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Zero Tolerance for Disrespect

Unreal Engine 4 pak-file Unpacker / unreal_tournament_4.bms [UE4 global topic]

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sergop, posted Fri Aug 24, 2018 3:47 pm (37831)


Hi, guys, I'm trying to get the text for What Remain of Edith Finch but I get to the point that after I use Gildor's tools to extract from .uasset file I get this .DataTable file and I can't even test it if after I manually edit something in that file. So my questions are is there a way to reimport the files back into the .uasset file so I can test and do I need to use specific tool or script to edit that .DataTable file?
I'll add the files that I'm trying to get the text from.
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Top Posters In This Topic

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PanPeople, posted Fri Aug 24, 2018 10:18 pm (37832)


Sorry, but what kind of software i have to use to launch this .bms script?
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Fatire23, posted Fri Aug 24, 2018 11:58 pm (37834)


PanPeople wrote:
Sorry, but what kind of software i have to use to launch this .bms script?

You have to use quickbms.
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PanPeople, posted Tue Aug 28, 2018 8:38 pm (37904)


Thanks, btw. how some guys get this AES_Keys ?
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blenux, posted Thu Aug 30, 2018 8:59 am (37943)


You have to know aes encryption, reverse engineering and disassembly coding, isn't has forward opening the .exe and typing aes and bam you get the key, lot more involved then that.
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MarioSonicU, posted Fri Aug 31, 2018 4:47 pm (37984)


Any help finding aes key for Naruto X Boruto: Shinobi Striker?

Here's the .exe
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MarioSonicU, posted Mon Sep 03, 2018 6:18 pm (38085)


What did i do wrong?
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GoodConduct, posted Wed Sep 05, 2018 3:01 am (38126)


MarioSonicU wrote:
What did i do wrong?

Do not bother them, I want this game to so lets wait until. Pestering will increase the the chances of someone NOT wanting to find the AES key for the game. So just let it chill.
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MarioSonicU, posted Wed Sep 05, 2018 11:23 am (38131)


GoodConduct wrote:
MarioSonicU wrote:
What did i do wrong?

Do not bother them, I want this game to so lets wait until. Pestering will increase the the chances of someone NOT wanting to find the AES key for the game. So just let it chill.

Right. Sorry about that.
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WollieWoltaz, posted Wed Sep 05, 2018 6:39 pm (38135)


@makc_ar

What is the key? You found it?
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PAL123, posted Fri Sep 07, 2018 4:22 pm (38182)


when I try to unpack UnrealTournament-WindowsNoEditor.pak with the http://aluigi.altervista.org/bms/unreal ... ment_4.bms the .uasset seems still encrypted, whats wrong?

what i did: start / quickbms 0.9.0 / script selected / UnrealTournament-WindowsNoEditor.pak selected / Output Folder selected
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ssh, posted Sat Sep 08, 2018 10:37 pm (38205)


NARUTO TO BORUTO: SHINOBI STRIKER
Code:
L%#)TuTw=n@fYRZa=~l>~ENkUE%i/>S(
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GoodConduct, posted Sun Sep 09, 2018 5:52 am (38209)


ssh wrote:
NARUTO TO BORUTO: SHINOBI STRIKER
Code:
L%#)TuTw=n@fYRZa=~l>~ENkUE%i/>S(

Thank you very much :)
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GoodConduct, posted Sun Sep 09, 2018 5:53 am (38210)


MarioSonicU wrote:
GoodConduct wrote:
MarioSonicU wrote:
What did i do wrong?

Do not bother them, I want this game to so lets wait until. Pestering will increase the the chances of someone NOT wanting to find the AES key for the game. So just let it chill.

Right. Sorry about that.

They key for the game you requested has been released :D
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Manoa, posted Sun Sep 09, 2018 1:22 pm (38218)


hi, I am new, but I hope I did everything correctly, I download quickbms.exe and I gived him the script and tried to unpack the _MESH.upk files of killing floor 2 the error was incomplete input file and can't read 4 bytes from offest...

I guess that the file is encrypted :x
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ssh, posted Sun Sep 09, 2018 7:50 pm (38228)


Blade 2: The Return of the Evil (Android)
????2 for kakao (Android)
Code:
9E01E0CA0E59FA69C115B39CEE9873D8
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godskin, posted Mon Sep 10, 2018 12:12 am (38232)


ssh wrote:
Blade 2: The Return of the Evil (Android)
????2 for kakao (Android)
Code:
9E01E0CA0E59FA69C115B39CEE9873D8


OMG Extreme Thank you
how serch AES ?
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infogram, posted Mon Sep 10, 2018 2:49 am (38235)


So with Dragon Quest XI it turns out they don't actually use AES at all, it's just XOR all the way:
- unicode filenames inside the index are XOR'd with key DEADFADE BEEFCAFE (lel)
- file data is zlibbed, then XOR'd with above key, then data gets NOT'd (so to unpack: NOT data -> XOR with key -> decompress)

Managed to update aluigi's unreal_tournament_4.bms script to work with it, but there's just a small problem with filenames having extra characters on the end, like:
"Engine/Content/EditorResources/S_Actor.uasseti"
Not really sure how to get rid of that, does anyone have any idea how to fix it?
(edit: d'oh, figured out I could just use the "string" command to remove the last char from the filename, would have been nice to find the real reason this extra char is being added but meh)

Download DragonQuest_XI.bms v2: https://pastebin.com/ktqAvXXx

Edit: also for anyone interested in tweaking the games cvars, I've dumped a list of all the ones DQXI recognizes here: https://pastebin.com/GXh7MN2W
You'll have to edit the Engine.ini file and add them under a [SystemSettings] section to change them, since it looks like the ingame console is disabled...
I dumped a list of console commands too, but there's not really any way to use them atm: https://pastebin.com/0CMmPm31
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sade1212, posted Mon Sep 10, 2018 10:13 pm (38246)


infogram wrote:
So with Dragon Quest XI...


Thank you very much for working this out!
Like, I imagine, many others interested in modding this game, I'm trying to replace the game's background music (ignoring the hurdle of actually getting it back into a pak file for now).
Some of the sound effects seem to be in a fairly standard Ogg format, like JackGame\Content\Sounds\SE\CM_Battle\SWAV_btl001_attack_pc.uexp, and can be extracted/modified with tools created for other games such as Dragon Ball FighterZ. Lots of other effects, however (such as JackGame\Content\Sounds\SE\CM_Battle\SWAV_btl014_add_doku.uexp) are odd, maybe obfuscated, and don't work with these tools. Unfortunately, all of the music in JackGame\Content\Sounds\BGM falls into the latter category.
Any idea what's up with those .uexps?
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infogram, posted Mon Sep 10, 2018 10:58 pm (38247)


sade1212 wrote:
Any idea what's up with those .uexps?

Hm, looks like the data for those ones you mentioned are all NOT'ed, NOTing them again seems to give a normal looking file with an Ogg inside like all the other ones.

I can't see any indication in the pak file to say whether or not a file is NOT'ed like this though..
Guess if it's just the files inside JackGame\Content\Sounds\BGM\ this is probably just a custom thing to "encrypt" the BGM in the game, hopefully no other files use it.

Anyway I've attached a simple app I made to NOT the file for you, just drag the file into Notter.exe and the result will be written to .out.
Also if you drag a non-NOT'ed file into it that should give you the NOT'd form that the game probably expects.
(requires .NET 2.0, src included)

EDIT: updated Notter to work with directories recursively too, just drag a folder into it and it'll put the result in a new folder next to it called .out

Notter-v2.zip

Notter.zip

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