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fo76_ba2_archive_extract_sounds.ps1
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fo76_ba2_archive_extract_sounds.ps1
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#
# Pieter De Ridder
# Extract Fallout 76 (Or Fallout 4) Sound files from BA2 archive files
# https://github.com/suglasp/fallout4_fallout76_sfx_conversionkit
# Created : 15/03/2020
# Updated : 29/09/2023
#
# Note : Because I use Powershell and use objects, but not really use OO .NET style architecture,
# I work in each function with Open en Close file statements. Just to be safe.
# You can call this way, any function and it will handle the archive files in a safe manner.
#
# Usage:
# .\fo76_ba2_archive_extract_sounds.ps1 [-InstallPath <fallout4_fallout76_installpath>] [-Fallout "Fallout4"|"Fallout76"|"Fallout76PTS"] [-ExtractDir <extract_dir>] [-Help]
#
#Region Load assemblies needed
Add-Type -AssemblyName System.IO.Compression
Add-Type -AssemblyName System.IO.Compression.FileSystem
# [appdomain]::CurrentDomain.GetAssemblies() # verify if the libs are loaded
#EndRegion
#Region Global vars
[Int32]$Global:BA2HeaderSize = 24
[String]$Global:WorkDir = "$($PSScriptRoot)"
#EndRegion
#Region Functions
#
# Function : Show-FOHelp
# show Cli help
#
Function Show-FOHelp {
Write-Host ""
Write-Host "Usage:"
Write-Host ".\$(Split-Path -Path $MyInvocation.ScriptName -Leaf) [-InstallPath <fallout4_fallout76_installpath>] [-Fallout $([char](34))Fallout4|Fallout76|Fallout76PTS] [-ExtractDir <extract_dir>] [-Help]"
Write-Host ""
Exit(0)
}
#
# Function : Get-BA2FileList
# Get list of BA2 archives from a folder path.
#
Function Get-BA2FileList {
Param(
[String]$GameInstallationPath
)
# create empty array
[System.Collections.ArrayList]$BA2FilesList = @()
# hunt BA2 Archive files from given folder
If (Test-Path -Path $GameInstallationPath) {
$BA2FilesList = @((Get-ChildItem -Path $GameInstallationPath -File -Filter "*.ba2").FullName)
# we got some files?
If ($BA2FilesList.Length -gt 0) {
Write-Host "Found total number of $($BA2FilesList.Length.ToString()) BA2 Archives."
# list files to stdout
ForEach($BA2File In $BA2FilesList) {
Write-Host "$($BA2File)"
}
}
} Else {
Write-Warning "Folder $($GameInstallationPath) not found?!"
}
# return result
Return $BA2FilesList
}
#
# Function : Dump-BA2HeaderRaw
# Do a raw file dump of the first 24 bytes of a BA2 file In string format?
# (First 24 bytes = BA2 Header)
#
Function Dump-BA2HeaderRaw {
Param(
[String]$BA2Filename
)
If (Test-Path -Path $BA2Filename) {
# dump first 24 bytes (BA2 Header) as a string
[System.Array]$bytes = [System.IO.File]::ReadAllBytes($BA2Filename)
[String]$BA2Dump = [System.Text.Encoding]::ASCII.GetString($bytes, 0, $Global:BA2HeaderSize)
Write-Host "---"
Write-Host "First $($Global:BA2HeaderSize.ToString()) bytes : $($BA2Dump)"
Write-Host "---"
} else {
Write-Warning "File $($BA2Filename) not found?!"
}
}
#
# Function : Read-BA2Header
# Open archive and read the header into an object (begin of the file)
#
Function Read-BA2Header {
Param(
[String]$BA2Filename
)
# init empty var
[PSObject]$BA2Header = $null
If (Test-Path -Path $BA2Filename) {
# Create a custom PWSH object for the BA2 Header
$BA2Header = New-Object PSObject
# we keep track In the header object the path of the file
Add-Member -InputObject $BA2Header -MemberType NoteProperty -Name ArchiveFilePath -Value $($BA2Filename)
# open the BA2 Archive
[System.IO.Stream]$BA2File = [System.IO.File]::OpenRead($BA2Filename)
[System.IO.BinaryReader]$BA2Reader = New-Object System.IO.BinaryReader($BA2File, [System.Text.Encoding]::ASCII)
#[void]$BA2Reader.BaseStream.Seek(0, [System.IO.SeekOrigin]::Begin)
# get BA2 archive "Magic" text
Add-Member -InputObject $BA2Header -MemberType NoteProperty -Name ArchiveMagic -Value $([System.Text.Encoding]::ASCII.GetString($BA2Reader.ReadBytes(4)))
If ($BA2Header.ArchiveMagic -eq "BTDX") {
# get version
Add-Member -InputObject $BA2Header -MemberType NoteProperty -Name ArchiveVersion -Value $([System.BitConverter]::ToUInt32($BA2Reader.ReadBytes(4), 0))
# get type of archive (GNRL or DX10)
Add-Member -InputObject $BA2Header -MemberType NoteProperty -Name ArchiveType -Value $([System.Text.Encoding]::ASCII.GetString($BA2Reader.ReadBytes(4)))
# get nr of files In archive
Add-Member -InputObject $BA2Header -MemberType NoteProperty -Name ArchiveFileCount -Value $([System.BitConverter]::ToUInt32($BA2Reader.ReadBytes(4), 0))
# get nr of files In archive
Add-Member -InputObject $BA2Header -MemberType NoteProperty -Name ArchiveNameTableOffset -Value $([System.BitConverter]::ToUInt64($BA2Reader.ReadBytes(8), 0))
} Else {
# bail out!
Write-Host "Archive type : unknown"
Write-Warning "Aborted!"
}
# close file
If ($BA2Reader) {
$BA2Reader.Close()
$BA2Reader = $null
}
If ($BA2File) {
$BA2File.Close()
$BA2File = $null
}
} Else {
Write-Warning "File $($BA2Filename) not found?!"
}
# return
Return $BA2Header
}
#
# Function : Read-BA2NameTable
# Open archive and read the Name Table (end of the file)
#
Function Read-BA2NameTable {
Param(
[PSObject]$BA2Header
)
# create empty array
[System.Collections.ArrayList]$BA2NameTable = [System.Collections.ArrayList]@()
If ($BA2Header -ne $null) {
If (Test-Path -Path $BA2Header.ArchiveFilePath) {
# open the BA2 Archive
[System.IO.Stream]$BA2File = [System.IO.File]::OpenRead($BA2Header.ArchiveFilePath)
[System.IO.BinaryReader]$BA2Reader = New-Object System.IO.BinaryReader($BA2File, [System.Text.Encoding]::ASCII)
# skip all data to offset of the Name Table (end of file)
[void]$BA2Reader.BaseStream.Seek($BA2Header.ArchiveNameTableOffset, [System.IO.SeekOrigin]::Begin)
while($BA2Reader.BaseStream.Position -lt $BA2Reader.BaseStream.Length) {
[int16]$len = [System.BitConverter]::ToInt16($BA2Reader.ReadBytes(2), 0)
[String]$name = [System.Text.Encoding]::ASCII.GetString($BA2Reader.ReadBytes($len))
[void]$BA2NameTable.Add($name.Trim('\0'))
}
# close file
If ($BA2Reader) {
$BA2Reader.Close()
$BA2Reader = $null
}
If ($BA2File) {
$BA2File.Close()
$BA2File = $null
}
} Else {
Write-Warning "File $($BA2Header.ArchiveFilePath) not found?!"
}
} Else {
Write-Warning "BA2 Header is empty!"
}
# return
Return $BA2NameTable
}
#
# Function : Read-BA2FileTable
# Open archive and read file signatures (middle of the file, after the header)
#
Function Read-BA2FileTable {
Param(
[PSObject]$BA2Header,
[System.Collections.ArrayList]$BA2NameTable
)
# create empty array
[System.Collections.ArrayList]$BA2FileTable = [System.Collections.ArrayList]@()
If ($BA2Header -ne $null) {
If (Test-Path -Path $BA2Header.ArchiveFilePath) {
# open the BA2 Archive
[System.IO.Stream]$BA2File = [System.IO.File]::OpenRead($BA2Header.ArchiveFilePath)
[System.IO.BinaryReader]$BA2Reader = New-Object System.IO.BinaryReader($BA2File, [System.Text.Encoding]::ASCII)
# skip BA2 header
[void]$BA2Reader.BaseStream.Seek([long]$Global:BA2HeaderSize, [System.IO.SeekOrigin]::Begin)
# archive type?
Switch($BA2Header.ArchiveType) {
"GNRL" {
Write-Host "Archive Type : BA2 General archive"
Write-Host ""
# get BA2 file lump signatures
For($i = 0; $i -lt $BA2Header.ArchiveFileCount; $i++) {
# Create a custom PWSH object for the current BA2 File lump signature
[PSObject]$BA2FileSig = New-Object PSObject
# keep track of filename In archive we have -> using entry from NameTable
[String]$BA2InternalFileName = [String]::Empty
If ($BA2NameTable) {
# if Nametable is available, fill it the name
$BA2InternalFileName = $BA2NameTable[$i];
}
# object filename
Add-Member -InputObject $BA2FileSig -MemberType NoteProperty -Name FileName -Value $($BA2InternalFileName)
# read file lump signature details and add to object
Add-Member -InputObject $BA2FileSig -MemberType NoteProperty -Name FileHash -Value $([System.BitConverter]::ToUInt32($BA2Reader.ReadBytes(4), 0))
Add-Member -InputObject $BA2FileSig -MemberType NoteProperty -Name FileExt -Value $([System.Text.Encoding]::ASCII.GetString($BA2Reader.ReadBytes(4)))
Add-Member -InputObject $BA2FileSig -MemberType NoteProperty -Name FileDirHash -Value $([System.BitConverter]::ToUInt32($BA2Reader.ReadBytes(4), 0))
Add-Member -InputObject $BA2FileSig -MemberType NoteProperty -Name FileFlags -Value $([System.BitConverter]::ToUInt32($BA2Reader.ReadBytes(4), 0))
Add-Member -InputObject $BA2FileSig -MemberType NoteProperty -Name FileOffset -Value $([System.BitConverter]::ToUInt64($BA2Reader.ReadBytes(8), 0))
Add-Member -InputObject $BA2FileSig -MemberType NoteProperty -Name FileLenCompressed -Value $([System.BitConverter]::ToUInt32($BA2Reader.ReadBytes(4), 0))
Add-Member -InputObject $BA2FileSig -MemberType NoteProperty -Name FileLenRaw -Value $([System.BitConverter]::ToUInt32($BA2Reader.ReadBytes(4), 0))
Add-Member -InputObject $BA2FileSig -MemberType NoteProperty -Name FileAlign -Value $([System.BitConverter]::ToUInt32($BA2Reader.ReadBytes(4), 0)) # 0xBAADF00?
# add object to list
[void]$BA2FileTable.Add($BA2FileSig)
}
}
"DX10" {
Write-Host "Archive Type : BA2 DX10 archive"
Write-Host ""
}
"GNMF" {
Write-Host "Archive Type : BA2 GNMF archive"
Write-Host ""
}
}
# close file
If ($BA2Reader) {
$BA2Reader.Close()
$BA2Reader = $null
}
If ($BA2File) {
$BA2File.Close()
$BA2File = $null
}
} Else {
Write-Warning "File $($BA2Header.ArchiveFilePath) not found?!"
}
} Else {
Write-Warning "BA2 Header is empty!"
}
# Return
Return $BA2FileTable
}
#
# Function : RawWrite-BA2Lump
# Write a byte array using raw bytes to file
#
Function RawWrite-BA2Lump {
Param(
[String]$RAWFilename,
[System.Byte[]]$BA2DataLump
)
# dump lump to a disk file (from memory)
If ($BA2DataLump.Length -gt 0) {
[System.IO.Stream]$FSLumpFileHnd = [System.IO.File]::OpenWrite($RAWFilename)
If ($FSLumpFileHnd) {
$FSLumpFileHnd.Write($BA2DataLump, 0, $BA2DataLump.Length)
$FSLumpFileHnd.Flush()
$FSLumpFileHnd.Close()
}
Write-Host "Extracted the data, and written to file $($RAWFilename) !"
} Else {
Write-Warning "Extracted data is empty, not written file $($RAWFilename) !"
}
}
#
# Function : DecompressWrite-BA2Lump
# Decompress a byte array using zip/deflate and write to file
#
Function DecompressWrite-BA2Lump {
Param(
[String]$DecompressedFilename,
[System.Byte[]]$BA2DataLump,
[UInt32]$BA2UncompressedLength
)
# Init empty var
[System.Byte[]]$decompressedData = [System.Byte[]]::new($BA2UncompressedLength)
#[System.Byte[]]$decompressedData = New-Object System.Byte[] $BA2UncompressedLength
# Deflate
If ($BA2UncompressedLength -gt 0) {
If ($BA2DataLump) {
# copy data lump byte array to a MemoryStream
[System.IO.MemoryStream]$compressedFileStream = New-Object System.IO.MemoryStream
$compressedFileStream.Write($BA2DataLump, 0, $BA2DataLump.Length)
# skip ZLib header of 2 bytes In .NET
[void]$compressedFileStream.Seek(2, [System.IO.SeekOrigin]::Begin)
# decompress and store
#[System.IO.StreamReader]$uncompressedZLibStream = New-Object System.IO.StreamReader(New-Object System.IO.Compression.DeflateStream($compressedFileStream, [System.IO.Compression.CompressionMode]::Decompress))
[System.IO.Compression.DeflateStream]$uncompressedZLibStream = New-Object System.IO.Compression.DeflateStream($compressedFileStream, [System.IO.Compression.CompressionMode]::Decompress)
[void]$uncompressedZLibStream.Read($decompressedData, 0, $decompressedData.Length)
$uncompressedZLibStream.Close()
$uncompressedZLibStream.Dispose()
#[System.Text.Encoding]$ascii = [System.Text.Encoding]::ASCII
#[System.Byte[]]$EncodedDecompressedData = $ascii.GetBytes($decompressedData)
#$EncodedDecompressedData = [Convert]::ToBase64String($decompressedData)
# write to file
[System.IO.Stream]$FSLumpFileHnd = [System.IO.File]::OpenWrite($DecompressedFilename)
if ($FSLumpFileHnd) {
$FSLumpFileHnd.Write($decompressedData, 1, $decompressedData.Length -1)
$FSLumpFileHnd.Flush()
$FSLumpFileHnd.Close()
Write-Host "Decompressed the data, and written to file $($DecompressedFilename) !"
} Else {
Write-Warning "Decompressed data is empty, not written file $($DecompressedFilename) !"
}
} Else {
Write-Warning "BA2 Lump is empty!"
}
} else {
Write-Warning "Uncompressed lump size is zero, skipped!"
}
}
#
# Function : Extract-BA2Data
# Open archive and extract BA2 archive data lumps as files
#
Function Extract-BA2Data {
Param(
[PSObject]$BA2Header,
[PSObject]$BA2FileTable,
[String]$ExtractDestinationPath
)
If (Test-Path -Path $ExtractDestinationPath) {
If ($BA2Header -ne $null) {
If (Test-Path -Path $BA2Header.ArchiveFilePath) {
Write-Host ""
Write-Host "Archive File : $($BA2Header.ArchiveFilePath)"
If ($BA2FileTable -ne $null) {
# open the BA2 Archive
[System.IO.Stream]$BA2File = [System.IO.File]::OpenRead($BA2Header.ArchiveFilePath)
[System.IO.BinaryReader]$BA2Reader = New-Object System.IO.BinaryReader($BA2File, [System.Text.Encoding]::ASCII)
# skip BA2 header
#[void]$BA2Reader.BaseStream.Seek([long]$Global:BA2HeaderSize, [System.IO.SeekOrigin]::Begin)
[String]$BA2ExtractPath = "$($ExtractDestinationPath)\$(Split-Path -Path $BA2Header.ArchiveFilePath -Leaf)"
# create extraction folder if needed
If (-Not (Test-Path -Path $BA2ExtractPath)) {
New-Item -Path $BA2ExtractPath -ItemType Directory -Force -ErrorAction SilentlyContinue
}
# archive type?
Switch($BA2Header.ArchiveType) {
"GNRL" {
# extract general archive files (PC)
Write-Host "Archive Type : BA2 General archive"
Write-Host ""
If ($BA2FileTable.Length -gt 0) {
ForEach($BA2FileSig In $BA2FileTable) {
[String]$packedFilename = Split-Path -Path $BA2FileSig.FileName -Leaf
#[String]$packedFolder = Split-Path -Path $BA2FileSig.FileName -Parent
# extract only sound files
If ($packedFilename.EndsWith(".xwm") -or $packedFilename.EndsWith(".fuz")) {
# create subfolders if needed
[string[]]$packedSubFolders = (Split-Path -Path $BA2FileSig.FileName -Parent).ToString().Split('\')
[String]$packedFolderBuildPath = "$($BA2ExtractPath)"
ForEach($packedFolderName In $packedSubFolders) {
$packedFolderBuildPath += "\$($packedFolderName)"
If (-Not (Test-Path -Path $packedFolderBuildPath)) {
New-Item -Path $packedFolderBuildPath -ItemType Directory -Force -ErrorAction SilentlyContinue
}
}
$packedSubFolders = $null
# read data lump raw or compressed and write to a file on disk
Write-Host "Extracting $($packedFilename) ..."
# got to offset In file for extraction of lump data
[void]$BA2Reader.BaseStream.Seek([long]($BA2FileSig.FileOffset), [System.IO.SeekOrigin]::Begin)
# default, we set raw length
[UInt32]$LumpLen = $BA2FileSig.FileLenRaw
# check if we need compressed
If ($BA2FileSig.FileLenCompressed -gt 0) {
$LumpLen = $BA2FileSig.FileLenCompressed
}
# construct lump filename
$LumpFileName = "$($packedFolderBuildPath)\$($packedFilename)"
# skip lump extraction, if we already extracted the data before
If (-Not (Test-Path -Path $LumpFileName)) {
# create byte array to host data
$LumpData = [System.Byte[]]::New($LumpLen)
$LumpData = $BA2Reader.ReadBytes($LumpLen)
# decompress data lump if needed
If ($BA2FileSig.FileLenCompressed -gt 0) {
# decompress and write lump data
DecompressWrite-BA2Lump -DecompressedFilename $LumpFileName -BA2DataLump $LumpData -BA2UncompressedLength $BA2FileSig.FileLenRaw
} Else {
# write raw lump data
RawWrite-BA2Lump -RAWFilename $LumpFileName -BA2DataLump $LumpData
}
} Else {
Write-Warning "Already extracted the data, skipped!"
}
}
}
} Else {
Write-Warning "No data lumps to extract!"
}
}
"DX10" {
# extract DX10 archive files (Textures PC)
Write-Host "Archive Type : BA2 DX10 archive"
Write-Host ""
Write-Warning "Archive type not supported by tool!"
}
"GNMF" {
# extract GNMF archive files (for PS4)
Write-Host "Archive Type : BA2 GNMF archive"
Write-Host ""
Write-Warning "Archive type not supported by tool!"
}
}
# close file
If ($BA2Reader) {
$BA2Reader.Close()
$BA2Reader = $null
}
If ($BA2File) {
$BA2File.Close()
$BA2File = $null
}
} Else {
Write-Warning "We need the BA2 filetable data!"
}
} Else {
Write-Warning "File $($BA2Header.ArchiveFilePath) not found?!"
}
} Else {
Write-Warning "BA2 Header is empty!"
}
} Else {
Write-Warning "Destination $($ExtractDestinationPath) not found?!"
}
}
#EndRegion
#
# Function : Main
# Main function
#
Function Main {
Param (
[string[]]$Arguments
)
[String]$FalloutGame = "Fallout 76" # Change this to Fallout 4, Fallout 76, Fallout 76 Public Test Server
[String]$FalloutInstallPath = [String]::Empty # FO Installation path. Dynamically looked up or overrided by user.
[String]$MyExtractionFolder = "$($PSScriptRoot)\extracted_sfx" # The data Extraction folder location.
# logic for cmdline arguments
If ($Arguments) {
for($i = 0; $i -lt $Arguments.Length; $i++) {
#Write-Host "DEBUG : Arg $($i.ToString()) is $($Arguments[$i])"
# default, a PWSH Switch statement on a String is always case insensitive
Switch ($Arguments[$i]) {
"-InstallPath" {
# manually override Fallout Installation Path
If (($i +1) -le $Arguments.Length) {
$FalloutInstallPath = $Arguments[$i +1]
}
# remove trailing backslash if needed
If ($FalloutInstallPath.EndsWith('\')) {
$FalloutInstallPath = $FalloutInstallPath.Substring(0, $FalloutInstallPath.Length -1)
}
}
"-Fallout" {
# manually override Fallout game
If (($i +1) -le $Arguments.Length) {
$FalloutGame = $Arguments[$i +1]
}
# convert cmdline game codes to Steam parsable names (Windows registry)
Switch ($FalloutGame) {
"Fallout4" { $FalloutGame = "Fallout 4" }
"Fallout76" { $FalloutGame = "Fallout 76" }
"Fallout76PTS" { $FalloutGame = "Fallout 76 Public Test Server" }
}
}
"-ExtractDir" {
# manually override extraction folder
If (($i +1) -le $Arguments.Length) {
$MyExtractionFolder = $Arguments[$i +1]
}
# remove trailing backslash if needed
If ($MyExtractionFolder.EndsWith('\')) {
$MyExtractionFolder = $MyExtractionFolder.Substring(0, $MyExtractionFolder.Length -1)
}
}
"-Help" {
# show Cli help
Show-FOHelp
}
}
}
}
# Hunt down default paths (if empty, otherwise user provided a path and we skip this step)
If ($FalloutInstallPath.Length -eq 0) {
# try Valve Steam app registry settings
#
# notice:
# app id for Fallout 4 = 377160
# app id for Fallout 76 = 1151340
# app id for Fallout 76 PTS = 1836200
# reg key for Steam = HKLM:\SOFTWARE\WOW6432Node\Valve\Steam\InstallPath
# reg key for App ID's = HKLM:\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App <id>\InstallLocation
[bool]$bSteamInstalled = $false
# Query for x86 Windows Steam
If (Test-Path -Path "HKLM:\SOFTWARE\Valve\Steam") {
Try {
[String]$SteamInstallPath = (Get-ItemProperty -Path "HKLM:\SOFTWARE\Valve\Steam").InstallPath
If (-Not ([String]::IsNullOrEmpty($SteamInstallPath))) {
$bSteamInstalled = $true
}
} Catch {
# no Steam present?
}
}
# Retry for x64 Windows Steam
If (-Not ($bSteamInstalled)) {
If (Test-Path -Path "HKLM:\SOFTWARE\WOW6432Node\Valve\Steam") {
Try {
[String]$SteamInstallPath = (Get-ItemProperty -Path "HKLM:\SOFTWARE\WOW6432Node\Valve\Steam").InstallPath
If (-Not ([String]::IsNullOrEmpty($SteamInstallPath))) {
$bSteamInstalled = $true
}
} Catch {
# no Steam present?
}
}
}
# Okay Steam is present on the system. Now Query game folder where it should be installed under the Steam platform
If ($bSteamInstalled) {
# fetch list of regex "Steam App*"
[System.Collections.ArrayList]$paths = @(Get-ChildItem -Path "HKLM:\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App*")
# enum paths and filter Fallout version we need
$paths | % {
If ( (Get-ItemProperty -Path "$($_.Name)".Replace("HKEY_LOCAL_MACHINE", "HKLM:") -Name "DisplayName").DisplayName.Equals($FalloutGame) ) {
$FalloutInstallPath = (Get-ItemProperty -Path "$($_.Name)".Replace("HKEY_LOCAL_MACHINE", "HKLM:") -Name "InstallLocation").InstallLocation
}
}
}
# try Bethesda Launcher installer paths - depricated
#If (Test-Path -Path "$($env:ProgramFiles)\Bethesda.net Launcher\games\$($FalloutGame)") {
# # x64 OS
# $FalloutInstallPath = "$($env:ProgramFiles)\Bethesda.net Launcher\games\$($FalloutGame)\Data"
#} Else {
# # x86 OS
# If (Test-Path -Path "$(${env:ProgramFiles(x86)})\Bethesda.net Launcher\games\$($FalloutGame)") {
# $FalloutInstallPath = "$(${env:ProgramFiles(x86)})\Bethesda.net Launcher\games\$($FalloutGame)\Data"
# }
#}
# try fixed Valve Steam installer paths - depricated
#If (Test-Path -Path "$($env:ProgramFiles)\Steam\steamapps\common\$($FalloutGame)") {
# # x64 OS
# $FalloutInstallPath = "$($env:ProgramFiles)\Steam\steamapps\common\$($FalloutGame)\Data"
#} Else {
# # x86 OS
# If (Test-Path -Path "$(${env:ProgramFiles(x86)})\Steam\steamapps\common\$($FalloutGame)") {
# $FalloutInstallPath = "$(${env:ProgramFiles(x86)})\Steam\steamapps\common\$($FalloutGame)\Data"
# }
#}
}
# Hunt down custom paths (overrided by user)
If ($FalloutInstallPath.Length -gt 0) {
# verify custom path with Data folder
If (Test-Path -Path "$($FalloutInstallPath)\Data") {
# Append '<game>\Data' sub-folder if needed
$FalloutInstallPath = $FalloutInstallPath + "\Data"
}
}
Write-Host ""
Write-Host " --- EXTRACT FALLOUT SOUNDS FILES ---"
Write-Host " Fallout game : $($FalloutGame)"
Write-Host " Fallout path : $($FalloutInstallPath)"
Write-Host ""
# Get List of BA2 files from the installation path
[System.Collections.ArrayList]$BA2Files = Get-BA2FileList -GameInstallationPath $FalloutInstallPath
# Extract each BA2 file
ForEach($BA2File In $BA2Files) {
# Read BA2 Archive Header
[PSObject]$BA2FileHeader = Read-BA2Header -BA2Filename $BA2File
# Read BA2 Archive Name Table (Note : not all DX10 Archives seem to contain a NameTable)
[System.Collections.ArrayList]$BA2NameTable = @(Read-BA2NameTable -BA2Header $BA2FileHeader)
# Read BA2 Archive File signatures
[System.Array]$BA2FileTable = @(Read-BA2FileTable -BA2Header $BA2FileHeader -BA2NameTable $BA2NameTable)
#[System.Collections.ArrayList]$BA2FileTable = Read-BA2FileTable -BA2Header $BA2FileHeader -BA2NameTable $BA2NameTable
# Create extract BA2 File archive name folder
If (-Not (Test-Path -Path $MyExtractionFolder)) {
New-Item -Path $MyExtractionFolder -ItemType Directory -ErrorAction SilentlyContinue
}
# Extract the BA2 File archive
If ($BA2FileTable -Is [System.Array]) {
Extract-BA2Data -BA2Header $BA2FileHeader -BA2FileTable $BA2FileTable -ExtractDestinationPath $MyExtractionFolder
}
}
# Gracefully exit
Exit(0)
}
# --- MAIN ---
Main -Arguments $args