How To Fix Resource Problems After Updates

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How to fix resource problems after updates
 Siren.Kalilla
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By Siren.Kalilla 2012-02-13 19:11:14
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This mini-guide is intended to show people how to update their resource file so they no longer encounter errors while using plugins like Spellcast which uses the resource file, as well as other plugins and programs that may use it as well. For the players that are impatient, like me, who don't want to wait for the official resource update release this helps solve the annoying problems that arise after updates.

The only thing you'll need is POLUtils:

After you download/install POLUtils you'll then want to make sure to give it administrator access so it can read the game files. If you just use the program to read the DAT files then it is completely safe.

We aren't going to be changing any file names, we aren't going to be changing NPC nams, we aren't going to be changing any data, so by doing this you are completely safe as long as you don't try to import a DAT file or change an NPC name (which isn't very dangerous to do honestly despite what the warning message tells you).

  1. Let's start off by locating our resource files.

    Locate your [Windower] folder, then open up the [plugins] folder, and then finally the [resources] folder. You should see a list of XML files:

    • abils.xml
    • areas.xml
    • items_armor.xml
    • items_general.xml
    • items_weapons.xml
    • spells.xml
    • status.xml

    Pick whatever file depending on what you want to temp fix so you can continue playing like normal. If you want to add a new weapon you just got open up items_weapons.xml, if you have a new body piece open up items_armor.xml, if you want to use a new job ability or weapon skill open up abils.xml, so on. You should know which to open.

  2. Examine and understand the structure before you do anything else.

    It is very, very simple:

    Code xml
    <a id="942" index="900" prefix="/weaponskill" english="Realmrazer" german="Schutt und Asche" french="Ravag. royaumes"  japanese="レルムレイザー" type="WeaponSkill" element="None" targets="Enemy" skill="Ability" mpcost="0" tpcost="-1" casttime="0" recast="0" alias="" />

    You'll have to collect this information:
    In this example, I'm doing the club weapon skill [Realmrazer]
    • Abilities & Weaponskills
      • ID Number
      • English Name (I'll show how to collect german, french, and japanese as well)
      Weapons & Armor
      • ID Number
      • English Name (I'll show how to collect german, french, and japanese as well)
      Magic
      • ID Number
      • English Name (I'll show how to collect german, french, and japanese as well)

    Easy right? You'll only need to find out two pieces of information, the rest of it can be a copied from something similar. Like if Cure VII just was added you would find Cure VI and copy that information then change the ID and Names, or if you wanted to add a new dagger you would find a dagger then change the important information of that, or ability...weaponskill.. you get it.

    Do I really need to fill out Type, Element, Casttime, Recast, ect?
    You don't, it really is only for if you want to display spell information for spellcast, I think! I really doubt it matters for a quick temp fix until the resources are updated. All I care about is making sure it is working for now while the update is on it's way. For all I know it could be uploaded in an hour, or in 3-10 days depending on how busy the windower staff is. It really only takes 5 minutes to update your resources once you know what to do.

  3. Open up POLUtils, making sure it has administrator access, and click [FFXI Data Browser]. Should take ~10 seconds to open, then go to the top of the window and click...

    • For Armor, Weapons, and PUP items
      • Item Data > English > w/e you are doing
      For Abilities, Weapon Skills, Spells...
      • String Tables > English > Ability Names / Spell Names. Weapon Skills are within abilities.

    After you click the menu option, it will take some time to build the lists. All Items, Weapons, Armor, ect, will take much longer than Abilities and Spells would take.

    For my example I'm adding [Realmrazer] to my abils.xml, so I'll be going to [String Tables > English > Ability Names]. I open up Ability Names, click the column heading [String 1] to sort alphabetically, and scroll down until I find [Realmrazer].

    I see that this weapon skill has an ID Number of 00942, so we'll be using 942 as our ID number in our abilis resource file.

  4. Open up the appropriate resource file for what you're adding to it.

    For example, I'm adding [Realmrazer] to my abilis.xml list. I'll use a related entry to make my work easier:

    Code xml
    <a id="936" index="900" prefix="/weaponskill" english="Hexa Strike" german="Hexa-Schlag" french="Hexa-frappe"  japanese="ヘキサストライク" type="WeaponSkill" element="None" targets="Enemy" skill="Ability" mpcost="0" tpcost="-1" casttime="0" recast="0" alias="" />

    I'll make a copy of this below the entry, and remove the information we are going to change.

    Code xml
    <a id="" index="900" prefix="/weaponskill" english="" german="" french=""  japanese="" type="WeaponSkill" element="None" targets="Enemy" skill="Ability" mpcost="0" tpcost="-1" casttime="0" recast="0" alias="" />

    Now insert the information you pulled from browsing the DAT files:
    Code xml
    <a id="942" index="900" prefix="/weaponskill" english="Realmrazer" german="" french=""  japanese="" type="WeaponSkill" element="None" targets="Enemy" skill="Ability" mpcost="0" tpcost="-1" casttime="0" recast="0" alias="" />


    Now, what if you want to add the german, french, and japanese versions instead/as well? It isn't that much more difficult to do (and it wasn't difficult to do what we just did before anyways):

    • Now that we have the ID number of what we are adding to the resource file, we have a place to start while browsing languages we aren't familiar with.

    • Using the ID Number 942, open up the menu you opened up previously to obtain the ID number, but instead of browsing the English section we'll be opening up the French, German, and Japanese sections as well.

      For example: for Realmrazer I used [String Tables > English > Ability Names].

    • After opening French/German/Japanese, you should see the second column [Index] sorting the numbers from 0-1023... our ID number is 942 so scroll down until you reach 942. Right click the entry > Select [Copy Field] > Select [String 1].

      For this example you should have:
      French: Ravag. royaumes
      German: Schutt und Asche
      Japanese: レルムレイザー

      Using this information we can now plug in the missing pieces of our entry:
      Code xml
      <a id="942" index="900" prefix="/weaponskill" english="Realmrazer" german="Schutt und Asche" french="Ravag. royaumes"  japanese="レルムレイザー" type="WeaponSkill" element="None" targets="Enemy" skill="Ability" mpcost="0" tpcost="-1" casttime="0" recast="0" alias="" />

    You should now be complete. Make a backup copy of your resources if you wish, then save this copy in your Windower > plugins > resources folder and overwrite once you are sure you're done.

  5. Log into the game and check to see if it is working properly. If you were already in the game open your console and type in:

    /unloadall
    /exec init.txt

    it should be working properly and spellcast should be able to use your new ability / weapon / armor / spell / weaponskill...w/e!


I hope this mini-guide was clear enough and will help anyone having problems with their resource files. If I'm missing a step somewhere or something is wrong please tell me so I can fix it!

If you are still too intimidated doing this and would like help adding an entry to one of your resource files without using POLUtils (lazy! :O) then just ask.
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By aureus 2012-02-14 04:15:45
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FYI, POLUtils also comes with a MassExtractor tool. You need to run it command line, but that's what we use to generate resources for each update.
 Siren.Kalilla
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By Siren.Kalilla 2012-02-14 15:12:01
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Posting the new items that aren't in the resources atm:

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 Siren.Kalilla
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By Siren.Kalilla 2012-02-14 15:13:04
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necroskull Necro Bump Detected! [160 days between previous and next post]
 Siren.Kalilla
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By Siren.Kalilla 2012-07-23 15:49:30
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July 23rd Update:

Weapons
Iridal Staff
Code xml
<i id="18632" enl="Iridal staff" fr="" frl="" de="" del="" jp="" jpl="51">Iridal Staff</i>

Chatoyant Staff
Code xml
<i id="18633" enl="Chatoyant staff" fr="" frl="" de="" del="" jp="" jpl="51">Chatoyant Staff</i>


Armor
Shaper's Shawl
Code xml
<i id="11009" enl="Shaper's shawl" fr="" frl="" de="" del="" jp="" jpl="1">Shaper's Shawl</i>

Plumb Boots
Code xml
<i id="10372" enl="Plumb boots" fr="" frl="" de="" del="" jp="" jpl="99">Plumb Boots</i>
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By Asura.Fattrav 2012-07-23 16:05:42
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Seriously, with all the "ban the .dat modders" in other threads, I'm surprised an admin would openly talk about updating 3rd party tools.
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By Siren.Kalilla 2012-07-23 16:06:24
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Asura.Fattrav said: »
Seriously, with all the "ban the .dat modders" in other threads, I'm surprised an admin would openly talk about updating 3rd party tools.
I'm not an admin.
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 Lakshmi.Galith
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By Lakshmi.Galith 2012-07-23 16:10:29
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Asura.Fattrav said: »
Seriously, with all the "ban the .dat modders" in other threads, I'm surprised an admin would openly talk about updating 3rd party tools.

The trick is updating it yourself like Kalilla is showing. This changes the program from an evil 3rd party tool found in the sketchy regions of the internet to a beloved 2nd party tool.
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By Fenrir.Terminus 2012-07-23 16:14:29
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Asura.Fattrav said: »
Seriously, with all the "ban the .dat modders" in other threads, I'm surprised an admin would openly talk about updating 3rd party tools.

I think it falls under the windower/guildwork exemption that makes it cool for ffxiah.
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By Asura.Fattrav 2012-07-23 16:19:34
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Sorry for saying you were an admin, you have a purple bar above your posts, I assumed it meant your had a role of stature on this site.

Yet lamp .dats are something that players should be banned for? There is a whole thread with several users saying player who modify .dats should be banned, yet there are topics like this promoting other 3rd party tools.

I am just very confused on where the lines are drawn. Thanks for shedding some light on things.
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By Siren.Kalilla 2012-07-23 16:19:47
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Fenrir.Terminus said: »
Asura.Fattrav said: »
Seriously, with all the "ban the .dat modders" in other threads, I'm surprised an admin would openly talk about updating 3rd party tools.

I think it falls under the windower/guildwork exemption that makes it cool for ffxiah.
windower / ffxiah / guildwork are all partners anyways lol
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By Cerberus.Cahlum 2012-07-23 16:24:21
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Make sure you capitalise the first letter of the "enl" bit or it will crash your spellcast/game.
 Siren.Kalilla
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By Siren.Kalilla 2012-07-23 16:25:38
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Cerberus.Cahlum said: »
Make sure you capitalise the first letter of the "enl" bit or it will crash your spellcast/game.
Ah, thanks for catching that.

I'll update it
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By Siren.Kalilla 2012-07-23 18:08:37
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Asura.Fattrav said: »
Sorry for saying you were an admin, you have a purple bar above your posts, I assumed it meant your had a role of stature on this site.

Yet lamp .dats are something that players should be banned for? There is a whole thread with several users saying player who modify .dats should be banned, yet there are topics like this promoting other 3rd party tools.

I am just very confused on where the lines are drawn. Thanks for shedding some light on things.
Purple is just VIP

Should players be banned for changing the name of lamps? Players have done it in the past, SE has been aware of it for years. There is a huge risk with changing names and it is up to the player to decide if that risk is worth the chance they will get banned. I think it wouldn't be out of the question to put a mark on their account record for being caught doing it, but not permabanned.

If you break the ToS you run the risk of getting in trouble. When it comes to me I don't mind using windower or spellcast because they bring enhancements to the game. In fact over the past 2 years SE has been working on converting popular windower plugins into actual updates. They are stealing ideas from windower, but at least we'll know that they will be maintained and won't break over the years. Other updates are in the works to bring more ideas that Windower introduced, like viewing party members TP. However it will most likely be restricted to PC / Xbox only unless its' a text log command.

Resources / Spellcast are also breaking the ToS, and if used improperly can cross the line of it's acceptable use. I don't feel that Spellcast is 100% acceptable to use because of how powerful it can be, but I also feel that SE doesn't really care that players use it. Does it make it okay to use? No. You still have to make the choice if you're going to break the ToS and use it just like anything else. It however is safe to use when used properly.

Now, do I think using spellcast is as bad as changing the name of npc's to get past lamp floors? Absolutely not. Spellcast can only help unlock the potential a job has easier than the macro system they gave us, it can't tell you how to do something, make you a better player, or give you an amazing strategy. That is still up to you and any player can do that no matter the console they are on.
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 Bahamut.Glizdus
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By Bahamut.Glizdus 2012-09-15 03:44:13
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am I doing something wrong, or maybe spellcast is bugged?
because, Rancorous Mantle WAS in resource when I've installed windower, but SC still doesn't equip it.

same for abils like Yonin.
Recast doesn't recognize it....
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By Bahamut.Glizdus 2012-09-15 04:45:40
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nvm, found a typo in xml file.
works now
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