Dragon Quest XI scripts updated to v4 in the specific scripts and custom scripts bundles. Now it should properly extract all assets from both original DQXI and DQXI S. In the same time, dq11 fix removed from specific scripts bundle, because it's not required anymore.
If you're interested in details, initial infogram's script applied NOT only to chunked assets, while there are also non-chunked assets in the paks. Applying NOT globally solved the issue when some extracted files could be still NOTed.
Hey spirit, thanks for this!
-- Komodo's already added this to the Modding Discord
before I ever even had a chance to see it.
As it is, we're desperately trying to get a working solution for repacking assets so that they can be used in-game with Definitive Edition. As you're probably far more familiar with u4pak / unrealpak than any of us are, do you think you could help us out with that? I know that DQXI paks use an XOR with the key DEADFADE BEEFCAFE but I have no clue
on how to apply that in a custom unrealpak build. I know I could compile it from UE4 4.18 source, but that's about the extent of it,
To be fair, I can tell you keep quite busy, but if you can contact us on the Discord (linked above), we'd be very
appreciative (even if it's just a few pointers) -- a few of us occasionally check Zenhax, but not too frequently.
Thanks for all that you do -- keep on trucking