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fixed AESManager.xml bug + updated readme
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@ -168,10 +168,10 @@ namespace FModel
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}
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await Task.Run(() => {
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Utilities.SetOutputFolder();
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FillWithPaKs();
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AddToUI.checkAndAddDynamicKeys();
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Utilities.colorMyPaks(loadOneToolStripMenuItem);
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Utilities.SetOutputFolder();
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Utilities.SetFolderPermission(App.DefaultOutputPath);
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Utilities.JohnWickCheck();
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Utilities.CreateDefaultFolders();
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@ -164,7 +164,7 @@ namespace FModel
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if (!string.IsNullOrEmpty(key) && pak == toolstripmenuitem.Text)
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{
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toolstripmenuitem.Enabled = true;
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toolstripmenuitem.BackColor = Color.FromArgb(50, 50, 92, 219);
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toolstripmenuitem.BackColor = Color.FromArgb(100, 50, 92, 219);
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}
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}
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}
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@ -14,7 +14,7 @@
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[](https://github.com/iAmAsval/FModel/releases/tag/2.4.1)
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### How To Use
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**1.** Once you start the executable, you'll be asked to set your path to your Fortnite .PAK files. Meanwhile a `FModel` subfolder will be created in your `Documents` folder.
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**2.** Restart the executable, go to the AES Manager and add your AES Keys, click **Load** and select your .PAK file
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- It will parse all Assets contained in the selected .PAK file with their respective path
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@ -23,7 +23,7 @@
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**4.** Clicking on **Extract** will extract the selected Asset to your `Documents` folder, it will also try to serialize it and will display information about it
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- if the Asset is an **_Item Definition_**:
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- Try to create an [Icon](https://i.imgur.com/re4aSuJ.png) with **Name**, **Description**, **Rarity**, **Type** and the **Cosmetic Source**
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- Try to create an [Icon](https://i.imgur.com/8hxXSsA.png) with **Name**, **Description**, **Rarity**, **Type**, **Cosmetic Source** and the **Cosmetic Set**
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- if the Asset is a **_Bundle Of Challenges_**:
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- Try to create an [Icon](https://i.imgur.com/pUVxUih.png) with all **Challenges' Description**, **Count** and the **Reward**
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- if the Asset is a **_Texture_**:
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@ -40,7 +40,7 @@
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**3.** Click `Load Difference`
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### Update Mode
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**1.** Enable Difference Mode, then Update Mode
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