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PCC Builder

Non-toolset utilities for the ME Trilogy developed by community coders. Note: Restricted to coder- or modder-oriented tools. User-oriented tools belong where they can be adequately supported (e.g., Nexusmods).

PCC Builder

Postby Erik JS » 19 Mar 2016, 14:04

I posted this on ME3Tweaks, maybe I should post this here too...

I've been working on a tool which can decompile and compile PCC files. It's a simple "PCC2XML" tool. It generates an XML file with the structure of the target PCC (header, names, imports and exports), and export data is put in a folder (example: FileABC.pcc, you save as FileXYZ.xml, a folder named "FileABC" will be created, and export data will be put there).

I'm doing this for the hell of it (I'm used to doing **** no one asks for lol). I'm still testing things, so I have no definitive list of what's possible, but I can say that you cannot transfer export data to a different PCC, because that data has references to the names, exports and imports from the original PCC (PCC Builder doesn't "touch" export data).

Btw, the relevant wiki article has some inaccurate info, and I'm basing my work off these:
http://wiki.tesnexus.com/index.php/UPK_File_Format_-_XCOM:EU_2012
https://wiki.beyondunreal.com/Unreal_package

Compressed PCC's are not supported. You may use ME3 Explorer's PCC Repacker to unpack and repack things. I'm currently trying to add compression support to my tool.

Repository: https://github.com/Erik-JS/PCCBuilder
Binary only: https://www.dropbox.com/s/idgf2grgt5wuzdb/PCCBuilder.7z?dl=0
Notepad++ highly recommended for opening XML files.
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Re: PCC Builder

Postby FemShep » 20 Mar 2016, 17:21

Been meaning to try this on my forums, but my hands have kept me from doing much on a computer these days...
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