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Lazybone Tools

XenoKit: A skill and character editor (as of right now) with a 3D viewport for previewing. Currently in a alpha state and available only at its GitHub page.

XV2 Xml Serializer: Can convert many DBXV2 files from binary into XML and back

EEPK Organiser: Effect editing

Audio Cue Editor (ACE): A general ACB editing tool for audio modding. Works for many other games that use ACBs too.

LB Mod Installer: A tool which can expand or replace sections of many files used in DBXV2, without having to overwrite the entire file. Several examples are included with the tool to help explain its usage, and a manual is available here.

MoveMerger: A tool for skill and moveset swapping upon transforming. It works by "merging" skills/movesets into a single one and using a condition in the bcm file (behaviour 66) to determine what to use at specific transformation stages. (Behaviour 66 can be changed on the Transformation tab of the X2M skill creator.) (Note: This is an older tool and does have some issues, mainly with audio merging)

 

Source code for most of my tools can be found on my GitHub.

EEPK Organiser:

2.1.0:

  • [General] Improved sorting in the effects list. Should always be sorted by ID by default
  • [General] Added an option to directly open an asset editor from the effect tab (right click menu, or by using Alt + Double Click)
  • [Editors] Added Hue Adjustment and Hue Set as options within ETR and ECF editors
  • [Editors] Added a top level color preview EMP, ETR and ECF editors, displaying the color without needing to click on the entry. For EMP and ETR, this preview also shows the gradient when the secondary color is enabled.
  • [Editors] Added an option to rescale single float keyframed values. The menu for this can be opened by double clicking on the time icon
  • [EMP] Hue Adjustment now takes AlphaBlendType into account, and will invert the color if subtractive blending is used
  • [EMP] Renamed and added tooltips to various values
  • [Materials Editor] LowRez and LowRezSmoke have been merged into a single Render Resolution parameter
  • [Materials Editor] Various other minor adjustments
  • [Bug fix] Fixed the interpolation flag sometimes being disabled on keyframed values in EMP, ETR and ECF. This only happened when the first value (R or X) was the same as the default value.
  • [Bug fix] Fixed EMGs ("Mesh" particle type) being corrupted when saved
  • [Bug fix] Various other minor fixes

 

LB Mod Installer:

3.26.0:

  • Added support for BCM files (basic example added)
  • VfxPackages can now be installed even when the target EEPK doesn't exist in the game yet

3.25.1:

  • Added a safe-guard against future changes to pre-baked.xml and xv2_stage_def.xml. If these formats change in the future, the installer will now abort the install and display an error message. It is STRONGLY recommended to update to this version for any mods that alter these files.

3.25.0:

  • Support for the updated CUS, CST and QXD versions in the 1.21 game update
  • Support for the updated pre-baked.xml format in XV2 Patcher 4.2
  • The old QXD version is no longer supported, breaking compatibility with older game versions (1.20 and earlier) for installers that modify QXD
  • New binding: AutoIdbCostume (creates a common ID in all IDB costume files)
  • [EMB] Support for AutoID when MatchIndex mode is used
  • [EMB] Support for setting an alias when MatchName mode is used (rename Index to Alias, and enter the desired alias in)
  • [EMB] Added some EMB examples
  • The installer can now remember what options were selected by the user last time, and restore them automatically. This has to be enabled manually on each individual InstallStep you want to function this way by adding a "StepID" parameter to identify the step (<InstallStep StepID="step1..">). When this parameter is defined, the selected options on it will be saved when a mod is installed, and then restored whenever the installer is ran.
  • Fixed a bug with saving the XML tracker when there were illegal characters in the mod or author name

 

XV2 Xml Serializer:

3.17:

  • BCM updated

ACE (Audio Cue Editor):

1.0.0:

  • External AWBs larger than 2GB should now be loadable.
  • AWBs can be loaded directly, instead of having to be loaded alongside an ACB. Editing options are very limited in this case. (The internal AWB within an ACB can also be loaded this way)
  • Edit loop window changed slightly. Loops can be edited in hh:mm:ss:ms format now (instead of just mm:ss)
  • Fixed a possible crash when using the "Play (loop)" right click option
  • Fixed an issue where some ACBs were being saved incorrectly (since 0.9.2), leading to no sound or crashes within a game. Simply loading and then resaving any affected ACB should fix this issue.
lazybone
  • 3Mods
  • 84Followers

RATING
24
Version
1
Views
139855
File size
41.86 MB
Downloads
30724
Updated
January 13, 2024
Categories

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  1. Hi Lazybone, I used ACE to edit awb file for a game called Gundam Battle Operation 2, and the audio write over was a success but when I play the game and get to the part where it is supposed to play the new voice line, game crashes and give me error saying “ Unknown file version (stream_steam\vo_npc_11.awb)”. Can you help me resolve this issue please?

  2. How are you lazybones, can you make a mod that substitutes the horrible elevator/ sleep music between the monologue in story mode? That music that plays when grand and supreme kai is talking makes me not want to play story mode at all lol.

  3. hello lazybones please would it be possible with the latest updates, take back the option which allowed you to modify the music which launches into the game in the overall story mode etc, because with the current ace software, we cannot do it do (this is present in the eternity audio tool software, which no longer works)

lazybone
  • 3Mods
  • 84Followers

RATING
24
Version
1
Views
139855
File size
41.86 MB
Downloads
30724
Updated
January 13, 2024
Categories

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