brienj&#39;s import plugin, you will need to obtain it from 
Xentax.&lt;br /&gt;&lt;br /&gt;
The program also loads a texture as long as it is named color in the 
same directory of the yobj. The color texture can be in png, jpg or bmp 
formats in that order of preference. If there is no color texture the 
mesh will load without one.&lt;br /&gt;&lt;br /&gt;
1. If you uncompressed the yobj file using the x-packer, it will be 
named 0000.zlib.uncompressed. Rename this to 0000.yobj. Your hair yobj 
file is the 2715 file.&lt;br /&gt;
&lt;br /&gt;
Import your yobj into 3dsm using the import menu item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the object has finished loading, select editable mesh on your 
right menu and select vertex under this option. Your object will now 
display all the vertices.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span rel=&quot;lightbox&quot;&gt;&lt;img alt=&quot;kx88.jpg&quot; class=&quot;bbc_img&quot; src=&quot;http://imageshack.com/a/img32/4048/kx88.jpg&quot; /&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;
2. Select a few vertices and move them. Do something simple for your 
first try, just to understand the process. Make sure you do not delete 
or add any new veritices. The number of vertices must remain the same.&lt;br /&gt;&lt;br /&gt;&lt;span rel=&quot;lightbox&quot;&gt;&lt;img alt=&quot;e04u.jpg&quot; class=&quot;bbc_img&quot; src=&quot;http://imageshack.com/a/img36/5277/e04u.jpg&quot; /&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;
3. Select all the vertices for that object by pressing ctrl+a. Take a 
note of the number of vertices under the selection menu on the right you
 will need to know this number later on. In this example the number of 
vertices is 570. Also take a note of the name at the top, in this case 
the name of the object is 0_27.&lt;br /&gt;&lt;br /&gt;&lt;span rel=&quot;lightbox&quot;&gt;&lt;img alt=&quot;9pkl.jpg&quot; class=&quot;bbc_img&quot; src=&quot;http://imageshack.com/a/img841/5643/9pkl.jpg&quot; /&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;
4. With the object still selected, select Export - Export selected from 
the main menu. Make sure you have selected &quot;Export selected&quot; as the 
import wont work otherwise.&lt;br /&gt;&lt;br /&gt;
Give your object any name you want, the name of object after the &quot;_&quot; 
corresponds to the object number in X-rey. In this case the object is 
called &quot;0_27&quot; in 3ds max, hence the name in X-Rey will be Object27.&lt;br /&gt;&lt;br /&gt;
For the export options, make sure you set all the options as follows:&lt;br /&gt;&lt;br /&gt;&lt;span rel=&quot;lightbox&quot;&gt;&lt;img alt=&quot;3ds_max_export_settings.jpg&quot; class=&quot;bbc_img&quot; src=&quot;http://s15.postimg.org/a5n4dhm0b/3ds_max_export_settings.jpg&quot; /&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;
Please double check these options as the object will import incorrectly 
or wont import at all if these are incorrect. Note that the precision 
value for the pc version is 12. This is different from the xbox 360 and 
ps3 models which has a precision value of 6.&lt;br /&gt;
&lt;br /&gt;







&lt;br /&gt;
Click the export button when you are sure and the object will be 
exported to obj format. Double check the number of vertices is correct 
on the status box which appears after the import. In this case the 
number of vertices on the export status box is still 570 so it&#39;s 
correct.&lt;br /&gt;&lt;br /&gt;
5. Option your yobj in X-rey using the &quot;Yobj new format&quot; option. Look in
 the grid for object 27 and confirm that it has the same number of 
vertices. In this case 570 vertices.&lt;br /&gt;&lt;br /&gt;&lt;span rel=&quot;lightbox&quot;&gt;&lt;img alt=&quot;gxut.jpg&quot; class=&quot;bbc_img&quot; src=&quot;http://imageshack.com/a/img542/6369/gxut.jpg&quot; /&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;
Double click the object to preview it. In this case Hogan&#39;s belt is off 
the screen so I needed to zoom out with the mouse wheel to see it.&lt;br /&gt;&lt;br /&gt;
6. Click the import button and select the object you want to import. In 
this example, belt_570.obj. If you have done everything correctly, the 
object will be imported and the viewport will display the new edited 
object.&lt;br /&gt;&lt;br /&gt;&lt;span rel=&quot;lightbox&quot;&gt;&lt;img alt=&quot;m992.jpg&quot; class=&quot;bbc_img&quot; src=&quot;http://imageshack.com/a/img36/2566/m992.jpg&quot; /&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;
7. Inject your edited yobj back into your pach file using the compress 
and inject function in x-packer. Then inject pach into pac as normal&lt;br /&gt;&lt;br /&gt;
That&#39;s it, the edited yobj should load in game displaying your changes.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Please
 note that the face object is rigged to a number of bones. This means 
that very minor edits on the face should be ok, but major edits will 
cause corruption on the face. &lt;/strong&gt;Test your edits out as you making them to avoid spending a lot of time only to have corrupted objects in game.</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/4127512791146364172/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2015/05/basic-model-editing-tutorial-for-pc.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/4127512791146364172'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/4127512791146364172'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2015/05/basic-model-editing-tutorial-for-pc.html' title='Basic model editing tutorial for PC version'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-2760794596764082075</id><published>2015-05-05T05:29:00.003-07:00</published><updated>2015-05-05T05:29:47.813-07:00</updated><title type='text'>Basic Texture Modding Tutorial for PC version</title><content type='html'>Click to enlarge help pics.&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;texture_tut.jpg&quot; data-cke-saved-src=&quot;http://s13.postimg.org/98dj6cqzr/texture_tut.jpg&quot; height=&quot;640&quot; src=&quot;http://s13.postimg.org/98dj6cqzr/texture_tut.jpg&quot; width=&quot;168&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Welcome
 to modding the pc version of WWE 2k15. This is just a brief tutorial on
 how to extract and inject textures into the pac files of the game. The 
game has a separate pac file for each wrestler corresponding to the 
wrestler id. For a full list of wrestler ID’s, visit the Smacktalks 
website and look under the modding tutorial section.&lt;br /&gt;
&lt;br /&gt;&lt;strong&gt;Background to pac files&lt;/strong&gt;&lt;br /&gt;The
 pac files contain all the files for each wrestler (and arena’s, etc) in
 the game. The file are structured in a hierarchical manner and I will 
explain this to you using the analogy of a cupboard.&lt;br /&gt;&lt;br /&gt;The pac file
 itself is like the cupboard. Inside this cupboard are a number of pach 
files. The pach files are like the drawers in the cupboard. Just like 
the drawers in a cupboard can contain clothes, shoes, etc, the pach file
 can contain models, textures etc.&lt;br /&gt;&lt;br /&gt;Some wrestlers have different 
pach files for an entrance attires, and may also contain pach files for 
alternate attires. In ring attires always end in “2” and entrance 
attires always end in “4”. Alternate attires use the second last number 
to indicate which attire it is e.g. ring attire 1 will be numbered 02 
and ring attire 2 will be numbered 12. The attires start counting at 0.&lt;br /&gt;&lt;br /&gt;To
 illustrate, Hogan’s nWo wrestler id is 363. The first pach in his pac 
file is 00036302, this is his ring attire. The second pac file is 
00036304, which is his entrance gear. If he had another attire, it would
 be numbered 00036312 and 00036314 for his entrance and ring attires.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Lets Get Started&lt;/strong&gt;&lt;br /&gt;With the background of the way lets get started with modding the game. &lt;span style=&quot;color: red;&quot;&gt;Always take backups of all your files before doing any mods.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;First
 thing you need to do is get rid of the arc file in the game directory. 
The arc file is a file which lists the file sizes of all the game files.
 If you leave this file in the game directory, your game will crash when
 you use your mods.&lt;br /&gt;&lt;br /&gt;1.&amp;nbsp;&amp;nbsp; &amp;nbsp;Browse to your game directory and look 
for the file called plistWin32.arc. I rename this file to something 
else, you can either rename it, delete or move it to a backup directory.
 The choice is yours.&lt;br /&gt;&lt;br /&gt;2.&amp;nbsp;&amp;nbsp; &amp;nbsp;With the arc file out of the way, you
 can now start modding a wrestler of your choice. The wrestler pac files
 are stored in the pac – ch directory. As stated before the pac files 
correspond to the wrestler id’s. I am going to be working on Booker T 
which is ch108.pac.&lt;br /&gt;&lt;br /&gt;You can work directly on the file in the game
 installation path, but I prefer to copy the pac file to another 
location and work there. I also make a backup of the file before 
working.&lt;br /&gt;&lt;br /&gt;3.&amp;nbsp;&amp;nbsp; &amp;nbsp;With the ch108.pac file copied to your computer, 
open X-Packer and then open the pac file using the Open – PC Pac File – 
Pac File (Or use the Ctrl + Q shortcut).&lt;br /&gt;&lt;br /&gt;With the Booker T pac 
file open, you will notice that there is only one pach listed, 00010802.
 As discussed above, this is his ring attire for attire 1. Click the 
extract button on the row with the pach listed. Save the pach file in a 
location of your choice.&lt;br /&gt;&lt;br /&gt;4.&amp;nbsp;&amp;nbsp; &amp;nbsp;Open the pach file in X-Packer 
using the Open – PC Pac File – Pach File. You will see a number of files
 listed. The file which you will be modding most commonly are the 0000 
file which is the model, the 000C and 000A files which contain the 
textures, and the 2715 file which is the hair.&lt;br /&gt;&lt;br /&gt;The file are 
compressed by default, you can determine this by the extension. If the 
extension is ZLIB or BPE, then the file is compressed.&lt;br /&gt;&lt;br /&gt;In order 
for us to work with the files we need to uncompress them. You can either
 compress the files individually or all at once. I’m going to uncompress
 all, so I’m going to click the Uncompress All button in X-Packer. 
Select a location to uncompress the files to and all the files will be 
extracted and uncompressed there.&lt;br /&gt;&lt;br /&gt;If you browse to the directory 
you will find that there are files with a zlib extension and files with 
an “uncompressed” extension. The zlib files are not require so you can 
delete these or retain them for backup purposes. I usually delete the 
zlib files to keep my workspace clean.&lt;br /&gt;&lt;br /&gt;5.&amp;nbsp;&amp;nbsp; &amp;nbsp;Like I stated 
before, the 0000.zlib.uncompressed file is the main model, 
000C.zlib.uncompressed contains the head and body textures and the 
000A.zlib.uncompressed contains the attire textures and the normal maps.&lt;br /&gt;&lt;br /&gt;For
 the purpose of this exercise, I’m just going to work with the face 
texture. The process for working on the attires and normal maps is the 
same. Open the 000C.zlib.uncompressed file using the Open – PC Pac File –
 Texture Archive (or the Ctrl + Y shortcut). You will see three textures
 listed: all_color, head and head_f. Extract the head texture.&lt;br /&gt;&lt;br /&gt;6.&amp;nbsp;&amp;nbsp;
 &amp;nbsp;Open the head texture in photoshop. Make whatever adjustments you want
 to it. I’m going to make the head green, just to illustrate.&lt;br /&gt;&lt;br /&gt;7.&amp;nbsp;&amp;nbsp;
 &amp;nbsp;Once you are done editing the texture, save the texture as dds. There 
are two types of dds textures, the face and body textures are DXT 
without alpha and the Normal Maps, hair etc are DXT with alpha. There 
are texturing tutorials on this topic, so read up on those. The settings
 you need to save the face textures and normal maps are in the help pic 
above.&lt;br /&gt;&lt;br /&gt;8.&amp;nbsp;&amp;nbsp; &amp;nbsp;Now that you have saved the texture click the inject
 button on the row where the head texture is listed. X-Packer checks the
 filesize to determine wether you have saved the texture in the correct 
format. If you have saved the texture correctly, you will get a message 
stating the the texture has been injected successfully.&lt;br /&gt;&lt;br /&gt;9.&amp;nbsp;&amp;nbsp; &amp;nbsp;The
 texture is now injected into the texture archive. Now we need to put 
the texture archive back into the pach file and then back into the pac 
file. Open the 00010802 pach file in X-Packer and click on “inject file”
 on the row where 000C is listed. Select the 000C.zlib.uncompressed file
 and the texture archive will be injected into the pach file.&lt;br /&gt;&lt;br /&gt;You
 will notice that the extension of the file has been changed and is no 
longer zlib, this means that the texture archive is no longer 
compressed.&lt;br /&gt;&lt;br /&gt;10.&amp;nbsp;&amp;nbsp; &amp;nbsp;Open the cho108.pac file and select inject on 
the row with 00010802 listed. Select the 00010802 pach and the pach file
 will be injected. You are now ready to test the mod in game. Copy the 
ch108.pac file to your pac – ch directory, overwriting the old file.&lt;br /&gt;Start
 the game and select Booker T in the creation suite. If you have done 
everything correctly, you will see that his head is now green.&lt;br /&gt;&lt;br /&gt;That’s
 it, your very first texture mod. The are many more advanced tutorials 
in the modding section on Smacktalks and on my site &lt;a data-cke-saved-href=&quot;http://sf4mods.blogspot.com&quot; data-ipb=&quot;nomediaparse&quot; href=&quot;http://sf4mods.blogspot.com/&quot;&gt;http://sf4mods.blogspot.com&lt;/a&gt;</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/2760794596764082075/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2015/05/basic-texture-modding-tutorial-for-pc.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/2760794596764082075'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/2760794596764082075'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2015/05/basic-texture-modding-tutorial-for-pc.html' title='Basic Texture Modding Tutorial for PC version'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-6193412719302431895</id><published>2015-03-22T23:39:00.000-07:00</published><updated>2015-03-22T23:39:35.502-07:00</updated><title type='text'>Editing PS2 Yobj files</title><content type='html'>&lt;div class=&quot;MsoNormal&quot;&gt;
(Click on any of the pics to enlarge)&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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What you will need:&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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&lt;!--[if !supportLists]--&gt;-&lt;span style=&quot;font-size: 7pt; font-stretch: normal;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;!--[endif]--&gt;X-Rey&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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&lt;!--[if !supportLists]--&gt;-&lt;span style=&quot;font-size: 7pt; font-stretch: normal;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;!--[endif]--&gt;Blender 2.49b &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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&lt;!--[if !supportLists]--&gt;-&lt;span style=&quot;font-size: 7pt; font-stretch: normal;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;!--[endif]--&gt;Python 2.6.2a&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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&lt;!--[if !supportLists]--&gt;-&lt;span style=&quot;font-size: 7pt; font-stretch: normal;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;!--[endif]--&gt;Blender 2.73&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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&lt;!--[if !supportLists]--&gt;-&lt;span style=&quot;font-size: 7pt; font-stretch: normal;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;!--[endif]--&gt;Import script for blender ( &lt;a href=&quot;https://mega.co.nz/#!1llHUb5a!14iCHUtlmFL_aPvICWaeoYXcRNffzfFuFzagDCTwriE&quot;&gt;https://mega.co.nz/#!1llHUb5a!14iCHUtlmFL_aPvICWaeoYXcRNffzfFuFzagDCTwriE&lt;/a&gt;
)&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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&lt;!--[if !supportLists]--&gt;1.&lt;span style=&quot;font-size: 7pt; font-stretch: normal;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;!--[endif]--&gt;After downloading and setting the above software
up, open Blender 2.49b. Click File – open and select the
import-rumble-roses-ps2-2011-11-06.blend script file. When the script file is
open, click Alt+p to run the script. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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The script will then look for a model file in a directory. Select the
directory where your model is stored. Blender will then open the model for you.
&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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&lt;!--[if !supportLists]--&gt;2.&lt;span style=&quot;font-size: 7pt; font-stretch: normal;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;!--[endif]--&gt;In order for you make edits which can be
imported into a yobj file, you will need to export the individual parts separately.
Unfortunately, blender 2.49b does not support this but blender 2.73 does. To
overcome this, we are going to save the opened model in blender and then open
in the newer version.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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Click file – save as and give your file a name. I’m going to call this
model_edit.blend. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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&lt;!--[if !supportLists]--&gt;3.&lt;span style=&quot;font-size: 7pt; font-stretch: normal;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;!--[endif]--&gt;Close blender 2.49 and open Blender 2.73. Open the
blend file you just saved, in this instance is the edit_model.blend file. Now
your model is opened in the newer version of blender. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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&lt;!--[if !supportLists]--&gt;4.&lt;span style=&quot;font-size: 7pt; font-stretch: normal;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;!--[endif]--&gt;Edit the parts of the model you want in Blender.
I’m not going to go through how to use blender to shape models as it is beyond
the scope of this tutorial. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class=&quot;MsoListParagraphCxSpMiddle&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
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I’m just going to make a few minor edits to the left boot to illustrate
the process. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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&lt;!--[if !supportLists]--&gt;5.&lt;span style=&quot;font-size: 7pt; font-stretch: normal;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;!--[endif]--&gt;With your object selected, take a note of the
name of the object, you will need the name when exporting. In this example, the
name of the boot object is model-7.002. When we are exporting this will be
named object&lt;span style=&quot;color: red;&quot;&gt;7&lt;/span&gt;.obj. The “7” is derived from the name of the object i.e. model-&lt;b&gt;&lt;span style=&quot;color: red;&quot;&gt;7&lt;/span&gt;&lt;/b&gt;.002. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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&lt;!--[if !supportLists]--&gt;6.&lt;span style=&quot;font-size: 7pt; font-stretch: normal;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;!--[endif]--&gt;While the object is still selected, click on
file – export – wavefront (obj). When the export dialog appears, make sure you
check the “Selection Only ” checkbox. Name the file the name we determined in
step 5. In this instance it is object 7. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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&lt;!--[if !supportLists]--&gt;7.&lt;span style=&quot;font-size: 7pt; font-stretch: normal;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;!--[endif]--&gt;Now we are ready to import the changes into your
yobj file. Start X-Rey and select Open – Yobj (ps2). Select your yobj file and
X-Rey will list all the objects in the model. In this case we are going to
import the boot which is object7. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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On the row with object7 listed, click on import and select the file we
exported in step 6, in this case it is object7.obj. &amp;nbsp;If everything is in order with the file you
exported from blender, you will get a message stating the “File has been
injected successfully”. &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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&lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;margin-left: 18.0pt; mso-add-space: auto;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;margin-left: 18.0pt; mso-add-space: auto;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div class=&quot;MsoListParagraphCxSpLast&quot; style=&quot;margin-left: 18.0pt; mso-add-space: auto; mso-list: l1 level1 lfo2; text-indent: -18.0pt;&quot;&gt;
&lt;!--[if !supportLists]--&gt;8.&lt;span style=&quot;font-size: 7pt; font-stretch: normal;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;!--[endif]--&gt;Your yobj file is now ready to be used in game.
You can test the yobj file in blender again before you use it in game, but it
is not required.&amp;nbsp;&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/6193412719302431895/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2015/03/editing-ps2-yobj-files.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/6193412719302431895'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/6193412719302431895'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2015/03/editing-ps2-yobj-files.html' title='Editing PS2 Yobj files'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYtfE36rOa3T2PKup6Ide_34VFT9ua1VmjhXuI4unhskhc25XyI00cKG0DWtSFJYXhQkhnmBgj5aVJGplTQNKZnTRFBQfrpFHs6E7BN1t0Gn4l4RaBkVUaQL-1QCrgV_TdPeZ4rgs-uuk/s72-c/1.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-8098363816386292401</id><published>2014-12-12T00:06:00.001-08:00</published><updated>2014-12-12T00:07:24.254-08:00</updated><title type='text'>WWE 2k15 Community DLC 1</title><content type='html'>Community DLC 1 for WWE 2k15 had just been released by the Smacktalks community.&lt;br /&gt;
&lt;br /&gt;
This dlc will be exclusive to people who have X-Packer 10.&lt;br /&gt;
&lt;br /&gt;
The roster is as follows:&lt;br /&gt;
1. Scott Hall&lt;br /&gt;
2. Scott Steiner&lt;br /&gt;
3. Road Dogg&lt;br /&gt;
4. Billy Gunn&lt;br /&gt;
5. Farooq&lt;br /&gt;
6. Bradshaw (having issues with his slot, may remove him from the dlc)&lt;br /&gt;
7. Shamrock&lt;br /&gt;
8. Sabu&lt;br /&gt;
9. Sandman&lt;br /&gt;
10. Kurt Angle&lt;br /&gt;
11. Goldberg&lt;br /&gt;
12. TNA Sting&lt;br /&gt;
&lt;br /&gt;
My TNA Sting is exclusive to this dlc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks to the following members of the community for assisting with the creation of this dlc:&lt;br /&gt;
&lt;br /&gt;
&lt;span style=&quot;color: green;&quot;&gt;- Movesets (Zhigge)&lt;/span&gt;&lt;br /&gt;
&lt;span style=&quot;color: green;&quot;&gt;- Trons (MdTornado)&lt;/span&gt;&lt;br /&gt;
&lt;span style=&quot;color: green;&quot;&gt;- Names for the dlc wrestlers in the string file (IamCrazyPT)&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;3004sjn.jpg&quot; data-cke-saved-src=&quot;http://i60.tinypic.com/3004sjn.jpg&quot; src=&quot;http://i60.tinypic.com/3004sjn.jpg&quot; height=&quot;540&quot; width=&quot;640&quot; /&gt;</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/8098363816386292401/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2014/12/wwe-2k15-community-dlc-1.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/8098363816386292401'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/8098363816386292401'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2014/12/wwe-2k15-community-dlc-1.html' title='WWE 2k15 Community DLC 1'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://i60.tinypic.com/3004sjn_th.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-2090708583103611195</id><published>2014-05-18T23:27:00.002-07:00</published><updated>2014-05-18T23:27:47.380-07:00</updated><title type='text'>YOBJ Model Format</title><content type='html'>The model format contains a header which details the number of bones, meshes, materials etc. The actual model itself is broken down into multiple smaller objects.&lt;br /&gt;
&lt;br /&gt;
Each of these objects has it&#39;s own data which is 184 bytes long (mesh data). This is detailed in the diagram below under the header data and the individual mesh data. The mesh data also calls a shader based on the type of object it is e.g. skin, gear, transparency. These are referenced with a &quot;ch_&#39; e.g ch_skin, ch_gear, etc.&lt;br /&gt;
&lt;br /&gt;
There is some some data which I haven&#39;t deciphered as yet. If you guys figure anything else out, please post the info here. &lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9EhAouOvlIItgCNo5d9UQ2wficjFGr5cCeyZn1m5jFREMl8nVPGwAnNX403okn4i4WLkU4svnxg3_RoVIZQslhGfW6ima3zvEMZlhssF3i3NXYpUy3JF_ReM2tl9dUoFCVK2lxMP021g/s1600/yobj+format+2014.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9EhAouOvlIItgCNo5d9UQ2wficjFGr5cCeyZn1m5jFREMl8nVPGwAnNX403okn4i4WLkU4svnxg3_RoVIZQslhGfW6ima3zvEMZlhssF3i3NXYpUy3JF_ReM2tl9dUoFCVK2lxMP021g/s1600/yobj+format+2014.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/2090708583103611195/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2014/05/yobj-model-format.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/2090708583103611195'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/2090708583103611195'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2014/05/yobj-model-format.html' title='YOBJ Model Format'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9EhAouOvlIItgCNo5d9UQ2wficjFGr5cCeyZn1m5jFREMl8nVPGwAnNX403okn4i4WLkU4svnxg3_RoVIZQslhGfW6ima3zvEMZlhssF3i3NXYpUy3JF_ReM2tl9dUoFCVK2lxMP021g/s72-c/yobj+format+2014.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-8751859411278028319</id><published>2014-02-09T23:31:00.001-08:00</published><updated>2014-02-09T23:31:37.812-08:00</updated><title type='text'>3d Modelling Tutorial by Nsienski</title><content type='html'>Here&#39;s some more info from Nsiensky which helps with the modding:&lt;br /&gt;
&lt;blockquote class=&quot;ipsBlockquote&quot; data-author=&quot;nsieniski&quot; data-time=&quot;1391880868&quot;&gt;
&lt;br /&gt;&lt;div&gt;
I just did a test.&lt;br /&gt;
I re-shaped Hollywood hogan (less shoulders and less pecs) and it worked just perfect.&lt;br /&gt;
&lt;br /&gt;
Just
 a quick note, you don&#39;t have to use any modifiers at the begining. Just
 select editable mesh in the modifier stack and use whatever you want 
for editing the mesh (vertex, faces...)&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;reu7.jpg&quot; data-cke-saved-src=&quot;https://imagizer.imageshack.us/v2/802x567q90/198/reu7.jpg&quot; src=&quot;https://imagizer.imageshack.us/v2/802x567q90/198/reu7.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
When
 you edit a model in 3DS max, it is made of many different objects. It 
can be a problem when you want to retopologize a mesh without editing 
vertex per vertex (overkill) and you want to use MAX soft selection.&lt;br /&gt;
It is the case for the head/face of the models for exemple.&lt;br /&gt;
&lt;br /&gt;
Now, there&#39;s a way around that.&lt;br /&gt;
Here is an example with Hogan chest :&lt;br /&gt;
&lt;br /&gt;
1- select the left pec using elements in the menu :&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;adjw.jpg&quot; data-cke-saved-src=&quot;https://imagizer.imageshack.us/v2/828x567q90/691/adjw.jpg&quot; src=&quot;https://imagizer.imageshack.us/v2/828x567q90/691/adjw.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2- down the menu, select &lt;strong&gt;Attach :&lt;/strong&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;wzn1.jpg&quot; data-cke-saved-src=&quot;https://imagizer.imageshack.us/v2/179x567q90/513/wzn1.jpg&quot; src=&quot;https://imagizer.imageshack.us/v2/179x567q90/513/wzn1.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
3- click on the right pec :&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;jht1.jpg&quot; data-cke-saved-src=&quot;https://imagizer.imageshack.us/v2/656x567q90/593/jht1.jpg&quot; src=&quot;https://imagizer.imageshack.us/v2/656x567q90/593/jht1.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
4- now the pecs are attached, you can deform the whole easily and fast without making holes in the models :&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;wqsl.jpg&quot; data-cke-saved-src=&quot;https://imagizer.imageshack.us/v2/727x567q90/203/wqsl.jpg&quot; src=&quot;https://imagizer.imageshack.us/v2/727x567q90/203/wqsl.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
5 - when you&#39;re done editing the mesh, &amp;nbsp;select the right pec (still using element in the menu) :&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;necx.jpg&quot; data-cke-saved-src=&quot;https://imagizer.imageshack.us/v2/1055x556q90/577/necx.jpg&quot; src=&quot;https://imagizer.imageshack.us/v2/1055x556q90/577/necx.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
6- then select Detach in the right menu and give it a name (I prefer to give it back the right name) :&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;jwih.jpg&quot; data-cke-saved-src=&quot;https://imagizer.imageshack.us/v2/1055x464q90/196/jwih.jpg&quot; src=&quot;https://imagizer.imageshack.us/v2/1055x464q90/196/jwih.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
7
 - Now the right pec you edited is detached but he has lost is skin 
modifier which means it won&#39;t follow the bones animation. That&#39;s not 
what we want.&lt;br /&gt;
Select any part of the model, (they should all have the &lt;strong&gt;Skin&lt;/strong&gt; modifier)&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;mx0l.jpg&quot; data-cke-saved-src=&quot;https://imagizer.imageshack.us/v2/887x567q90/823/mx0l.jpg&quot; src=&quot;https://imagizer.imageshack.us/v2/887x567q90/823/mx0l.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
- right click on the &lt;strong&gt;Skin&lt;/strong&gt; modifier to copy it :&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;vpxa.jpg&quot; data-cke-saved-src=&quot;https://imagizer.imageshack.us/v2/1055x602q90/534/vpxa.jpg&quot; src=&quot;https://imagizer.imageshack.us/v2/1055x602q90/534/vpxa.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
8 - select the right pec you have modified :&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;gqew.jpg&quot; data-cke-saved-src=&quot;https://imagizer.imageshack.us/v2/1055x552q90/690/gqew.jpg&quot; src=&quot;https://imagizer.imageshack.us/v2/1055x552q90/690/gqew.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
Go in the stack, right click on &lt;strong&gt;Editable mesh&lt;/strong&gt; to paste the Skin modifier :&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;xrj0.jpg&quot; data-cke-saved-src=&quot;https://imagizer.imageshack.us/v2/1055x545q90/835/xrj0.jpg&quot; src=&quot;https://imagizer.imageshack.us/v2/1055x545q90/835/xrj0.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The part you modified has his &lt;strong&gt;Skin&lt;/strong&gt; modifier back at the right place in the modifier stack. You can export the mesh, it will works in game:&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;rtts.jpg&quot; data-cke-saved-src=&quot;https://imagizer.imageshack.us/v2/1055x541q90/812/rtts.jpg&quot; src=&quot;https://imagizer.imageshack.us/v2/1055x541q90/812/rtts.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;&lt;em&gt;CAUTION
 : When you select the element to detach, be sur to have all the 
Triangles. Sometimes there are a few of them isolated on the model. It&#39;s
 easy to check with the number of vertices or faces.&lt;/em&gt;&lt;/strong&gt;&lt;br /&gt;
&lt;br /&gt;
That&#39;s
 what I did to tweak Hollywood Hogan, I attached the shoulders, the 
pecs, the neck, the back and the belly together for editing.&lt;br /&gt;
Then I detached every part and exported them. Hogan looks way better now, less buff &lt;img class=&quot;bbc_emoticon&quot; data-cke-saved-src=&quot;http://smacknetwork.com/images/ipb/public/style_emoticons/default/smile.gif&quot; src=&quot;http://smacknetwork.com/images/ipb/public/style_emoticons/default/smile.gif&quot; title=&quot;:)&quot; /&gt;&lt;/div&gt;
&lt;/blockquote&gt;
&lt;br /&gt;</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/8751859411278028319/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2014/02/3d-modelling-tutorial-by-nsienski.html#comment-form' title='11 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/8751859411278028319'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/8751859411278028319'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2014/02/3d-modelling-tutorial-by-nsienski.html' title='3d Modelling Tutorial by Nsienski'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>11</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-2081405062894516936</id><published>2014-02-09T23:30:00.001-08:00</published><updated>2014-02-09T23:30:10.567-08:00</updated><title type='text'>X-Rey - How to edit models</title><content type='html'>With upcoming release of Xrey, I thought I&#39;d post a tutorial on the 
process for those who want to start practicing using 3ds max to edit.&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Basic controls for the program:&lt;/strong&gt;&lt;br /&gt;
&lt;br /&gt;
- Double click an object in the grid to display a preview&lt;br /&gt;
- Click the viewport to control the object. Zoom in and out using the mouse scroll button.&lt;br /&gt;
- Hold down the right mouse button and move the mouse to rotate the object.&lt;br /&gt;
- Some objects render off the screen for some reason so zoom out to view these.&lt;br /&gt;
-
 Some faces don&#39;t render correct in the preview viewport, not sure why 
as yet. You can still edit these objects as the program does not 
interfere with the faces.&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Basic tutorial on how to do model edits&lt;/strong&gt;&lt;br /&gt;
&lt;br /&gt;
I
 am assuming that you already know how to extract your yobj file from 
the pac, have 3dsm installed and have brienj&#39;s import plugin.&lt;br /&gt;
&lt;br /&gt;
The
 program also loads a texture as long as it is named color in the same 
directory of the yobj. The color texture can be in png, jpg or bmp 
formats in that order of preference. If there is no color texture the 
mesh will load without one.&lt;br /&gt;
&lt;br /&gt;
1. Import your yobj into 
3dsm. Click on any object and select Conversion - Turn to Mesh. In this 
example I am working with Hogans belt.&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;2gp5.jpg&quot; data-cke-saved-src=&quot;http://imageshack.com/a/img703/1792/2gp5.jpg&quot; src=&quot;http://imageshack.com/a/img703/1792/2gp5.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
this
 will convert your object into an editable mesh. On your right menu, 
select editable mesh and select vertex under this option. Your object 
will now display all the vertices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;kx88.jpg&quot; data-cke-saved-src=&quot;http://imageshack.com/a/img32/4048/kx88.jpg&quot; src=&quot;http://imageshack.com/a/img32/4048/kx88.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
2.
 Select a few vertices and move them. Do something simple for your first
 try, just to understand the process. Make sure you do not delete or add
 any new veritices. The number of vertices must remain the same.&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;e04u.jpg&quot; data-cke-saved-src=&quot;http://imageshack.com/a/img36/5277/e04u.jpg&quot; src=&quot;http://imageshack.com/a/img36/5277/e04u.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3.
 Select all the vertices for that object by pressing ctrl+a. Take a note
 of the number of vertices under the selection menu on the right you 
will need to know this number later on. In this example the number of 
vertices is 570.&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;9pkl.jpg&quot; data-cke-saved-src=&quot;http://imageshack.com/a/img841/5643/9pkl.jpg&quot; src=&quot;http://imageshack.com/a/img841/5643/9pkl.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
4.
 With the object still selected, select Export - Export selected from 
the main menu. Make sure you have selected &quot;Export selected&quot; as the 
import wont work otherwise.&lt;br /&gt;
&lt;br /&gt;
Give your object any name 
you want, I&#39;m calling mine belt_570.obj (so that I&#39;ll remember that it 
has 570 vertices later on). In the save as type dialog select &quot;gw: 
Obj-Exporter (*.Obj)&quot;&lt;br /&gt;
&lt;br /&gt;
For the export options, make sure you set all the options as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;06y9.jpg&quot; data-cke-saved-src=&quot;http://imageshack.com/a/img844/6673/06y9.jpg&quot; src=&quot;http://imageshack.com/a/img844/6673/06y9.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
Please
 double check these options as the object will import incorrectly or 
wont import at all if these are incorrect. Click the export button when 
you are sure and the object will be exported to obj format. Double check
 the number of vertices is correct on the status box which appears after
 the import. In this case the number of vertices on the export status 
box is still 570 so it&#39;s correct.&lt;br /&gt;
&lt;br /&gt;
5. Option your yobj 
in X-rey using the &quot;Yobj new format&quot; option. Look in the grid for an 
object which has the same number of vertices. In this case 570 vertices.&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;gxut.jpg&quot; data-cke-saved-src=&quot;http://imageshack.com/a/img542/6369/gxut.jpg&quot; src=&quot;http://imageshack.com/a/img542/6369/gxut.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
Double
 click the object to preview it. In this case Hogan&#39;s belt is off the 
screen so I needed to zoom out with the mouse wheel to see it.&lt;br /&gt;
&lt;br /&gt;
6.
 Click the import button and select the object you want to import. In 
this example, belt_570.obj. If you have done everything correctly, the 
object will be imported and the viewport will display the new edited 
object.&lt;br /&gt;&lt;br /&gt;&lt;img alt=&quot;m992.jpg&quot; data-cke-saved-src=&quot;http://imageshack.com/a/img36/2566/m992.jpg&quot; src=&quot;http://imageshack.com/a/img36/2566/m992.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
7.
 Inject your edited yobj back into your pach file using the compress and
 inject function in x-packer. Then inject pach into pac as normal&lt;br /&gt;
&lt;br /&gt;
That&#39;s it, the edited yobj should load in game displaying your changes.&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Things i haven&#39;t tested:&lt;/strong&gt;&lt;br /&gt;
&lt;br /&gt;
- I coded functionality to change texture coordinates but don&#39;t know how to do unwrapping so I couldn&#39;t test this.</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/2081405062894516936/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2014/02/x-rey-how-to-edit-models.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/2081405062894516936'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/2081405062894516936'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2014/02/x-rey-how-to-edit-models.html' title='X-Rey - How to edit models'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-3136326931745631265</id><published>2013-12-19T04:42:00.001-08:00</published><updated>2013-12-19T04:42:12.598-08:00</updated><title type='text'>Tekken57/Miztah Raza&#39;s Hair Hack tutorial</title><content type='html'>Well, with the new way of adding hair found by Tekken57 and since he so kindly released the info to all, I&#39;m writing up a tutorial because Tekken himself doesn&#39;t have the time(totally understandable, he&#39;s pretty busy with his job, life, etc.). So, lets get started!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
......OH! And don&#39;t ask me to do a video tutorial, because I won&#39;t. NOW, let&#39;s get started :p&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hair Replacement:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First off, you&#39;re going to need to find out who you want to mod with long hair(or in some cases, with short hair, or just replace a hair model if you don&#39;t like it), I&#39;ll choose Stephanie McMahon:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alright, so if you take a look at the texture inside the red border, this is the hair texture that Stpehanie&#39;s hair yobj (1027.yobj) uses. Now, our main goal is to find a guy or girl with different hair, since I don&#39;t like her in game hair, I have to find another hair model that roughly has the same hair texture placement as Steph&#39;s. Even if it does overlap a little bit, we can fix that later, it just has to fit in rougly. I&#39;ve used Brie Bellas&#39;s hair.&lt;br /&gt;
&lt;br /&gt;
Now, Brie&#39;s hair fit&#39;s in just fine with Stephanie&#39;s so this is going to be easy. Simply extract the 1027.yobj from Brie&#39;s PACH file and inject it in Stephanie&#39;s 1027 PACH slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Posted Image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is Brie&#39;s hair model, so we have to extract this, this is done simply by right clicking and selecting export.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, we save it as BrieHair.yobj(just an example of a suitable filename) and open up Stpehanie&#39;s PACH file in X-Packer:&lt;br /&gt;
&lt;br /&gt;
&lt;img src=&quot;http://i43.tinypic.com/4sej9f.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just click inject and choose BrieHair.yobj you extracted earlier. Now inject the Stephanie&#39;s edited PACH file into her PAC file and update your arc files(since the filesize has become bigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alpha Trick:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now let&#39;s suppose the hair texture placement of the hair model you want to add overlaps the texture a bit. Easy fix, open up the normal.dds in PS, go into the aplha, then wherever the hair texture is over-lapping go over that with black.&lt;br /&gt;
&lt;br /&gt;
......Okay, didn&#39;t explain that well enough, so I&#39;ll do it with examples, lol:&lt;br /&gt;
&lt;br /&gt;
Brie&#39;s Hair placement is smaller than Stephanie&#39;s so if I wanted to add Stephanie&#39;s hair to Brie, Stephanie&#39;s hair model file would look for a bigger texture than the hair texture present in Brie&#39;s color.dds. To fix this, we open up Brie&#39;s normal.dds and paste Stephanie&#39;s texture over the normal.dds, now select the area in which Stephanie&#39;s hair texture is overlapping another texture on brie&#39;s normal, and then with the selection go into the alpha channel and fill the selection with black. This way, the (Stephanie&#39;s) hair model will only use how much we &#39;told&#39; it to. Hope I explained that better now, lol. </content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/3136326931745631265/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2013/12/tekken57miztah-razas-hair-hack-tutorial.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/3136326931745631265'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/3136326931745631265'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2013/12/tekken57miztah-razas-hair-hack-tutorial.html' title='Tekken57/Miztah Raza&#39;s Hair Hack tutorial'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://i43.tinypic.com/4sej9f_th.jpg" height="72" width="72"/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-5943511413003595396</id><published>2013-11-27T21:00:00.000-08:00</published><updated>2013-11-27T21:00:06.720-08:00</updated><title type='text'>How to add alt attires using X-Packer 9</title><content type='html'>Thank you to KidSampson for writing this tutorial&lt;br /&gt;
&lt;br /&gt;
&lt;div&gt;
Necessary components to complete the steps outlined in this tutorial:&lt;/div&gt;
&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;X-packer 9 &amp;nbsp;(Download and donate to Tekken) - Make sure you are using the latest version so that the arcs update correctly.&lt;/li&gt;
&lt;li&gt;misc01_Start.pac &amp;nbsp;(2K14 Game Folder)&lt;/li&gt;
&lt;li&gt;plist360.arc &amp;nbsp;(2K14 Game Folder)&lt;/li&gt;
&lt;li&gt;xbdecompress &amp;nbsp;(Link in tutorial)&lt;/li&gt;
&lt;li&gt;modified ch pac with additional attires or edited textures &amp;nbsp;(Download from forum)&lt;/li&gt;
&lt;/ul&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&lt;strong&gt;NOTE:&lt;/strong&gt; Prior to making changes to any game files, I suggest creating a backup from which you can restore in case something goes wrong.&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&lt;strong&gt;PART I: Updating the arc files&lt;/strong&gt;&lt;br /&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
So you’ve downloaded a great mod from the forum and want to add it 
to your game, but you’re wondering where to start. Thankfully, X-Packer 9
 simplifies the process and does much of the heavy lifting for us. 
Adding a wrestler mod to your game requires two steps: updating the arc 
file entries for the new attires and activating the attires within the 
misc pac. This tutorial will walk you through each step below, using a 
mod from the forums to demonstrate the basic procedure for completing 
these tasks. After you add a few mods, these procedures will become 
routine.&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
The first step is to download a mod you wish to add to your game. 
You may also create your own mod and add additional textures or attires 
to a ch pac, but that is a more complex process for another tutorial.&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
For this tutorial, I am using Red Rooster’s mod of the Million 
Dollar Man, Ted DiBiase, as an example. If you want to follow along, you
 can download this mod at &lt;a class=&quot;bbc_url&quot; href=&quot;http://smacktalks.org/forums/topic/45192-million-dollar-man-retexturenew-attire-released/&quot; title=&quot;&quot;&gt;http://smacktalks.or...tire-released/.&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
Each wrestler is assigned a model number. Pac files contain this 
model reference number. For example, Ted DiBiase’s is 136. By default, 
DiBiase has two attires in game. Red has edited these attires and added a
 third texture from Legends of Wrestlemania, a previous WWE game. In 
order to work in game, this third attire needs to be referenced within 
the game’s arc files.&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;ol&gt;
&lt;li&gt;Within X-Packer, press Ctrl + X. Then select the pac file you 
downloaded: ch136.pac. All pac files you add to your game should follow 
this naming convention. (chXXX.pac – where XXX represents the character 
model number)&lt;/li&gt;
&lt;li&gt;The window that appears shows the contents of the pac file, which 
is made up of individual attires. These containers are called pach files
 and there are two types: in-ring attires and entrance attires. Each 
follows a naming convention.&lt;/li&gt;
&lt;li&gt;In-Ring Attires are designated with a 2 at the end of their file name. Entrance attires end with a 4.&lt;/li&gt;
&lt;li&gt;To determine the total number of attires contained within a pac 
file, count the number of attires that end in 2. For example, this mod 
has three: 00013602, 00013612, 00013622. (You can see that the naming 
convention follows a pattern: 000 + Model Number + Attire. The first 
attire always begins with 02. Each additional attire adds +1 to the 
second to last number: 12, 22, 32, 42, 52, etc.)&lt;/li&gt;
&lt;li&gt;Although we are not concerned with the entrance attires at this 
point, for the sake of thoroughness, notice that this pac has two: 
00013604 and 00013624. These attires are for the first and third 
attires, respectively.&amp;nbsp;&lt;/li&gt;
&lt;li&gt;To update our arc entries, simply click on the button that reads: 
Add additional attire data to arc file. In the window that opens, browse
 to your plist360.arc and click OK. (If you play on a standard 
definition TV without widescreen support, you will need to repeat this 
process and select the second 4x3 arc file. For most users, this step is
 not necessary.)&lt;/li&gt;
&lt;li&gt;X-Packer will show which entries were updated successfully. This 
box should account for all of the attires within the pac, otherwise 
something went wrong.&lt;/li&gt;
&lt;/ol&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
After updating the arc files, the next step is to add references for new attires to the misc pac file.&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&lt;strong&gt;PART II: How to add alternate attires using the misc pac editor&lt;/strong&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&lt;strong&gt;Step 1: Decompress the misc pac&lt;/strong&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
By default, the misc01_Start.pac is a compressed file. You must 
first decompress the file before you can open it with X-Packer to make 
edits.&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
There may be other tools to accomplish this task, but I use 
XBCompression by XDK. (HotavioH posted a pack of tools here on the forum
 in January 2013 that contains the file: &lt;a class=&quot;bbc_url&quot; href=&quot;https://anonfiles.com/file/b1866919e31943eac1165ff53b68b5b5&quot; rel=&quot;nofollow&quot; title=&quot;&quot;&gt;https://anonfiles.co...1165ff53b68b5b5&lt;/a&gt;.)&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
After you download and extract the file above, follow these steps:&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
Go to Windows / Start menu, select Run, and type cmd&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
Click OK to open a window with a black background (command prompt window)&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
Drag the xbdecompress.exe that is inside the xbcompression folder into the black window.&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
Then, press spacebar and drag your “misc01_Start.pac” into the same box.&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
Press the spacebar again and drag the &quot;misc01_Start.pac&quot; into the window one more time.&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
Without adding any spaces, type .uncompress and press Enter.&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
This will create a decompressed version of your misc.pac file.&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&lt;strong&gt;Step 2: Edit the misc pac with X-Packer 9&lt;/strong&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;ol&gt;
&lt;li&gt;To load your misc pac file select File &amp;gt; Open &amp;gt; WWE 2K14 &amp;gt; Misc.pac (alternate attires) within X-Packer 9.&lt;/li&gt;
&lt;li&gt;Browse to and select the uncompressed misc pac you created earlier.&lt;/li&gt;
&lt;li&gt;Once the misc pac loads, you will see a table that displays the package contents.&lt;/li&gt;
&lt;li&gt;The first column is the wrestler ID. Column 2 shows the number of 
active attires. Columns A1 : A10 represent attire slots. 2K14 allows for
 up to 10 attires for each wrestler.&lt;/li&gt;
&lt;li&gt;Notice that two menus appear along the top of the misc pac editor 
window: WWE 13 Attire Values and WWE 2K14 Attire Values. These serve as 
reference lists for available attire strings. (2K14 attire values may 
also be referenced at: &lt;a class=&quot;bbc_url&quot; href=&quot;http://smacktalks.org/forums/topic/45464-attire-names-hex-codes-please-sticky-me/&quot; title=&quot;&quot;&gt;http://smacktalks.or...ease-sticky-me/&lt;/a&gt;)&lt;/li&gt;
&lt;li&gt;Recall that Ted Dibiase’s model number is 136. If we scroll to 136 
in the misc pac editor window we see that this wrestler has 2 attires by
 default. Remember that the mod that Red Rooster provided has 3 attires:
 the two in-game attires with edits and a third attire taken from 
Legends of Wrestlemania.&lt;/li&gt;
&lt;li&gt;To make this mod work in game, we must adjust the number of attires using the misc pac editor.&lt;/li&gt;
&lt;li&gt;Begin by clicking on the row of wrestler 136. In column 2, use the pull-down menu to set the number of active attires to 3. &amp;nbsp;(&lt;strong&gt;NOTE:&lt;/strong&gt;&lt;span style=&quot;font-size: 14px;&quot;&gt;
 The misc pac editor also allows you to set values for all attires 
simultaneously. For individual edits, make changes within the row. Be 
aware that the larger box at the bottom changes the values of ALL 
wrestlers.)&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span style=&quot;font-size: 14px;&quot;&gt;&lt;span style=&quot;font-size: 14px;&quot;&gt;The next 
step is to select a name for each attire. Column A1 corresponds to 
attire 1; A2 corresponds to attire 2; and A3 corresponds to attire 3.&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;The attires Red Rooster provided in his pack are for Wrestlemania 
4, Wrestlemania 11, and Legends of Wrestlemania. So we may select the 
following strings as attire names from the pull-down lists: WM 4 = 000E,
 &amp;nbsp;WM 11 = 0136, &amp;nbsp;Legends = 0016.&lt;/li&gt;
&lt;li&gt;For each attire, choose the corresponding hex values from the 
pull-down list. Once all three attire names have been set, click the 
purple button labeled SAVE CHANGES at the bottom of the window.&lt;br /&gt;&lt;br /&gt;
 At this point you have edited the misc pac to load an additional attire for ch136.pac (aka The Million Dollar Man).&lt;/li&gt;
&lt;/ol&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&lt;strong&gt;Step 3: Rename and Copy Files to Game Folder&lt;/strong&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
The last step is essentially cleanup. Rename your edited 
uncompressed misc pac to the original file name: misc01_start.pac. This 
file does not need to be recompressed; the uncompressed file will load 
just fine.&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
Then copy both your edited wrestler pac (ch136.pac) and your new 
misc01_Start.pac over to their default locations within your game 
folder.&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
The misc pac should be placed in the root of the pac folder. When prompted, confirm that you wish to replace the file.&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
Within the pac folder is a ch subfolder. Wrestler ch pacs are 
stored here. Copy ch136.pac and confirm that you wish to replace the 
file.&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
If everything was done successfully, your game should load 
properly. Within the game you will notice that DiBiase now has three 
selectable attires, the third of which will be named Legends. Repeat 
this process for adding additional mods.&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/5943511413003595396/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2013/11/how-to-add-alt-attires-using-x-packer-9.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/5943511413003595396'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/5943511413003595396'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2013/11/how-to-add-alt-attires-using-x-packer-9.html' title='How to add alt attires using X-Packer 9'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-2183680651905343674</id><published>2013-11-26T01:49:00.002-08:00</published><updated>2014-05-05T00:45:22.630-07:00</updated><title type='text'>Adding Wrestlers as DLC in WWE 2K14 - X-PacKer 9</title><content type='html'>Thanks to MiztahRaza for writing this up&lt;br /&gt;
&lt;br /&gt;
The following tutorial divided into 8 total parts further divided in to 2 sections:&lt;br /&gt;
&amp;nbsp;Section 1:&lt;br /&gt;
-Editing the SaveData.dat&lt;br /&gt;
-Editing the Catalog.dlc&lt;br /&gt;
-Rebuilding the DLC package&lt;br /&gt;
-Rebuilding the Save file&lt;br /&gt;
-Editing the strings.pac&lt;br /&gt;
&lt;br /&gt;
Section 2:&lt;br /&gt;
-Editing the arc files&lt;br /&gt;
-Editing the def files&lt;br /&gt;
&lt;br /&gt;
To do the above, you will need:&lt;br /&gt;
&lt;br /&gt;
- A WWE 2K14 SaveData file&lt;br /&gt;
- A WWE 2K14 DLC Pack&lt;br /&gt;
- LeFluffie&lt;br /&gt;
- CONcept/Horizon&lt;br /&gt;
-X-PacKer 9&lt;br /&gt;
&lt;br /&gt;
Part One – Editing the SaveData.dat:&lt;br /&gt;
1.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;You will need to extract your WWE 2K14 Save file. To do so, open LeFluffie and drag and drop the&amp;nbsp;WWE 2K14 SaveData into the LeFluffie window. A window will appear, click on the ‘Contents’ tab. Right click on the file there and select extract. Your window should look like this:&lt;br /&gt;
&lt;br /&gt;
&lt;a class=&quot;bbc_url&quot; href=&quot;http://imageshack.com/i/5gzksap&quot; rel=&quot;nofollow&quot; title=&quot;&quot;&gt;&lt;img alt=&quot;zksa.png&quot; class=&quot;bbc_img&quot; src=&quot;http://imageshack.com/a/img196/6859/zksa.png&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
2.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Name and save the file. For simplicity’s sake, I’ve saved it to the desktop.&lt;br /&gt;
&lt;br /&gt;
3.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Open the extracted file using the WWE 2K14&amp;nbsp;à&amp;nbsp;Extracted Save&amp;nbsp;à&amp;nbsp;Wrestler Info&lt;br /&gt;
&lt;br /&gt;
4.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;The following window will appear.&lt;br /&gt;
&lt;a class=&quot;bbc_url&quot; href=&quot;http://imageshack.com/i/0kc5hrp&quot; rel=&quot;nofollow&quot; title=&quot;&quot;&gt;&lt;img alt=&quot;c5hr.png&quot; class=&quot;bbc_img&quot; src=&quot;http://imageshack.com/a/img20/622/c5hr.png&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
5.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;All Slot – 0s are ‘No Model’ slots, they’re free for you to add your wrestlers as DLC. So, click on any one of them:&lt;br /&gt;
&lt;a class=&quot;bbc_url&quot; href=&quot;http://imageshack.com/i/0bomp8p&quot; rel=&quot;nofollow&quot; title=&quot;&quot;&gt;&lt;img alt=&quot;omp8.png&quot; class=&quot;bbc_img&quot; src=&quot;http://imageshack.com/a/img11/5290/omp8.png&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
6.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Here’s a breakdown of all options:&lt;br /&gt;
&lt;br /&gt;
&lt;ul class=&quot;bbc&quot;&gt;
&lt;li&gt;&lt;span style=&quot;font-size: 14px;&quot;&gt;Full Name – Leave this for now, this will be edited after we edit the Strings.pac&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span style=&quot;font-size: 14px;&quot;&gt;Nick Name – Ditto&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span style=&quot;font-size: 14px;&quot;&gt;Short Name – Ditto&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span style=&quot;font-size: 14px;&quot;&gt;Gender – Self-explanatory, choose Male or Female depending upon the gender of your added superstar&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span style=&quot;font-size: 14px;&quot;&gt;Brand – Choose the brand for your added superstar&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span style=&quot;font-size: 14px;&quot;&gt;Cheer/Boo – Choose whether your added superstar is a heel or face&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span style=&quot;font-size: 14px;&quot;&gt;Height – Enter a numerical value of your wrestler’s height, in metres.&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span style=&quot;font-size: 14px;&quot;&gt;Playable – Set this to yes&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span style=&quot;font-size: 14px;&quot;&gt;Menu Sort Order – Add 1000 to your added wrestler’s ID, so if you’re adding a superstar to slot 108, add 1000 to that, so your Menu Sort Order would be 1108&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span style=&quot;font-size: 14px;&quot;&gt;Wrestler ID – It is best to note down the ID before the Slot – 0, in the picture above, the slot I chose came after Slot – 107, so this one must be 108&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span style=&quot;font-size: 14px;&quot;&gt;DLC Pack – This&amp;nbsp;tells the game which dlc pack unlocks the wrestler. This numbr must correspond to the value you set for you dlc&amp;nbsp;below. &amp;nbsp;&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span style=&quot;font-size: 14px;&quot;&gt;Weight – Select your added wrestler’s weight class.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
7.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;So fill in all the values in the POFO Editor, and select inject.&lt;br /&gt;
&lt;br /&gt;
That’s it for this part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Part Two – Editing the Catalog.dlc&lt;br /&gt;
&lt;br /&gt;
1.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Drag and drop your DLC archive into LeFluffie&lt;br /&gt;
2.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Go into the Contents tab&lt;br /&gt;
3.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Go into the info folder&lt;br /&gt;
4.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;In the bottom part of the window, you will notice a catalog.dlc file, extract this similar to how you extracted the SaveData file&lt;br /&gt;
5.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Open the file in X-PacKer using the WWE2K14&amp;nbsp;à&amp;nbsp;Open Catalog.DLC file function&lt;br /&gt;
6.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;The following window appears:&lt;a class=&quot;bbc_url&quot; href=&quot;http://imageshack.com/i/5j16e2p&quot; rel=&quot;nofollow&quot; title=&quot;&quot;&gt;&lt;img alt=&quot;16e2.png&quot; class=&quot;bbc_img&quot; src=&quot;http://imageshack.com/a/img199/1502/16e2.png&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
Here’s a breakdown of what is what:&lt;br /&gt;
&lt;span style=&quot;font-size: 14px;&quot;&gt;&lt;span style=&quot;font-family: symbol;&quot;&gt;·&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;DLC Pack Number – Self explanatory. Put in a value which your dlc pack will be numbered. If you editing an existing dlc pack to add more wresters, don&#39;t change this value. This value must also correspond to the dlc pack number you used in your wrestler info file.&lt;/span&gt;&lt;br /&gt;
&lt;span style=&quot;font-size: 14px;&quot;&gt;&lt;span style=&quot;font-family: symbol;&quot;&gt;·&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;DLC Content ID starts from – This is a cumulative total of hom many dlc items have been added to the game so far. e.g if dlc pack has 10 items and dlc dlc pack 2 has 10 items. This value must be 21 as it takes into account all dlc items which came before this pack.&lt;/span&gt;&lt;br /&gt;
&lt;span style=&quot;font-size: 14px;&quot;&gt;&lt;span style=&quot;font-family: symbol;&quot;&gt;·&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;No of additional files in DLC – Always set to zero&lt;br /&gt;&lt;span style=&quot;font-family: symbol;&quot;&gt;·&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;Name of Content – Name your wrestler, this doesn’t show up in game, it’s just to help you keep track of what’s in what DLC pack&amp;nbsp; &lt;img alt=&quot;;)&quot; class=&quot;bbc_emoticon&quot; src=&quot;http://smacknetwork.com/images/ipb/public/style_emoticons/default/wink.png&quot; /&gt;&lt;br /&gt;&lt;span style=&quot;font-family: symbol;&quot;&gt;·&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;Wrestler ID to unlock as, put the ID of the wrestler slot you edited in part 1, I edited 108 so I would put 108 there.&lt;br /&gt;&lt;span style=&quot;font-family: symbol;&quot;&gt;·&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;Content type – Unless you’re some genius who’s adding other types of files in the game, set all of these boxes as ‘Superstar’&lt;br /&gt;&lt;span style=&quot;font-family: symbol;&quot;&gt;·&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;Id in DLC – Basically, no 2 IDs in ANY DLC pack can be the same, so make sure that never happens.&lt;/span&gt;&lt;br /&gt;
&lt;span style=&quot;font-size: 14px;&quot;&gt;Your numbers must be in sequence starting from 0 moving upwards.&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;span style=&quot;font-size: 14px;&quot;&gt;Part Three – Rebuilding the DLC package:&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;span style=&quot;font-size: 14px;&quot;&gt;1.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Start up LeFluffie&lt;br /&gt;2.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Drag and drop the DLC package to which your edited catalog.dlc belonged to&lt;br /&gt;3.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;In the window that pops up, click on the contents tab.&lt;br /&gt;4.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Collapse the info folder&lt;br /&gt;5.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;In the bottom pane, you will notice a catalog.dlc file, right click and select inject&lt;br /&gt;6.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Navigate to your edited DLC file and double click it.&lt;br /&gt;7.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Go into the general tab in the window inside LeFluffie (your DLC window) and click rebuld.&lt;br /&gt;8.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Go into the Security tab&lt;br /&gt;9.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Click the “Sign for Dev LIVE” button&lt;br /&gt;10.&amp;nbsp;&amp;nbsp;Click Fix.&lt;br /&gt;11.&amp;nbsp;&amp;nbsp;Close LeFluffie.&lt;br /&gt;12.&amp;nbsp;&amp;nbsp;You can name the newly edited DLC package whatever you like.&lt;br /&gt;13.&amp;nbsp;&amp;nbsp;Move it back to your USB using Horizon&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;span style=&quot;font-size: 14px;&quot;&gt;Part Four – Rebuilding the Save File&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;span style=&quot;font-size: 14px;&quot;&gt;1.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Open LeFluffie&lt;br /&gt;2.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Drag and drop any WWE2K14 SaveData.dat file, NOT an extracted one.&lt;br /&gt;3.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Go into the contents tab&lt;br /&gt;4.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;In the bottom pane, you will see one file.&lt;br /&gt;5.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Right click it and select inject&lt;br /&gt;6.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Navigate to the edited EXTRACTED SaveData.Dat file that you edited with X-PacKer 9 and double click it&lt;br /&gt;7.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Rehash and resign it with horizon/CONcept. (LeFluffie never worked for me for Rehashing and Resigning).&lt;br /&gt;&lt;br /&gt;Part Five – Editing the String.pac&lt;br /&gt;&lt;br /&gt;The RedRooster has been kind enough to write a tutorial regarding this topic, you can check it out here:&lt;br /&gt;&lt;a class=&quot;bbc_url&quot; href=&quot;http://smacktalks.org/forums/topic/45510-editing-the-stringpac-tutorial/&quot; title=&quot;&quot;&gt;http://smacktalks.or...ngpac-tutorial/&lt;/a&gt;&lt;br /&gt;After you have edited the strings.pac, note down the ID of the string you edited and paste it in all the name textboxes in&amp;nbsp; the POfO editor in the first part of the tutorial&lt;/span&gt;&lt;br /&gt;
&lt;span style=&quot;font-size: 14px;&quot;&gt;&lt;br /&gt;&lt;/span&gt;
&lt;span style=&quot;font-size: 14px;&quot;&gt;&lt;br /&gt;&lt;/span&gt;
Ok guys, I know Miztah is busy, so let me help with part two. Miztah, you can type this out more detailed if you want.&lt;br /&gt;
&lt;br /&gt;
If
 you have followed Miztah&#39;s tutorial correctly so far, the game will 
display your new wrestlers as dlc on your menu. However at this stage 
the game has not loaded the pac files containing the wrestlers. So if 
you select the wreslter, you will either get a dirty disc error or you 
will get a fatal crash.&lt;br /&gt;
&lt;br /&gt;
There are three more steps to get the game to load your new dlc wrestlers.&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;1. Prepare your wrestler pac file&lt;/strong&gt;&lt;br /&gt;
You
 need to create a pac file containing the wrestler you want. The pac 
file needs to be named the same as the slot your are enabling e.g If you
 are enabling slot 499, your pac file needs to be called ch499.pac.&lt;br /&gt;
&lt;br /&gt;
Each of the attires in the pac file also needs to be named correctly e.g. 00049902, 00049912, etc.&lt;br /&gt;
If
 you need more detailed instructions, read the tutorial on creating alt 
attires, it shows you how to create a new pac from a dummy pac: &lt;a data-cke-saved-href=&quot;http://sf4mods.blogspot.com/2010/08/how-to-add-additional-attires-using-x.html&quot; data-ipb=&quot;nomediaparse&quot; href=&quot;http://sf4mods.blogspot.com/2010/08/how-to-add-additional-attires-using-x.html&quot;&gt;http://sf4mods.blogspot.com/2010/08/how-to-add-additional-attires-using-x.html&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;2. Create an entry in the Def file&lt;/strong&gt;&lt;br /&gt;
The
 def file controls which files are loaded in the game. Scroll right to 
the end of the file and add an entry for your new pac file. The pac 
files should be copied into the ch\pac folder in your wwe 2k14 game 
folder. So for slot 499 your entry will be pac\ch\ch499.pac . Look at 
the entries in def file for other wrestler pac&#39;s if you are not sure 
about the naming convention for the entries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;3. Add a new entry in your arc file&lt;/strong&gt;&lt;br /&gt;
Now
 that the game has loaded your file, an entry needs to be made in arc 
file for the game to use the file. The correct approach to add an entry 
is to look at the position in the def file. The arc file references this
 position by assigning a number to the pac file.&lt;br /&gt;
&lt;br /&gt;
To 
illustrate, the first file in the def file will be referenced as 00 00 
in the arc. Second file 00 01, etc. Please note that the numbering 
starts from zero.&lt;br /&gt;
&lt;br /&gt;
This numbering is not essential as 
the arc will load the file even if you have the wrong number but I like 
to stick to the numbering convention so as to avoid wierd errors later 
on.&lt;br /&gt;
&lt;br /&gt;
- Open your def file and copy all the contents excluding the first line &quot;;PAC_LIST_ARC_EPAC_BIG&quot; .&lt;br /&gt;
- Paste the contents into excel&lt;br /&gt;
- On column next to where you pasted your contents start creating numbers starting from 0 going down to your last file.&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;p36n.jpg&quot; data-cke-saved-src=&quot;http://imageshack.us/a/img89/5561/p36n.jpg&quot; src=&quot;http://imageshack.us/a/img89/5561/p36n.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-
 On row with the new pac file you want to add to the arc, take a note of
 the number in your excel sheet. e.g. in my def file ch499 is file 
number 379.&lt;br /&gt;
- Open the pac file in x-packer and click the &quot;Add new data to arc file&quot; button&quot;&lt;br /&gt;
- You will asked to enter a number for the entry in the def file, in our example enter the number 379.&lt;br /&gt;
- If there are no entries already in your arc file for the pac file, new entries will be added for the pac file in the arc.&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;adv7.jpg&quot; data-cke-saved-src=&quot;http://imageshack.us/a/img543/9175/adv7.jpg&quot; src=&quot;http://imageshack.us/a/img543/9175/adv7.jpg&quot; /&gt;&lt;br /&gt;
&lt;br /&gt;
So
 now you are done. Copy you arc and def file to the root of your game 
folder. Copy your wrestler pac file into the pac\ch folder. Start the 
game and load your new wrestler. If you encounter an error, go through 
the above steps again.&lt;br /&gt;
&lt;br /&gt;
&lt;span style=&quot;font-size: 14px;&quot;&gt;&lt;/span&gt;&lt;br /&gt;
My recommendation is to do one 
wrestler at a time. Take backups each time, if the wrestler works, then 
start adding the next wrestler.</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/2183680651905343674/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2013/11/adding-wrestlers-as-dlc-in-wwe-2k14-x.html#comment-form' title='7 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/2183680651905343674'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/2183680651905343674'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2013/11/adding-wrestlers-as-dlc-in-wwe-2k14-x.html' title='Adding Wrestlers as DLC in WWE 2K14 - X-PacKer 9'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>7</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-5237456070785949809</id><published>2013-11-26T01:48:00.002-08:00</published><updated>2013-11-26T01:48:31.178-08:00</updated><title type='text'>Texture Modding using ZLIB functions in X-PacKer 9</title><content type='html'>Thanks to MiztahRaza for writing this up&lt;br /&gt;
&lt;br /&gt;
Ever been annoyed by the fact that you had to update those pesky 
little arc files for a simple attire retexture? Or perhaps you had to 
edit another file that X-PacKer couldn&#39;t update the arcs for? We&#39;ve all 
been there, but, with the arrival of the brand new, kick-ass X-PacKer 9 
you won&#39;t ever need to touch those again! Well, maybe sometimes &lt;img alt=&quot;:p&quot; class=&quot;bbc_emoticon&quot; src=&quot;http://smacknetwork.com/images/ipb/public/style_emoticons/default/tongue.png&quot; /&gt;&lt;br /&gt;&lt;br /&gt;So, let&#39;s get started:&lt;br /&gt;&lt;br /&gt;You&#39;ll need the following:&lt;br /&gt;
&lt;ul class=&quot;bbc&quot;&gt;
&lt;li&gt;X-PacKer 9&lt;/li&gt;
&lt;li&gt;Your favourite photo editing software&lt;/li&gt;
&lt;/ul&gt;
Aaaand, that&#39;s basically it.&lt;br /&gt;&lt;br /&gt;Okay,
 so first off, you&#39;re going to want to have a texture file ready to go 
and make up a sweet texture. It doesn&#39;t matter who you want, it better 
be good though. If it ain&#39;t the modding Gods be comin&#39; after you&lt;br /&gt;&lt;br /&gt;Then, uncompress your chxxx.pac file using xbdecompress.&lt;br /&gt;&lt;br /&gt;Open your uncompressed file in X-PacKer 9 using Ctrl + X&lt;br /&gt;&lt;br /&gt;Extract the PACH file you wish to edit&lt;br /&gt;&lt;br /&gt;Open your PACH file using the Ctrl + 3 function&lt;br /&gt;&lt;br /&gt;Uncompress the 000A and/or 000C.pac files according to the textures you want to edit.&lt;br /&gt;&lt;br /&gt;Press Ctrl + T and choose your 000A/000C texture archives.&lt;br /&gt;&lt;br /&gt;Inject your edited texture.&lt;br /&gt;&lt;br /&gt;Open the PACH file using the CTRL + 3 function again.&lt;br /&gt;&lt;br /&gt;Now, press the &quot;Compress and inject&quot; button in X-PacKer 9 and choose your 000A/000C file.&lt;br /&gt;&lt;br /&gt;Inject your PACH file back into the chxxx.pac file.&lt;br /&gt;&lt;br /&gt;That&#39;s it! No need to update the arcs! How&amp;nbsp;conviniet, right?</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/5237456070785949809/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2013/11/texture-modding-using-zlib-functions-in.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/5237456070785949809'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/5237456070785949809'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2013/11/texture-modding-using-zlib-functions-in.html' title='Texture Modding using ZLIB functions in X-PacKer 9'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-1132536877162735116</id><published>2013-11-26T01:47:00.001-08:00</published><updated>2013-11-26T01:47:14.117-08:00</updated><title type='text'>Editing Wrestler Entrances </title><content type='html'>Thanks to MiztahRaza for writing up this tutorial.&lt;br /&gt;
&lt;br /&gt;
Ever wanted to have The Great Khali come out to Brian Kendrick&#39;s motion 
in the tag entrance? No? Well, that&#39;s not a good example. Hmmmm..... How
 about have your added DLC wrestler have an entrance with an ADDED 
titantron? Gettin&#39; better, eh? Well, this is quite easy. All it takes is
 10 bucks, a brain and some spare time.&lt;br /&gt;&lt;br /&gt;Oh and the following:&lt;br /&gt;
&lt;ul class=&quot;bbc&quot;&gt;
&lt;li&gt;Horizon&lt;/li&gt;
&lt;li&gt;LeFluffie&lt;/li&gt;
&lt;li&gt;A USB Stick formatted with the XBOX 360&lt;/li&gt;
&lt;/ul&gt;
First
 off, use your hard-earned money, specifically an amount of $10 to fill 
Tekken57&#39;s pocket and get yourself a copy of X-PacKer 9.&lt;br /&gt;&lt;br /&gt;Then, open it up and take a minute to behold the greatness that is X-PacKer 9.&lt;br /&gt;&lt;br /&gt;Now, extract SaveData.dat from your USB stick using Horizon.&lt;br /&gt;&lt;br /&gt;Open LeFluffie and drag the extracted SaveData.dat into the window&lt;br /&gt;&lt;br /&gt;Go into the Contents tab&lt;br /&gt;&lt;br /&gt;In the bottom pane, you will see a file, right click it and select extract, save it to your Desktop and name it &lt;strong&gt;Extract.Dat&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;With
 X-PacKer 9 open, use the WWE 2K14 --&amp;gt; Extracted Save File(xbox 360) 
--&amp;gt; Moveset &amp;amp; Entrance function and navigate to your Extract.Dat 
and open it.&lt;br /&gt;&lt;br /&gt;Now, choose your desired slot and double click it. The following window should appear:&lt;br /&gt;&lt;span rel=&quot;lightbox&quot;&gt;&lt;img alt=&quot;2vx510l.png&quot; class=&quot;bbc_img&quot; src=&quot;http://i43.tinypic.com/2vx510l.png&quot; /&gt;&lt;/span&gt;&lt;br /&gt;&lt;strong&gt;Fun fact:&amp;nbsp;&lt;/strong&gt;Tekken57
 was in fact NOT drunk nor high when he coded this program, which means 
that everything does SOMETHING, and here&#39;s a breakdown of what does what
 in this particular window:&lt;br /&gt;
&lt;ul class=&quot;bbc&quot;&gt;
&lt;li&gt;Preset entrance - This is
 what your wrestler comes out to. The IDs at this point are not known, 
but I&#39;m pretty sure they are ordered according to the ID numbers, so 100
 is The Rock&#39;s entrance, etc. You can enter in your own values if you 
know any. Please note that the value put in here must be valid, ie, it 
must belong to one of the original ingame wrestlers in order for it to 
work.&lt;/li&gt;
&lt;li&gt;Entrance Movie - Now this is some good stuff. Using this, 
you can actually ADD a titantron to an added wrestler. Enter in your 
added wrestler&#39;s ID number and make a .bik2 titantron with the same 
name(105.bik2 for ch105, etc) and place it in the movies/titantron 
folder in the game folder.&lt;/li&gt;
&lt;li&gt;Entrance Music - Same as Preset Entrance, IDs are not known, however they&#39;re the same as the IDs&lt;/li&gt;
&lt;li&gt;Champion Entrance - The champion entrances have their own IDs which are unknown at this time.&lt;/li&gt;
&lt;/ul&gt;
So make your desired changes and click Inject.&lt;br /&gt;&lt;br /&gt;If
 you want to completely copy the moveset, entrance, movie, etc from 
wrestler and copy to another, you can do so by extracting a slot&#39;s file 
and injecting it in another slot &lt;img alt=&quot;;)&quot; class=&quot;bbc_emoticon&quot; src=&quot;http://smacknetwork.com/images/ipb/public/style_emoticons/default/wink.png&quot; /&gt;&lt;br /&gt;&lt;br /&gt;Anyway, after you&#39;ve made your changes, open up LeFluffie.&lt;br /&gt;&lt;br /&gt;Drag and drop your SaveData.dat into the window&lt;br /&gt;&lt;br /&gt;Go into the Contents tab&lt;br /&gt;&lt;br /&gt;In the bottom pane, there should be a file, right click it and select inject. Navigate to your edited Extract.dat.&lt;br /&gt;&lt;br /&gt;Close LeFluffie and open Horizon.&lt;br /&gt;&lt;br /&gt;Drag and drop the SaveData.dat that you just edited in LeFluffie into the Horizon window&lt;br /&gt;Rehash and resign with your IDs and transfer to your USB.&lt;br /&gt;&lt;br /&gt;Voila! You&#39;re wrestler comes out to the entrance/music/movie you specified &lt;img alt=&quot;;)&quot; class=&quot;bbc_emoticon&quot; src=&quot;http://smacknetwork.com/images/ipb/public/style_emoticons/default/wink.png&quot; /&gt;&lt;br /&gt;&lt;br /&gt;Let me know if this is good or if you have any suggestions..</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/1132536877162735116/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2013/11/editing-wrestler-entrances.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/1132536877162735116'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/1132536877162735116'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2013/11/editing-wrestler-entrances.html' title='Editing Wrestler Entrances '/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://i43.tinypic.com/2vx510l_th.png" height="72" width="72"/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-2509908705283963985</id><published>2013-11-21T20:33:00.001-08:00</published><updated>2013-11-22T00:07:04.327-08:00</updated><title type='text'>Using the X-Packer 9 Wrestler Info Editor </title><content type='html'>&lt;b&gt;Thank you to RedRooster for typing this tutorial out &lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Using the X-Packer 9 Wrestler Info Editor &lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
You will need :&lt;br /&gt;
&lt;br /&gt;
X Packer 9&lt;br /&gt;
Le Fluffie&lt;br /&gt;
Your SaveData.dat file (should be located /HDD1/Content/&lt;b&gt;&lt;span style=&quot;color: red;&quot;&gt;Your Profile ID&lt;/span&gt;/&lt;/b&gt;545408B2/00000001 folder)&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Make sure you keep at least one (preferably more) backup of 
you SaveData.dat file before attempting this (If you screw the pooch 
it’s not my fault) &lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
1)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Open Le Fluffie&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
2)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Select File -&amp;gt; Open a File -&amp;gt; Browse to your SaveData.dat and click Open&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
3)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Click on the Contents tab&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
4)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; In the viewing window Right-click SaveData.dat&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
5)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Select “Extract File”&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
6)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Browse to where you would like to 
save the file and type the name in the Filename box (I use the name 
SaveData.extracted.dat)&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
7)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Click Save&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
8)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Close Le Fluffie&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
9)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Open Xpacker 9&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
10)&amp;nbsp; &amp;nbsp;Select File -&amp;gt; Open -&amp;gt; WWE 2k14 -&amp;gt; Extracted Save File (Xbox360) -&amp;gt; Wrestler info (Or hit Crtl + S)&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
11)&amp;nbsp; &amp;nbsp;Browse to your SaveData.extracted.dat file and click Open&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
12)&amp;nbsp; &amp;nbsp;You will now see a list of all the 
wrestler slots in the save, find the one you are looking for (In this 
example I am going to edit The Rock who is slot 100)&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
13)&amp;nbsp; &amp;nbsp;Double click the Slot in the File Name column eg. Slot – 100&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
14)&amp;nbsp; &amp;nbsp;The POfO Editor window will open showing wrestler info (see pic below)&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcFr7fbVThHeamlT4DwMOOlj6miuO6kaP_smrHv8p_QHyNOD7q1siN6aDfUdnanLLcLaYwUGdADWfwPy6nxhP8bSl41GlrNVCC5tW485z8pkgegBWWjDJ6g-ECTwqfMUZwv3CMG0k-nxk/s1600/168byo7.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcFr7fbVThHeamlT4DwMOOlj6miuO6kaP_smrHv8p_QHyNOD7q1siN6aDfUdnanLLcLaYwUGdADWfwPy6nxhP8bSl41GlrNVCC5tW485z8pkgegBWWjDJ6g-ECTwqfMUZwv3CMG0k-nxk/s1600/168byo7.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-left: 18pt;&quot;&gt;
&lt;span rel=&quot;lightbox&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;margin-left: 18pt;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-left: 18pt;&quot;&gt;
As you can see, this window allow changing 
various settings for the wrestler, in this example I am going to change 
the Full Name of The Rock to the string entry I edited in my Editing the
 String.pac *Tutorial which can be found here&lt;/div&gt;
&lt;div style=&quot;margin-left: 18pt;&quot;&gt;
&amp;nbsp;&lt;a href=&quot;http://sf4mods.blogspot.com/2013/11/editing-stringpac.html&quot; target=&quot;_blank&quot;&gt;http://sf4mods.blogspot.com/2013/11/editing-stringpac.html&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;margin-left: 18pt;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
15)&amp;nbsp; Select the text box below Full Name&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
16)&amp;nbsp; Type the Hex Address of the new string eg. A157&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
17)&amp;nbsp; Click the Inject button and you will see “File injected successfully”&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
18)&amp;nbsp; &amp;nbsp;Close Xpacker&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
19)&amp;nbsp; Open Le Fluffie&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
20)&amp;nbsp; Select File -&amp;gt; Open a File -&amp;gt; Browse to your SaveData.dat and click Open&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
21)&amp;nbsp; &amp;nbsp;Click on the Contents tab&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
22)&amp;nbsp; In the viewing window Right-click SaveData.dat&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
23)&amp;nbsp; &amp;nbsp;Select “Replace File”&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
24)&amp;nbsp; &amp;nbsp;Browse to your SaveData.extracted.dat file and click Open&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
25)&amp;nbsp; &amp;nbsp;Click on the Security tab&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
26)&amp;nbsp; &amp;nbsp;Click Fix (Sign for CON and Rehash should already be selected)&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
27)&amp;nbsp; &amp;nbsp;Transfer your SaveData.dat back to your Xbox&lt;/div&gt;
&lt;br /&gt;
If you have done everything correctly you should now see whatever text you put in string A157 displayed as the Rocks name.&lt;br /&gt;
&lt;br /&gt;
Changing any of the other values should be fairly self explanatory 
apart from DLC Pack number which will be explained in a different 
tutorial. </content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/2509908705283963985/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2013/11/using-x-packer-9-wrestler-info-editor.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/2509908705283963985'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/2509908705283963985'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2013/11/using-x-packer-9-wrestler-info-editor.html' title='Using the X-Packer 9 Wrestler Info Editor '/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcFr7fbVThHeamlT4DwMOOlj6miuO6kaP_smrHv8p_QHyNOD7q1siN6aDfUdnanLLcLaYwUGdADWfwPy6nxhP8bSl41GlrNVCC5tW485z8pkgegBWWjDJ6g-ECTwqfMUZwv3CMG0k-nxk/s72-c/168byo7.jpg" height="72" width="72"/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-4377603100246624167</id><published>2013-11-20T22:55:00.001-08:00</published><updated>2013-11-20T22:55:51.024-08:00</updated><title type='text'>Editing the String.pac</title><content type='html'>A Big Thank You to &lt;b&gt;RedRooster&lt;/b&gt; for typing out this tutorial.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
You will need :&lt;br /&gt;

&lt;br /&gt;

&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
-&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Le Fluffie&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
-&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; The latest DLC file saved to your PC&lt;/div&gt;
&lt;br /&gt;

&lt;br /&gt;

&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
1)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Open Le Fluffie&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
2)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Select File -&amp;gt; Open a File&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
3)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Browse to your DLC file and click Open&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
4)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Click the Contents tab&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
5)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Click on pac&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
6)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; In the viewing window at the bottom 
Right-Click the string file (string_dlc3.pac or similar)&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
7)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Select Extract from the drop down list&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
8)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Type a name for the file in the File name 
section (eg string.pac)&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
9)&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Click Save button to save the file in the 
location you choose&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
10)&amp;nbsp; &amp;nbsp;Open X-Packer 9&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
11)&amp;nbsp; &amp;nbsp;Select File -&amp;gt; Open -&amp;gt; Xbox360 \ PS3 
Pac (Or hit Ctrl + X)&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
12)&amp;nbsp; &amp;nbsp;Browse to the string.pac file you saved and 
click open (it is a large file so may take a few seconds to open)&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
13)&amp;nbsp; &amp;nbsp;Click the Extract button next to the File 
named 5000&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
14)&amp;nbsp; &amp;nbsp;Save 5000.pac where you would like it&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
15)&amp;nbsp; &amp;nbsp;Select File -&amp;gt; Open -&amp;gt; Xbox360 \ PS3 
PACH (Or hit Ctrl + 3)&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
16)&amp;nbsp; &amp;nbsp;Browse to where you saved 5000.pac, select it 
and click Open&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
17)&amp;nbsp; &amp;nbsp;Click the Uncompress button&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
18)&amp;nbsp; &amp;nbsp;Select a location you would like to save the 
files&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
19)&amp;nbsp; &amp;nbsp;Select File -&amp;gt; Open -&amp;gt; WWE 2k14 -&amp;gt; 
Strings.pac 0000 File (Or hit Ctrl + 0)&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
20)&amp;nbsp; &amp;nbsp;Browse to 0000.zlib.uncompressed (where you 
uncompressed it to)&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
21)&amp;nbsp; &amp;nbsp;Click Open&lt;/div&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;br /&gt;

The 0000 file contains thousands of string entries so finding the one you 
require may take some time. Double clicking on the Filename will open a dialogue 
box displaying the text it contains.&lt;br /&gt;

&lt;br /&gt;

&lt;strong&gt;Wrestler Full Names&lt;/strong&gt;&lt;br /&gt;

&lt;br /&gt;

EAC4 – EBEC&lt;br /&gt;

&lt;br /&gt;

&lt;strong&gt;Unlockables Text&lt;/strong&gt; (Good location for replacing strings) – 
These will be used for future DLC packs&lt;br /&gt;

&lt;br /&gt;

A157-A1B7&lt;br /&gt;

A348-A363&lt;br /&gt;

AA9E-AAC2&lt;br /&gt;

&lt;br /&gt;

In this example I will edit the string at A157 “Big John Studd 
(Wrestlemania)”&lt;br /&gt;

&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
22)&amp;nbsp; Double click the file name column of entry 
A157&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
23)&amp;nbsp; Delete and replace the text with what ever you 
would like (new text must be the same length or shorter than the original 
text)&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
24)&amp;nbsp; &amp;nbsp;Click Ok (You should see “String changed 
correctly”&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
25)&amp;nbsp; &amp;nbsp;Select File -&amp;gt; Open -&amp;gt; Xbox360 \ PS3 
PACH (Or hit Ctrl + 3)&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
26)&amp;nbsp; &amp;nbsp;Browse to 5000.pac and click Open&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
27)&amp;nbsp; &amp;nbsp;Click “Compress and Inject” button and browse 
to 0000.zlib.uncompressed&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
28)&amp;nbsp; &amp;nbsp;Click Open (You should see “file compressed 
and injected successfully”)&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
29)&amp;nbsp; &amp;nbsp;Select File -&amp;gt; Open -&amp;gt; Xbox360 \ PS3 
Pac (Or hit Ctrl + X)&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
30)&amp;nbsp; &amp;nbsp;Browse to string.pac and click Open&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
31)&amp;nbsp; &amp;nbsp;Click “Inject” Button next to 5000&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
32)&amp;nbsp; Browse to your saved 5000.pach file and click 
Open&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
33)&amp;nbsp; &amp;nbsp;Return to Le Fluffie&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
34)&amp;nbsp; &amp;nbsp;Right click the string.pac file in the Le 
Fluffie viewing window&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
35)&amp;nbsp; &amp;nbsp;Select “Inject File”&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
36)&amp;nbsp; &amp;nbsp;Browse to the string.pac file you made with X 
Packer, hit Open&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
37)&amp;nbsp; &amp;nbsp;Click the Security Tab and select “Sign for 
Dev Live”&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
38)&amp;nbsp; &amp;nbsp;Click the “Fix” Button&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
39)&amp;nbsp; &amp;nbsp;Close Le Fluffie&lt;/div&gt;
&lt;div style=&quot;margin-left: 36pt;&quot;&gt;
40)&amp;nbsp; &amp;nbsp;Transfer the DLC back to your Xbox&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/4377603100246624167/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2013/11/editing-stringpac.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/4377603100246624167'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/4377603100246624167'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2013/11/editing-stringpac.html' title='Editing the String.pac'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-8980412823310687954</id><published>2013-11-20T06:58:00.000-08:00</published><updated>2013-12-04T22:42:38.281-08:00</updated><title type='text'>How to Apply the Community DLC Pack 1</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
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&lt;span lang=&quot;EN-US&quot;&gt;&lt;b&gt;Download &lt;a href=&quot;http://www.netload.in/dateibRsPyYKX2H/community_dlc.rar.htm&quot;&gt;here&lt;/a&gt;&lt;/b&gt;&lt;/span&gt; &lt;br /&gt;
&lt;br /&gt;
Support thread for community dlc 1 is &lt;a href=&quot;http://smacktalks.org/forums/topic/45549-community-dlc-pack-1/&quot;&gt;here &lt;/a&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot;&gt;What you will need:&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;X-Packer 9&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Le Fluffie&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;A hex editor&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;WWE 2k14 dlc pack 2 (warrior and ABA Taker) and dlc pack 3 (nW0) – please don’t ask me where to get these, I will not be providing copyrighted files. &lt;span style=&quot;mso-tab-count: 2;&quot;&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot;&gt;&lt;span style=&quot;mso-tab-count: 2;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot;&gt;I have intentionally not released a save file for the following reasons:&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;I want to maintain cross platform compatibility. If ps3 support is implemented an xbox save file will not be compatible&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Each person has their own universe settings, caws, etc. &lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;At this stage the caw injector is untested and not working. People have requested to keep their caws and have the community dlc in the same save.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot;&gt;Please &lt;b style=&quot;mso-bidi-font-weight: normal;&quot;&gt;DO NOT&lt;/b&gt; release a save file with the movesets and wrestler info below. &lt;/span&gt;&lt;/div&gt;
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&lt;b style=&quot;mso-bidi-font-weight: normal;&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;Step 1 – Copy the dlc file to your dlc folder&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;The dlc file I’ve included (dlc2) needs to be copied to your dlc folder. This dlc file replaces your dlc file file, so delete the dlc2 file first before copying the included dlc file. My dlc2 file to be deleted is called 267E5576B180BEBEABD7BE8863B0F5D62D7D37DE54. &lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;If you’re not sure where the dlc file should be copied, copy it to&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp; &lt;/span&gt;/Hdd1/Content/0000000000000000/545408B2/00000002&lt;/span&gt;&lt;/div&gt;
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&lt;b style=&quot;mso-bidi-font-weight: normal;&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;Step 2 – Injecting the wrestler info into your save&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Firstly you need to extract your save from it’s save container as X-Packer can only read extracted saves. &lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Copy your SaveData.dat from your xbox to your computer. It is located in the /Hdd1/Content/&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;color: red;&quot;&gt;your profile id&lt;/span&gt;&lt;/i&gt;/545408B2/00000001 folder. &lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Make a backup of your save before doing anything further. Also make a second copy of the save file somewhere, you may need this later. X-Packer uncompresses the save file and this uncompressed file can only be inject back into the container once by Le Fluffie. Le Fluffie gets confused if you inject a second time. So if you need to inject into the save container more than once, you will need to use the second copy of the save file you make. &lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Open your save data file using Le Fluffie and click the second tab called “contents”&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Right click the file called SaveData.dat and click on extract. &lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Save this file using whatever name you want. I usually call the file SaveData_extracted.dat&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Ok now the extracted save file can be opened in X-Packer. Click on File – Open – WWE 2k14 – Extracted Save file (xbox 360) – Wrestler Info&lt;/span&gt;&lt;/div&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3BvYSxzXzm12NxuA4LrCSTcNg1fUAU7KlAlAP2GUkS7uVYvx1LMRRzVHY1WVNfKAhyWV54pYiNS01YzKWnpf428reRPhLBd6LInAsYfFEK5rzx8yDMxti-1FwqorpoERMxQXHbG-6ZfQ/s1600/2.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3BvYSxzXzm12NxuA4LrCSTcNg1fUAU7KlAlAP2GUkS7uVYvx1LMRRzVHY1WVNfKAhyWV54pYiNS01YzKWnpf428reRPhLBd6LInAsYfFEK5rzx8yDMxti-1FwqorpoERMxQXHbG-6ZfQ/s640/2.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Select the extracted save file you created in X-Packer&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;You should see a grid listing all the slots in the save and the extension of the file should be pofo&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Open the folder in the dlc pack called “2. Wrestler Info”. In this folder, there will be a number of files which need to be injected in the slots in the save. The naming of the files will tell you which slot it needs to be inject into e.g. Slot - 105.pofo needs to be injected into Slot 105. &lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Go back to X-Packer and on the each slot which has a corresponding file, click on inject and select the appropriate file. &lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot;&gt;Please note that the slots which are not activated by default will not have a slot number in X-Packer. However the slots follow sequence e.g. Slot 124 will follow Slot 123, therefore if you want to inject Slot 124, do so in the slot which follows slot 123. &lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot;&gt;If you have injected the file correctly, the slot number in x-packer will change to reflect the slot in the file which you have injected. Please ensure that the slot number is correct before injecting the next file.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMOb4TUdS1mWnSkWm_z5-oh0fhfUVnGuSWrVjccuvOrS-2mo1bTeZmjbIAJey_YDpkgluDLagEiLybV1eJscHY0njdmezK2MEOTFHl8m4_9hJL50yO0LDzp75XND93J8RA8iWpXfNAZ0Q/s1600/4.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;627&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMOb4TUdS1mWnSkWm_z5-oh0fhfUVnGuSWrVjccuvOrS-2mo1bTeZmjbIAJey_YDpkgluDLagEiLybV1eJscHY0njdmezK2MEOTFHl8m4_9hJL50yO0LDzp75XND93J8RA8iWpXfNAZ0Q/s640/4.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;b style=&quot;mso-bidi-font-weight: normal;&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;Step 3 – Injecting Movesets into your save file&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Now that we have enabled all the slots, we need to give movesets and entrances to our new characters&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Open your extracted save file in X-Packer.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp; &lt;/span&gt;Click on File – Open – WWE 2k14 – Extracted Save file (xbox 360) – Moveset and Entrance&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3JP2KE7L3PSfIPHL9jXz1_HhS5I3T-3i6di15tnojAFi8PQhuDPHcWjTmFkOy9-IsUf3koDnjMv1IeDNUya3CK-klrxYmNDBxgL3qu3zf8OMIspg9513f7zbTNbV_ytk9gipJDBVAAUw/s1600/5.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;338&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3JP2KE7L3PSfIPHL9jXz1_HhS5I3T-3i6di15tnojAFi8PQhuDPHcWjTmFkOy9-IsUf3koDnjMv1IeDNUya3CK-klrxYmNDBxgL3qu3zf8OMIspg9513f7zbTNbV_ytk9gipJDBVAAUw/s640/5.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;You should see a grid listing the movesets for each of the slots. The extension should be “moveset”&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Open the folder in the dlc pack called “3. Movesets”. In this folder, there will a be number of files which need to be injected in the slots in the save. The naming of the files will tell you which slot it needs to be inject into e.g. Slot - 105.pofo needs to be injected into Slot 105. &lt;/span&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Go back to X-Packer and on the each slot which has a corresponding moveset file, click on inject and inject the appropriate file.&lt;/span&gt;&lt;/div&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhowiJF6v90LblhT-w0cup3YDa9xxocqCdH7uSIQy-5PqoTacXyiZNT35eDSKs0zWqL_HofBIJyVlnpb4vmwMZn7nJ1ie3mAQH2_QqG6vTr6QIcHlPmR5xmw-QCWYfwDkCCGk_xfpkXPZo/s1600/7.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;316&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhowiJF6v90LblhT-w0cup3YDa9xxocqCdH7uSIQy-5PqoTacXyiZNT35eDSKs0zWqL_HofBIJyVlnpb4vmwMZn7nJ1ie3mAQH2_QqG6vTr6QIcHlPmR5xmw-QCWYfwDkCCGk_xfpkXPZo/s640/7.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;After you are done with injecting the movesets and wrestler info into you save, you can now inject the extracted save file back into the container using Le Fluffie. &lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;text-align: left;&quot;&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Open your original save file (SaveData.dat not the SaveData_extracted.dat file) in LeFluffie. &lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;Open your save data file using Le Fluffie and click the second tab called “contents”&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Right click the file called SaveData.dat and click on replace file.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgb5OSdY3qIs2zYNLmLkmXXSLIWvWbwIZnON8O_H6rC7WeoD3RNtkQrTnEajVSW-3VymeaV01UVEwfwdqtlHL2RTQMNe6o5WYBX1D8USLkKn_xlboeStjqk-aG82mHkZmjluroNo7L3fuo/s1600/8.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgb5OSdY3qIs2zYNLmLkmXXSLIWvWbwIZnON8O_H6rC7WeoD3RNtkQrTnEajVSW-3VymeaV01UVEwfwdqtlHL2RTQMNe6o5WYBX1D8USLkKn_xlboeStjqk-aG82mHkZmjluroNo7L3fuo/s320/8.jpg&quot; width=&quot;291&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Selected your extracted Save file and Le Fluffie will replace the file with the one you edited. (Keep in mind what I said about injecting a save file twice with Le Fluffie. If you need to inject again into the container, use the second backup you have created). &lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;While still in Le Fluffie, click on the security tab. Make sure that “Sign for CON” is selected and then click on “Fix”.&lt;/span&gt;&lt;/div&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsWZoUDj0lHToDhISEqltcA_m5cHpgn5Eo6d01wndAEz3tp7ruhOypG5y_SumVZyyRyrxDc_c3WOdaZR_V1DWkGLFqsD3iTnPnt4SQVG7PVgyBndBymp3DKBfftNzcxtTSyIvoPophRls/s1600/9.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;640&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsWZoUDj0lHToDhISEqltcA_m5cHpgn5Eo6d01wndAEz3tp7ruhOypG5y_SumVZyyRyrxDc_c3WOdaZR_V1DWkGLFqsD3iTnPnt4SQVG7PVgyBndBymp3DKBfftNzcxtTSyIvoPophRls/s640/9.jpg&quot; width=&quot;586&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Now your save is ready to be copied back into your xbox.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp; &lt;/span&gt;&lt;span style=&quot;mso-tab-count: 1;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Copy the save file in the container (SaveData.dat not the extracted SaveData_extracted.dat) to your xbox into the save folder i.e /Hdd1/Content/&lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;&lt;span style=&quot;color: red;&quot;&gt;your profile id&lt;/span&gt;&lt;/i&gt;/545408B2/00000001&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Before you proceed any further, if you have copied the save file and the dlc file onto your xbox, the game will list the new dlc slots in the “Downloaded Superstars” section. Start you game up and check wether the new dlc is listed. At this stage there will not be any renders, names and the game will freeze if you select any of the new dlc wrestlers, so don’t select them. &lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot;&gt;If you game does not show the new dlc under the downloaded superstars section, ensure that you have copied both the dlc file and the save file to the correct locations on your xbox. Also make sure that the save file has been edited as described in the steps above. &lt;/span&gt;&lt;/div&gt;
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&lt;b style=&quot;mso-bidi-font-weight: normal;&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;Step 4 – Copy the content files to your xbox&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Open the folder in the dlc pack called “4. Files to copy to your game folder”.&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Copy each of the files in this folder to the correct locations. The files are in the directory structure in which they must be copied to. &lt;/span&gt;&lt;/div&gt;
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&lt;b style=&quot;mso-bidi-font-weight: normal;&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;Step 5 – Creating your arc files&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Open the folder in the dlc pack called Arc Entries.&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;There are two folders here. The first folder called “Complete arc with Hogan and Goldberg mods” contains my completed arc files. My arc references my Hogan mods and Tich’s Goldberg mods. &lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;You have two options here, either you can install my Hogan’s and Tich Goldberg and use my arc file or you can add the additional arc entries to your arc file.&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;If you choose to use my arc file, copy the arc from the folder called “Complete arc with Hogan and Goldberg mods” to you games folder, replacing your arc file. &lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;If you choose to add the additional entries into your arc, open your arc file in a hex editor. Also open the arc file in the “Manual Arc creation” folder in your hex editor.&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Scroll to the end of your arc file. You should see a section right at the end with the text “SAVE” some bytes after that, ending with “yyyy”. The corresponding hex values for yyyy is “FF FF FF FF”. &lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;The “FF FF FF FF” at the end of the arc file tells the game that the arc file ends here. You need to delete this. Highlight the last four bytes in your arc file in your hex editor and press delete on your keyboard.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhN1UjttuZv78NtsH4bi2M94vRBbbaGveaLNzTHB7ZPFlU9h8auWnByp_Jbhir9ho8ds59Xn_JMZPyxpWA0Nvnzr0fcTx-qZf-hNdOLx6RBMmifnEpZwkxxtIlpfRAMHzHD9Q2pjuYpWQw/s1600/11.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhN1UjttuZv78NtsH4bi2M94vRBbbaGveaLNzTHB7ZPFlU9h8auWnByp_Jbhir9ho8ds59Xn_JMZPyxpWA0Nvnzr0fcTx-qZf-hNdOLx6RBMmifnEpZwkxxtIlpfRAMHzHD9Q2pjuYpWQw/s1600/11.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Save your arc file before we proceed. &lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Go to the arc file which you opened from the &lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;“Manual Arc creation” folder in your hex editor. Select all the values and copy it to the clipboard. Go back your file and paste these values right at the end. &lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Save your arc file and copy it back into the game. &lt;/span&gt;&lt;/div&gt;
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&lt;b style=&quot;mso-bidi-font-weight: normal;&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;Step 6 – Injecting strings into the dlc 3 file&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;This final step is to fix the names of the new dlc characters you added, you can leave this out if you are not concerned about the names.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Open your dlc3 file in Le Fluffie and click the contents tab (my dlc file is called B66F56549929ABAE96EA716DD039B9C2FE86677C54). You need to replace two files here i.e. the “catalog_hd.arc” file in the “info” folder. You also need to replace the “string_dlc03.pac” file in the “pac” folder. Right click on each of the files to replace and click on the &quot;Inject file&quot; option. DO NOT use the replace file option. &lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;text-align: left;&quot;&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEoUFhu1QF4eIcH-4kF7LOezsBqWypxk9nX1I21QciOBmGPZ2Rt1WeT0rgo5djRk7EK1E2YpiqIwX1alceTLLNdiGHOKrucRJxFBstyS0VFjjEh_ae4rejAYIXrniYhOBurWSMqeQigLk/s1600/inject.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;640&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEoUFhu1QF4eIcH-4kF7LOezsBqWypxk9nX1I21QciOBmGPZ2Rt1WeT0rgo5djRk7EK1E2YpiqIwX1alceTLLNdiGHOKrucRJxFBstyS0VFjjEh_ae4rejAYIXrniYhOBurWSMqeQigLk/s640/inject.jpg&quot; width=&quot;578&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiP81wz0xaCuTu-JCeAD4MIYh_2XZd2lwU6HniMPC1Q28KZWU721T_CTcrISmjW2Aun0wfukh-IED5OCTT0XAggAMwnSc3Rq1Zx0q4tH6AODR79O14yl5sOV9neOux5OjmbxpHP4vCUW9E/s1600/12.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;br /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;text-align: left;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;text-align: left;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
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&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;After replacing these files, click on the security tab. Make sure that “Sign for dev live” is selected and then click on “fix.”&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;text-align: left;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;text-align: left; text-indent: -18pt;&quot;&gt;
&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Copy the dlc 3 file to your xbox.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVJPzFpQh9TmafrFF36F57DaxeFNaU_s-xIRImSGL20E9x6EqZ-I3vKoXbT14k5LFKmCjh_E9HV0riU8_EJ8xQZz9SxIu9ts1jWp7aO1BNlN9EJbEftXhkQq0upiMKTbRK7GGgaegjisc/s1600/13.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVJPzFpQh9TmafrFF36F57DaxeFNaU_s-xIRImSGL20E9x6EqZ-I3vKoXbT14k5LFKmCjh_E9HV0riU8_EJ8xQZz9SxIu9ts1jWp7aO1BNlN9EJbEftXhkQq0upiMKTbRK7GGgaegjisc/s320/13.jpg&quot; width=&quot;304&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;div class=&quot;MsoListParagraphCxSpMiddle&quot; style=&quot;text-align: left; text-indent: -18pt;&quot;&gt;
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&lt;div class=&quot;MsoListParagraphCxSpLast&quot; style=&quot;text-align: left;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;text-align: left;&quot;&gt;
&lt;b style=&quot;mso-bidi-font-weight: normal;&quot;&gt;&lt;span lang=&quot;EN-US&quot;&gt;Step 7 – Creating User Playlists&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div class=&quot;MsoListParagraphCxSpFirst&quot; style=&quot;text-align: left; text-indent: -18pt;&quot;&gt;
&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;I’ve created the following user playlists on my xbox, create the same if you want the entrance music to load.The numbers are only for reference and should be used in the name e.g. 1. acolytes, your playlist should be called acolytes&lt;/span&gt;&lt;br /&gt;
&lt;span lang=&quot;EN-US&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoListParagraphCxSpLast&quot; style=&quot;text-align: left; text-indent: -18pt;&quot;&gt;
&lt;span lang=&quot;EN-US&quot; style=&quot;mso-ascii-font-family: Calibri; mso-bidi-font-family: Calibri; mso-fareast-font-family: Calibri; mso-hansi-font-family: Calibri;&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;-&lt;span style=&quot;font: 7pt &#39;Times New Roman&#39;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt;Don’t edit the entrances using the in game entrance editor as you will lose the trons. &lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin-left: 18pt; text-align: left;&quot;&gt;
&lt;span lang=&quot;EN-US&quot;&gt;1. acolytes&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin-left: 18pt; text-align: left;&quot;&gt;
&lt;span lang=&quot;EN-US&quot;&gt;2. bookert&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin-left: 18pt; text-align: left;&quot;&gt;
&lt;span lang=&quot;EN-US&quot;&gt;3. buffbagwell&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin-left: 18pt; text-align: left;&quot;&gt;
&lt;span lang=&quot;EN-US&quot;&gt;4. benoit&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin-left: 18pt; text-align: left;&quot;&gt;
&lt;span lang=&quot;EN-US&quot;&gt;5. ddp&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin-left: 18pt; text-align: left;&quot;&gt;
&lt;span lang=&quot;EN-US&quot;&gt;6. dx&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin-left: 18pt; text-align: left;&quot;&gt;
&lt;span lang=&quot;EN-US&quot;&gt;7. shamrock&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin-left: 18pt; text-align: left;&quot;&gt;
&lt;span lang=&quot;EN-US&quot;&gt;8. angle&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin-left: 18pt; text-align: left;&quot;&gt;
&lt;span lang=&quot;EN-US&quot;&gt;9. lod&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin-left: 18pt; text-align: left;&quot;&gt;
&lt;span lang=&quot;EN-US&quot;&gt;10. rvd&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin-left: 18pt; text-align: left;&quot;&gt;
&lt;span lang=&quot;EN-US&quot;&gt;11. steiner&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin-left: 18pt; text-align: left;&quot;&gt;
&lt;span lang=&quot;EN-US&quot;&gt;12. 2cool&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin-left: 18pt; text-align: left;&quot;&gt;
&lt;span lang=&quot;EN-US&quot;&gt;13.vader &lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin-left: 18pt; text-align: left;&quot;&gt;
&lt;span lang=&quot;EN-US&quot;&gt;14. goldberg&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;text-align: left;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;text-align: left;&quot;&gt;
&lt;span lang=&quot;EN-US&quot;&gt;That’s it. If you have done everything correctly, the dlc pack will load. Enjoy &lt;/span&gt;&lt;span lang=&quot;EN-US&quot; style=&quot;font-family: Wingdings; mso-ascii-font-family: Calibri; mso-ascii-theme-font: minor-latin; mso-char-type: symbol; mso-hansi-font-family: Calibri; mso-hansi-theme-font: minor-latin; mso-symbol-font-family: Wingdings;&quot;&gt;&lt;span style=&quot;mso-char-type: symbol; mso-symbol-font-family: Wingdings;&quot;&gt;J&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-US&quot;&gt; &lt;/span&gt;&lt;/div&gt;
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   Name=&quot;line number&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;page number&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;endnote reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;endnote text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;table of authorities&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;macro&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;toa heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;10&quot; QFormat=&quot;true&quot; Name=&quot;Title&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Closing&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Signature&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;1&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;Default Paragraph Font&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Message Header&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;11&quot; QFormat=&quot;true&quot; Name=&quot;Subtitle&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Salutation&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Date&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text First Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text First Indent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Note Heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Block Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Hyperlink&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;FollowedHyperlink&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;22&quot; QFormat=&quot;true&quot; Name=&quot;Strong&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;20&quot; QFormat=&quot;true&quot; Name=&quot;Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Document Map&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Plain Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;E-mail Signature&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Top of Form&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Bottom of Form&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal (Web)&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Acronym&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Address&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Cite&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Code&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Definition&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Keyboard&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Preformatted&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Sample&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Typewriter&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Variable&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal Table&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;annotation subject&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;No List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Contemporary&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Elegant&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Professional&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Balloon Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; Name=&quot;Table Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Theme&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Placeholder Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;1&quot; QFormat=&quot;true&quot; Name=&quot;No Spacing&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Revision&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;34&quot; QFormat=&quot;true&quot;
   Name=&quot;List Paragraph&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;29&quot; QFormat=&quot;true&quot; Name=&quot;Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;30&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;19&quot; QFormat=&quot;true&quot;
   Name=&quot;Subtle Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;21&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;31&quot; QFormat=&quot;true&quot;
   Name=&quot;Subtle Reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;32&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;33&quot; QFormat=&quot;true&quot; Name=&quot;Book Title&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;37&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;Bibliography&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;TOC Heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;41&quot; Name=&quot;Plain Table 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;42&quot; Name=&quot;Plain Table 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;43&quot; Name=&quot;Plain Table 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;44&quot; Name=&quot;Plain Table 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;45&quot; Name=&quot;Plain Table 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;40&quot; Name=&quot;Grid Table Light&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot; Name=&quot;Grid Table 1 Light&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot; Name=&quot;Grid Table 6 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot; Name=&quot;Grid Table 7 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot; Name=&quot;List Table 1 Light&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;List Table 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;List Table 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot; Name=&quot;List Table 6 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot; Name=&quot;List Table 7 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;List Table 1 Light Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;List Table 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;List Table 4 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;List Table 6 Colorful Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;List Table 7 Colorful Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;List Table 1 Light Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;List Table 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;List Table 4 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;List Table 6 Colorful Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;List Table 7 Colorful Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;List Table 1 Light Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;List Table 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;List Table 4 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;List Table 6 Colorful Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;List Table 7 Colorful Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;List Table 1 Light Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;List Table 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;List Table 4 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;List Table 6 Colorful Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;List Table 7 Colorful Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;List Table 1 Light Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;List Table 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;List Table 4 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;List Table 6 Colorful Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;List Table 7 Colorful Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;List Table 1 Light Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;List Table 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;List Table 4 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;List Table 6 Colorful Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;List Table 7 Colorful Accent 6&quot;/&gt;
 &lt;/w:LatentStyles&gt;
&lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 10]&gt;
&lt;style&gt;
 /* Style Definitions */
 table.MsoNormalTable
 {mso-style-name:&quot;Table Normal&quot;;
 mso-tstyle-rowband-size:0;
 mso-tstyle-colband-size:0;
 mso-style-noshow:yes;
 mso-style-priority:99;
 mso-style-parent:&quot;&quot;;
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&lt;![endif]--&gt;</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/8980412823310687954/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2013/11/how-to-apply-community-dlc-pack-5.html#comment-form' title='7 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/8980412823310687954'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/8980412823310687954'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2013/11/how-to-apply-community-dlc-pack-5.html' title='How to Apply the Community DLC Pack 1'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJZOGFgbKOVdygp_iQugD1eyWARwnwRCL0mR9YL_2dcTNol3qafE36hlFguREC_JEOLKPw-tHMjLiWJVPdzjPIZYVFuBYCpPBdfiw7iVE7vyXS_6-SmbS0WhbWVely27aiIqJYoVxbGC8/s72-c/1.jpg" height="72" width="72"/><thr:total>7</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-7762708225147426374</id><published>2013-10-27T02:42:00.001-07:00</published><updated>2013-11-06T00:34:10.732-08:00</updated><title type='text'>Hulk Hogan WWE 2k14 Mod</title><content type='html'>Hogan Released:&lt;br /&gt;
&lt;br /&gt;
&lt;img alt=&quot;zyw4fdm6.png&quot; data-cke-saved-src=&quot;http://s1.directupload.net/images/131105/zyw4fdm6.png&quot; height=&quot;340&quot; src=&quot;http://s1.directupload.net/images/131105/zyw4fdm6.png&quot; width=&quot;640&quot; /&gt;&lt;br /&gt;
&lt;a data-cke-saved-href=&quot;http://www.mediafire.com/download/3ab43ir3cdaf7zo/hulk_hogan_wwe14.rar&quot; data-ipb=&quot;nomediaparse&quot; href=&quot;http://www.mediafire.com/download/3ab43ir3cdaf7zo/hulk_hogan_wwe14.rar&quot;&gt;http://www.mediafire.com/download/3ab43ir3cdaf7zo/hulk_hogan_wwe14.rar&lt;/a&gt;</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/7762708225147426374/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2013/10/hulk-hogan-wwe-2k14-mod.html#comment-form' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/7762708225147426374'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/7762708225147426374'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2013/10/hulk-hogan-wwe-2k14-mod.html' title='Hulk Hogan WWE 2k14 Mod'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-1025448531333523962</id><published>2013-08-19T00:06:00.002-07:00</published><updated>2013-08-19T00:06:26.680-07:00</updated><title type='text'>WWE 13 Scott Steiner Mod</title><content type='html'>Download here: &lt;a class=&quot;bbc_url&quot; href=&quot;http://www13.zippyshare.com/v/42045198/file.html&quot; rel=&quot;nofollow&quot; title=&quot;&quot;&gt;http://www13.zippysh...45198/file.html&lt;/a&gt;&lt;br /&gt;

&lt;br /&gt;

Attires, normals, tweaks and reflections done by MiztahRaza.&lt;br /&gt;

&lt;br /&gt;

Final tweaks by me:&lt;br /&gt;
&lt;br /&gt;
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</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/1025448531333523962/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2013/08/wwe-13-scott-steiner-mod.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/1025448531333523962'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/1025448531333523962'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2013/08/wwe-13-scott-steiner-mod.html' title='WWE 13 Scott Steiner Mod'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-6673331816759263626</id><published>2013-08-19T00:04:00.004-07:00</published><updated>2013-08-19T00:04:48.227-07:00</updated><title type='text'>WWE 13 DDP mod</title><content type='html'>Decided to do a hair hack and create his WCW look.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
Same as hall, don&#39;t have the time to finish this, was planning on doing four 
attires and entrance gear.&lt;br /&gt;
&lt;br /&gt;
Download here:&amp;nbsp;&lt;a href=&quot;http://www23.zippyshare.com/v/4977863/file.html&quot; target=&quot;_blank&quot;&gt;http://www23.zippyshare.com/v/4977863/file.html&lt;/a&gt; &lt;br /&gt;
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&lt;a href=&quot;http://img845.imageshack.us/img845/6056/iaek.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://img845.imageshack.us/img845/6056/iaek.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/6673331816759263626/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2013/08/wwe-13-ddp-mod.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/6673331816759263626'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/6673331816759263626'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2013/08/wwe-13-ddp-mod.html' title='WWE 13 DDP mod'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-6463512602303387728</id><published>2013-06-09T00:19:00.000-07:00</published><updated>2013-08-19T00:02:13.671-07:00</updated><title type='text'>WWE 13 Scott Hall mod</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: left;&quot;&gt;
Download here:&lt;a href=&quot;http://www57.zippyshare.com/v/37176783/file.html&quot; target=&quot;_blank&quot;&gt; http://www57.zippyshare.com/v/37176783/file.html &lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
Don&#39;t have the time to finish this, was planning on doing four attires and 
entrance gear.&amp;nbsp; Hacked in a select screen pic and replaced the small 
squares on the selection screen as well:&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSX_170b0Htvc5c2t0ASlWDn_g7tJvfkvzdrayQQJCJfTj1TWwcGfGtV-crQQ0AkDlMn2eUnyehicm47yFBMunj1pp_jmaJ0OJ-wGUFRit9f4GIfJMmXpshIAMo8HCQzPaEWQRD77YW58/s1600/Hall+mod.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSX_170b0Htvc5c2t0ASlWDn_g7tJvfkvzdrayQQJCJfTj1TWwcGfGtV-crQQ0AkDlMn2eUnyehicm47yFBMunj1pp_jmaJ0OJ-wGUFRit9f4GIfJMmXpshIAMo8HCQzPaEWQRD77YW58/s1600/Hall+mod.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;a href=&quot;http://img854.imageshack.us/img854/3895/mlnt.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;360&quot; src=&quot;http://img854.imageshack.us/img854/3895/mlnt.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;br /&gt;</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/6463512602303387728/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2013/06/wwe-13-scott-hall-mod.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/6463512602303387728'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/6463512602303387728'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2013/06/wwe-13-scott-hall-mod.html' title='WWE 13 Scott Hall mod'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSX_170b0Htvc5c2t0ASlWDn_g7tJvfkvzdrayQQJCJfTj1TWwcGfGtV-crQQ0AkDlMn2eUnyehicm47yFBMunj1pp_jmaJ0OJ-wGUFRit9f4GIfJMmXpshIAMo8HCQzPaEWQRD77YW58/s72-c/Hall+mod.jpg" height="72" width="72"/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-7717188048648662459</id><published>2013-06-07T01:47:00.001-07:00</published><updated>2013-06-07T10:51:13.181-07:00</updated><title type='text'>WWE 13 Sting Mod</title><content type='html'>This is a rework of the Sting mod that Red and I did a few years ago.&lt;br /&gt;
&lt;br /&gt;
Download mod &lt;a href=&quot;file:///C:/Users/bhupendra/Downloads/Yukes%20PAC%20Extractor%20And%20BPE%20Tutorials/Yukes%20PAC%20Extractor%20And%20BPE%20Tutorials/edits&quot; target=&quot;_blank&quot;&gt;here&lt;/a&gt;&amp;nbsp;:&lt;br /&gt;
&lt;br /&gt;
Download renders&amp;nbsp;&lt;a href=&quot;http://www.mediafire.com/?41yiw5yw9fk9tzf&quot; target=&quot;_blank&quot;&gt;here&lt;/a&gt;&amp;nbsp;:&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrLrjVBrbtObx-rAunzpiwWq6-LdxHGNt8DObnq_gqUCx2o_jdRigqP7vOMdo2eDV3zTpNGXu9nQsr7beGJV7DrL7GiRhhvKiHst__tw-oRH5YogMeouU57nOyWpMKW7uh-n3ugrz5zWA/s1600/sting_alt.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;592&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrLrjVBrbtObx-rAunzpiwWq6-LdxHGNt8DObnq_gqUCx2o_jdRigqP7vOMdo2eDV3zTpNGXu9nQsr7beGJV7DrL7GiRhhvKiHst__tw-oRH5YogMeouU57nOyWpMKW7uh-n3ugrz5zWA/s640/sting_alt.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVL9BNsi0kWjBccDj8sm3dXpA0ceffXoV9qfe5R5kbs4-MwMrFkL4LBV5yAZWrsQ3Xdt6jpHd6JGb4jAK_oP01dqVmCQhCBRJGMsTQV7yh31mnuxqm_FL69XxnA7PKMHfmDYCENF0AtYc/s1600/sting_render.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;360&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVL9BNsi0kWjBccDj8sm3dXpA0ceffXoV9qfe5R5kbs4-MwMrFkL4LBV5yAZWrsQ3Xdt6jpHd6JGb4jAK_oP01dqVmCQhCBRJGMsTQV7yh31mnuxqm_FL69XxnA7PKMHfmDYCENF0AtYc/s640/sting_render.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/7717188048648662459/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2013/06/wwe-13-sting-mod.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/7717188048648662459'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/7717188048648662459'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2013/06/wwe-13-sting-mod.html' title='WWE 13 Sting Mod'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrLrjVBrbtObx-rAunzpiwWq6-LdxHGNt8DObnq_gqUCx2o_jdRigqP7vOMdo2eDV3zTpNGXu9nQsr7beGJV7DrL7GiRhhvKiHst__tw-oRH5YogMeouU57nOyWpMKW7uh-n3ugrz5zWA/s72-c/sting_alt.jpg" height="72" width="72"/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-4627848056596197337</id><published>2013-05-24T08:17:00.005-07:00</published><updated>2013-05-24T08:21:50.696-07:00</updated><title type='text'>WWE 13 Booker T Mod</title><content type='html'>&lt;u&gt;&lt;strong&gt;&lt;span style=&quot;font-size: 24px;&quot;&gt;BOOKER T&lt;/span&gt;&lt;/strong&gt;&lt;/u&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;span style=&quot;font-size: 14px;&quot;&gt;I used keherese&#39;s face as  base for this mod so credit goes to him. I add some detailing to the face and also fixed the hairline on his mod. All the attires are done, hope you guys like it, took me three hours to draw the flames on the TNA attire. Download it here:&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;span style=&quot;font-size: 14px;&quot;&gt;&lt;a class=&quot;bbc_url&quot; data-cke-saved-href=&quot;http://www.mediafire.com/download/5t20tfya2124jfs/booker_t.rar&quot; href=&quot;http://www.mediafire...fs/booker_t.rar&quot; rel=&quot;nofollow&quot; title=&quot;&quot;&gt;http://www.mediafire...fs/booker_t.rar&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;a href=&quot;http://img834.imageshack.us/img834/120/bookerfinal.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;620&quot; src=&quot;http://img834.imageshack.us/img834/120/bookerfinal.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;span rel=&quot;lightbox&quot;&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/4627848056596197337/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2013/05/wwe-13-booker-t-mod.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/4627848056596197337'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/4627848056596197337'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2013/05/wwe-13-booker-t-mod.html' title='WWE 13 Booker T Mod'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-4464818572571016240</id><published>2012-11-01T08:41:00.002-07:00</published><updated>2012-11-02T09:40:37.895-07:00</updated><title type='text'>WWE 13 Hogan Caw</title><content type='html'>Put a few hours into this. Not sure if I&#39;ll finish it because I&#39;m getting tired of the same old caw mode every year. &lt;br /&gt;
&lt;br /&gt;
Update:&lt;br /&gt;
&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhKaw3UZGWo1lsleV3nwoxM7NvvcyDzy26jTsbW_LOJd64Ezf225X80jHcXjtcUU8bmBkC78xf8dvjXl_0eH9AEF-A-Fav0CJlgOf_Xj1E37oRLTRWEV8NPQSqc0zZtZFapNoW0rc8MMc/s1600/hogan_caw_mode.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhKaw3UZGWo1lsleV3nwoxM7NvvcyDzy26jTsbW_LOJd64Ezf225X80jHcXjtcUU8bmBkC78xf8dvjXl_0eH9AEF-A-Fav0CJlgOf_Xj1E37oRLTRWEV8NPQSqc0zZtZFapNoW0rc8MMc/s1600/hogan_caw_mode.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/4464818572571016240/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2012/11/wwe-13-hogan-caw.html#comment-form' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/4464818572571016240'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/4464818572571016240'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2012/11/wwe-13-hogan-caw.html' title='WWE 13 Hogan Caw'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhKaw3UZGWo1lsleV3nwoxM7NvvcyDzy26jTsbW_LOJd64Ezf225X80jHcXjtcUU8bmBkC78xf8dvjXl_0eH9AEF-A-Fav0CJlgOf_Xj1E37oRLTRWEV8NPQSqc0zZtZFapNoW0rc8MMc/s72-c/hogan_caw_mode.jpg" height="72" width="72"/><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-4576388818451198347</id><published>2012-10-31T10:39:00.001-07:00</published><updated>2012-10-31T10:39:10.223-07:00</updated><title type='text'>WWE &#39;13 Textured Caws</title><content type='html'>Just to confirm, the texture tut I posted last year does work for this years game. As confirmed by Tich, last years ED49.pac file should be used when doing the hack for this years game. &lt;br /&gt;
&lt;br /&gt;
The rest of the tutorial is exactly the same. &lt;br /&gt;
&lt;br /&gt;
Here&#39;s a quick proof of concept&amp;nbsp;I threw together in 20mins:&lt;br /&gt;
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&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXnxccA3TcBBN3UlMijCuPsUX29nBB6AsSyKnFUR7t20xz6L7Rb_3hqJpZWo4Ba1pXeZpNQeQFCFuv8JZhqUFwmE3vt6rxenF_3AKoIAJUHYd2mjLK1pzqVv1TwTA6z1lrKceeJXyQHR4/s1600/hogan_preview.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;329&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXnxccA3TcBBN3UlMijCuPsUX29nBB6AsSyKnFUR7t20xz6L7Rb_3hqJpZWo4Ba1pXeZpNQeQFCFuv8JZhqUFwmE3vt6rxenF_3AKoIAJUHYd2mjLK1pzqVv1TwTA6z1lrKceeJXyQHR4/s400/hogan_preview.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/4576388818451198347/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2012/10/wwe-13-textured-caws.html#comment-form' title='11 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/4576388818451198347'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/4576388818451198347'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2012/10/wwe-13-textured-caws.html' title='WWE &#39;13 Textured Caws'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXnxccA3TcBBN3UlMijCuPsUX29nBB6AsSyKnFUR7t20xz6L7Rb_3hqJpZWo4Ba1pXeZpNQeQFCFuv8JZhqUFwmE3vt6rxenF_3AKoIAJUHYd2mjLK1pzqVv1TwTA6z1lrKceeJXyQHR4/s72-c/hogan_preview.jpg" height="72" width="72"/><thr:total>11</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6685516918063858314.post-7768549132207864925</id><published>2011-12-06T22:57:00.000-08:00</published><updated>2011-12-06T22:58:55.018-08:00</updated><title type='text'>WWE 12 - How to Inject Textures into the Paint Tool – Part Two</title><content type='html'>&lt;span lang=&quot;EN-ZA&quot;&gt;In this part of the tutorial we are going to be creating textures to inject into the paint tool file. You will need the uncompressed image file you created in part one of the tutorial i.e. 001E.pac. Lets get started:&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in; mso-list: l0 level2 lfo1; tab-stops: list .25in; text-indent: -0.25in;&quot;&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;1.&lt;span style=&quot;font-size-adjust: none; font-stretch: normal; font: 7pt/normal &amp;quot;Times New Roman&amp;quot;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;Rename 001E.pac to 001E.tga. The format of the image is a tga file but is a special format which is only viewable in optpix image studio. Open the 001E.tga file in Optpix and you should have the following:&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;o:p&gt;&lt;br /&gt;
&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4DOUrNSrFhXuZpGIaO3rA0kOykmnIMQHyv27gmSuq9uSrhcR1CB7mOCk-lM-1RjI3R6C7ZwS8GJnNW4E9wpndem5KAl1XTgXESqnccEA0f2goqszFoUoXsYcnKowPUuF9U9d0qEglJec/s1600/8.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;350&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4DOUrNSrFhXuZpGIaO3rA0kOykmnIMQHyv27gmSuq9uSrhcR1CB7mOCk-lM-1RjI3R6C7ZwS8GJnNW4E9wpndem5KAl1XTgXESqnccEA0f2goqszFoUoXsYcnKowPUuF9U9d0qEglJec/s400/8.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in; mso-list: l0 level2 lfo1; tab-stops: list .25in; text-indent: -0.25in;&quot;&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;2.&lt;span style=&quot;font-size-adjust: none; font-stretch: normal; font: 7pt/normal &amp;quot;Times New Roman&amp;quot;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;We are going to use the alpha channel from this file when creating our custom texture so click on layer – extract alpha channel. You should get file called bap_1, this is the file we are going to use in creating our alpha channel.&amp;nbsp;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in; mso-list: l0 level2 lfo1; tab-stops: list .25in; text-indent: -0.25in;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTfKhi-Tc-gTV2Tpy8l1ijxB4R5GnJdwwozuiIbt-xYB-qsx3-IEE-C7ZbVMR0fKUG1O2ytuOOFlUG-BHeLpvbFkAnYh4Th1AoqMOlohJsKEmCqtjLYa6i3KJCnY4ZHXDtL_Ze8MgEa5A/s1600/9.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;266&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTfKhi-Tc-gTV2Tpy8l1ijxB4R5GnJdwwozuiIbt-xYB-qsx3-IEE-C7ZbVMR0fKUG1O2ytuOOFlUG-BHeLpvbFkAnYh4Th1AoqMOlohJsKEmCqtjLYa6i3KJCnY4ZHXDtL_Ze8MgEa5A/s400/9.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in; mso-list: l0 level2 lfo1; tab-stops: list .25in; text-indent: -0.25in;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in; mso-list: l0 level2 lfo1; tab-stops: list .25in; text-indent: -0.25in;&quot;&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;3.&lt;span style=&quot;font-size-adjust: none; font-stretch: normal; font: 7pt/normal &amp;quot;Times New Roman&amp;quot;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;To quickly explain how the alpha channel works: White is Opaque, Black is completely transparent and grey is in between.&amp;nbsp;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in;&quot;&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;We are going to create an alpha channel which is completely opaque, so click on each of the squares which is not white and set the value to 255,255,255 for the red green and blue. This will change the colour of the square to white. You can do this by either manually typing the values in or by using the colour chart.&amp;nbsp;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in; mso-list: l0 level2 lfo1; tab-stops: list .25in; text-indent: -0.25in;&quot;&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;4.&lt;span style=&quot;font-size-adjust: none; font-stretch: normal; font: 7pt/normal &amp;quot;Times New Roman&amp;quot;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;You should have an bap_1 file which looks like this:&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3DmKg5qCUQQMIB94CjGKEE4pXfHtN3AvOqJcjZz8uG-MRyb0tj_iCvFfM0kNxBK0SQEA76XVUDLMvL47RhRN0RVGiOFd3VVrMVvGty1Prs71aKxe2ZLANO44wBpOUDkhG-6uSXQQ4SFA/s1600/12.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;400&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3DmKg5qCUQQMIB94CjGKEE4pXfHtN3AvOqJcjZz8uG-MRyb0tj_iCvFfM0kNxBK0SQEA76XVUDLMvL47RhRN0RVGiOFd3VVrMVvGty1Prs71aKxe2ZLANO44wBpOUDkhG-6uSXQQ4SFA/s400/12.jpg&quot; width=&quot;318&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in;&quot;&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;Don’t close this file, you will need it shortly. &lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in; mso-list: l0 level2 lfo1; tab-stops: list .25in; text-indent: -0.25in;&quot;&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;5.&lt;span style=&quot;font-size-adjust: none; font-stretch: normal; font: 7pt/normal &amp;quot;Times New Roman&amp;quot;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;Now you need to create your custom texture that you wish to inject into the game. You can use any graphics editor to create the file but the dimensions of the file must be 128x128. Optpix supports a few file formats but I usually save my custom texture as jpg.&amp;nbsp;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in; mso-list: l0 level2 lfo1; tab-stops: list .25in; text-indent: -0.25in;&quot;&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;6.&lt;span style=&quot;font-size-adjust: none; font-stretch: normal; font: 7pt/normal &amp;quot;Times New Roman&amp;quot;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;Open your custom texture in Optpix. Now you need to reduce the number of colours in the image. In optpix, click image – colour reduction. On the output tab, select 256 colours.&amp;nbsp;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in; mso-list: l0 level2 lfo1; tab-stops: list .25in; text-indent: -0.25in;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEik0V1_46hcKWyebNO5Tnut1VucijuhbYamWGaO-aGdWO-spDd71SA8f4GUYzbKEqPnju8cF9iSJRHXHsGfvDINkGqk5HTjYqdmp8BTpECrbifQWZpzY3VMGgisSD-iwBX6sueYMJccpUU/s1600/10.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;322&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEik0V1_46hcKWyebNO5Tnut1VucijuhbYamWGaO-aGdWO-spDd71SA8f4GUYzbKEqPnju8cF9iSJRHXHsGfvDINkGqk5HTjYqdmp8BTpECrbifQWZpzY3VMGgisSD-iwBX6sueYMJccpUU/s400/10.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in; mso-list: l0 level2 lfo1; tab-stops: list .25in; text-indent: -0.25in;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in; mso-list: l0 level2 lfo1; tab-stops: list .25in; text-indent: -0.25in;&quot;&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;7.&lt;span style=&quot;font-size-adjust: none; font-stretch: normal; font: 7pt/normal &amp;quot;Times New Roman&amp;quot;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;Optpix will create a second image which has been downsampled to 256 colours. Click on the title bar of the new image to select it.&amp;nbsp;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in; mso-list: l0 level2 lfo1; tab-stops: list .25in; text-indent: -0.25in;&quot;&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;8.&lt;span style=&quot;font-size-adjust: none; font-stretch: normal; font: 7pt/normal &amp;quot;Times New Roman&amp;quot;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;Now we need add an alpha channel to this image. Click on image – compose alpha channel. This will give you a dialog box which should have bap_1 listed. Select bap_1 and click ok.&amp;nbsp;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in; mso-list: l0 level2 lfo1; tab-stops: list .25in; text-indent: -0.25in;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiks450e4_AkGOSSSTRIJAChWH7pZTo0WwDQMh-jTq4LK19vUcHu-HT6umMGeHxAdkEU5SPCLEA5BIS5xQ2BCxGsVuJoQJTclGrMugO-aX7bDIOtUweBYUE4SBeYs02CdnjaT8b8PSUxn4/s1600/11.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;348&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiks450e4_AkGOSSSTRIJAChWH7pZTo0WwDQMh-jTq4LK19vUcHu-HT6umMGeHxAdkEU5SPCLEA5BIS5xQ2BCxGsVuJoQJTclGrMugO-aX7bDIOtUweBYUE4SBeYs02CdnjaT8b8PSUxn4/s400/11.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in; mso-list: l0 level2 lfo1; tab-stops: list .25in; text-indent: -0.25in;&quot;&gt;&lt;br /&gt;
&lt;/div&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in; mso-list: l0 level2 lfo1; tab-stops: list .25in; text-indent: -0.25in;&quot;&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;9.&lt;span style=&quot;font-size-adjust: none; font-stretch: normal; font: 7pt/normal &amp;quot;Times New Roman&amp;quot;;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;The file now needs to be saved as a tga file to be injected into the game. Click file, save as and select tga as the file type. You are now ready to inject the texture back into the T002 file.&amp;nbsp;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in; mso-list: l0 level2 lfo1; text-indent: -0.25in;&quot;&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;10.&lt;span style=&quot;font-size-adjust: none; font-stretch: normal; font: 7pt/normal &amp;quot;Times New Roman&amp;quot;;&quot;&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;Open the T002 file in X-Packer using the “File- open - xbox360/ps3 pach” command. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in;&quot;&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;Click inject next to one of the bpe files and select the tga file you created in optpix. &lt;i style=&quot;mso-bidi-font-style: normal;&quot;&gt;Something you should note, the image files sometimes lose colour information when injecting over certain files in T002 archive. You’ll have to try replacing different files to see which works. In my experience, files ranging from 0036 downwards in the T002 file works best.&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in; mso-list: l0 level2 lfo1; tab-stops: list .25in; text-indent: -0.25in;&quot;&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;11.&lt;span style=&quot;font-size-adjust: none; font-stretch: normal; font: 7pt/normal &amp;quot;Times New Roman&amp;quot;;&quot;&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;The T002 file with your custom textures will now need to be injected into the ed49.pac file. So in X-Packer open the ed49.pac file again using the “File- open - xbox360/ps3 pac” command. On the T002 row, click inject file and inject your new T002 file.&amp;nbsp;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in; mso-list: l0 level2 lfo1; tab-stops: list .25in; text-indent: -0.25in;&quot;&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;12.&lt;span style=&quot;font-size-adjust: none; font-stretch: normal; font: 7pt/normal &amp;quot;Times New Roman&amp;quot;;&quot;&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;You can now replace the ed49.pac file and your arc files in the game with your new modified files.&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt 0.25in; mso-list: l0 level2 lfo1; tab-stops: list .25in; text-indent: -0.25in;&quot;&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;span style=&quot;mso-list: Ignore;&quot;&gt;13.&lt;span style=&quot;font-size-adjust: none; font-stretch: normal; font: 7pt/normal &amp;quot;Times New Roman&amp;quot;;&quot;&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;span style=&quot;mso-spacerun: yes;&quot;&gt;&amp;nbsp;&lt;/span&gt;Start the game and go into paint tool mode. Create a new image and select the WWE icon to insert a WWE image into the paint tool file. Scroll until you reach your custom texture and insert it. Save the file and enjoy your new custom texture.&amp;nbsp;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjn5vG1wnDYZuA9vxpyRZUBoKNQJxU9mM7ObmZ1JknVDSM6kHgDCBWcB18t510vo13J4QIHGVXyQ6evCwQkHzc3gvK5N6NPuSpiBtoYzaOc_UkxHMVCfH94TOfvJG2zJS8bqn-xTiryVtQ/s1600/IMG-20111207-00067.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjn5vG1wnDYZuA9vxpyRZUBoKNQJxU9mM7ObmZ1JknVDSM6kHgDCBWcB18t510vo13J4QIHGVXyQ6evCwQkHzc3gvK5N6NPuSpiBtoYzaOc_UkxHMVCfH94TOfvJG2zJS8bqn-xTiryVtQ/s320/IMG-20111207-00067.jpg&quot; width=&quot;243&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
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14. If you want to share these custom textures with a retail xbox user, all you need to do is send them your paint tool file. They will need to rehash and resign the file. &lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;/div&gt;&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt;&quot;&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;If you want to go back to using the original WWE logo’s in the game, insert your original WWE 12 disc into the console and everything will be back to the way it was. That’s it for now, post any questions below.&amp;nbsp;&lt;/span&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class=&quot;MsoNormal&quot; style=&quot;margin: 0in 0in 0pt;&quot;&gt;&lt;span lang=&quot;EN-ZA&quot;&gt;&lt;strong&gt;As always if you find the tutorial useful, please consider donating.&lt;/strong&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sf4mods.blogspot.com/feeds/7768549132207864925/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://sf4mods.blogspot.com/2011/12/wwe-12-how-to-inject-textures-into_06.html#comment-form' title='7 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/7768549132207864925'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6685516918063858314/posts/default/7768549132207864925'/><link rel='alternate' type='text/html' href='http://sf4mods.blogspot.com/2011/12/wwe-12-how-to-inject-textures-into_06.html' title='WWE 12 - How to Inject Textures into the Paint Tool – Part Two'/><author><name>tekken57</name><uri>http://www.blogger.com/profile/08908036037222465341</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4DOUrNSrFhXuZpGIaO3rA0kOykmnIMQHyv27gmSuq9uSrhcR1CB7mOCk-lM-1RjI3R6C7ZwS8GJnNW4E9wpndem5KAl1XTgXESqnccEA0f2goqszFoUoXsYcnKowPUuF9U9d0qEglJec/s72-c/8.jpg" height="72" width="72"/><thr:total>7</thr:total></entry></feed>