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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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sade1212, posted Tue Sep 11, 2018 7:33 am (38250)


infogram wrote:
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.


Thanks, this works a treat. All the other sound files I've tried can now be ripped to ogg easily, except the BGM .uexps, which don't seem to be ogg at all (no sign of OggS or vorbis or anything). I'm sure I'll be able to work out what they are with some more experimentation, though I suppose that's somewhat outside the scope of this thread.
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Tundraviolet, posted Tue Sep 11, 2018 9:32 am (38251)


Hi! Maybe this is not the right place to ask but about the DQXI uasset files for the models. I tried UE viewer but it doesn't work it gives us a fatal error. I already talked about it in a thread on the UE viewer forums but the admin doesn't see it or is ignoring it. Not attacking the admin of that forum just saying I get no reply from him that's all. Also using the unreal engine to load these files doesn't work either. So that's why I am asking here.
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infogram, posted Tue Sep 11, 2018 12:56 pm (38253)


sade1212 wrote:
Thanks, this works a treat. All the other sound files I've tried can now be ripped to ogg easily, except the BGM .uexps, which don't seem to be ogg at all (no sign of OggS or vorbis or anything). I'm sure I'll be able to work out what they are with some more experimentation, though I suppose that's somewhat outside the scope of this thread.

Ah I was only looking at the JackGame\Content\Sounds\SE\CM_Battle\SWAV_btl014_add_doku.uexp file you mentioned, just checked BGMs and you're right about them not being Ogg or anything.
Kinda looks like there might be another layer of encryption on it, I'll try looking at it later.

(also just realised it's not only the BGMs that have that weird NOT stuff applied, since that "JackGame\Content\Sounds\SE\CM_Battle\SWAV_btl014_add_doku.uexp" definitely isn't a BGM.. dunno how I missed that earlier :roll:
I didn't see any indicator in the pak to say whether it has that NOT stuff applied though, so doesn't look like there's any way to automatically de-NOT them all :/ Maybe someone with more experience with UE4 paks can find something about it?)

Tundraviolet wrote:
Hi! Maybe this is not the right place to ask but about the DQXI uasset files for the models. I tried UE viewer but it doesn't work it gives us a fatal error. I already talked about it in a thread on the UE viewer forums but the admin doesn't see it or is ignoring it. Not attacking the admin of that forum just saying I get no reply from him that's all. Also using the unreal engine to load these files doesn't work either. So that's why I am asking here.

I don't really know much about UE4 models, but maybe the plugins the game uses has something to do with it?
There's a Criware plugin it loads in, and I've seen Criware used a lot on these anime-ish games, could be the models are all using a Criware format or something.
Like I said I don't know much about them though so no idea how to get anywhere with them, hopefully the UE Viewer dev will chime in soon.

EDIT: kinda off-topic, but would anyone be interested in a mini-console plugin for the game? I made a quick one to mess with the cvars at runtime, works pretty well: https://i.imgur.com/cksoNTC.png
If there's any interest I'll fix it up some more and upload it somewhere.
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lionheartuk, posted Wed Sep 12, 2018 12:41 am (38261)


Quote:
I don't really know much about UE4 models, but maybe the plugins the game uses has something to do with it?
There's a Criware plugin it loads in, and I've seen Criware used a lot on these anime-ish games, could be the models are all using a Criware format or something.
Like I said I don't know much about them though so no idea how to get anywhere with them, hopefully the UE Viewer dev will chime in soon.


i believe the Criware Format is used only for making the .pak file, almost every game I've ever encountered with a .pak file uses criware.
The uasset files look to be encrypted somewhat.


Quote:
EDIT: kinda off-topic, but would anyone be interested in a mini-console plugin for the game? I made a quick one to mess with the cvars at runtime, works pretty well: https://i.imgur.com/cksoNTC.png
If there's any interest I'll fix it up some more and upload it somewhere.
[/quote]

I'd be interested in this.
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preta, posted Wed Sep 12, 2018 8:12 am (38270)


I've actually recently finished looping the Symphonic Suite versions of all the songs in DQXI (except for a couple of songs for which it was unfeasible or for which such versions did not exist). I'm waiting with bated breath for the time it becomes possible to insert them.
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RTLtransformer, posted Thu Sep 13, 2018 1:17 pm (38282)


Hello all,

If anyone could help me find or tell me how to find the AES key for the new ACC game that would be fantastic. I have attached the exe file.

acc.zip

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pastranario3, posted Thu Sep 13, 2018 3:13 pm (38283)


Interesting some unpacker for the encrypted files of the UE4 engine that uses the new Assetto Corsa Competizione (.pak)
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romaFC, posted Thu Sep 13, 2018 7:07 pm (38292)


edit: moved to main thread
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aluigi, posted Thu Sep 13, 2018 7:31 pm (38299)


@romaFC
If it's an UE4 game, this is the correct topic.
Are you sure that one is the main (big) exe?
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romaFC, posted Thu Sep 13, 2018 7:37 pm (38301)


aluigi wrote:
@romaFC
If it's an UE4 game, this is the correct topic.
Are you sure that one is the main (big) exe?


I just zipped up the binaries/win64/

exe

there is no other exe files anywhere.
expect one giant pbd file with it and one 4 gig pak file along.


do you want pak filecut?


there is also

AC2-WindowsNoEditor.sig

https://ufile.io/qj4tm


file cutter on .pak files
https://ufile.io/mt9eu
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romaFC, posted Thu Sep 13, 2018 8:20 pm (38306)


Zolodei wrote:


I just tried.

But without aes key it won't extract.

Running hex editor on exe.

I found VWSUATAUAVAW but its not working :oops:
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aspec7878, posted Thu Sep 13, 2018 8:38 pm (38307)


romaFC wrote:
Zolodei wrote:


I just tried.

But without aes key it won't extract.

Running hex editor on exe.

I found VWSUATAUAVAW but its not working :oops:

i.e. without a key it is unreal to unpack a file?
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infogram, posted Thu Sep 13, 2018 9:44 pm (38310)


lionheartuk wrote:
Quote:
EDIT: kinda off-topic, but would anyone be interested in a mini-console plugin for the game? I made a quick one to mess with the cvars at runtime, works pretty well: https://i.imgur.com/cksoNTC.png
If there's any interest I'll fix it up some more and upload it somewhere.


I'd be interested in this.

I've started a new thread about it here: viewtopic.php?f=17&t=8526

Zolodei wrote:

That one will probably only work with DQXI, since I had to mod in stuff for the XOR'd data etc, it's not the latest version of the unreal_tournament_4.bms or anything like that.
You should probably try the proper one from http://aluigi.org/bms/unreal_tournament_4.bms
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romaFC, posted Thu Sep 13, 2018 10:20 pm (38314)


With unreal_tournament_4.bms

I get

Image
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ythomate, posted Thu Sep 13, 2018 11:51 pm (38317)


game: https://store.steampowered.com/app/4899 ... LION_1944/

game exe: https://www94.zippyshare.com/v/4dpL2Ua2/file.html
(from Binaries\Win64)

game exe 2: https://www77.zippyshare.com/v/DEQqpeSK/file.html
(it uses eac, the game exe 2 is the eac one)


filecutter: https://www22.zippyshare.com/v/cJV0ZeSZ/file.html
filecutter2: https://www26.zippyshare.com/v/KHaimOjh/file.html

lookin for aes key.
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infogram, posted Fri Sep 14, 2018 12:10 am (38318)


infogram wrote:
(also just realised it's not only the BGMs that have that weird NOT stuff applied, since that "JackGame\Content\Sounds\SE\CM_Battle\SWAV_btl014_add_doku.uexp" definitely isn't a BGM.. dunno how I missed that earlier :roll:
I didn't see any indicator in the pak to say whether it has that NOT stuff applied though, so doesn't look like there's any way to automatically de-NOT them all :/ Maybe someone with more experience with UE4 paks can find something about it?)


Edit: oops I was wrong, disregard this post, the NOT stuff is still here :(

Ah found the problem here, turned out only compressed files have their data NOT'd, uncompressed files don't - but the bms script would still apply the NOT anyway, which then turned the uexps which aren't compressed into NOT'd versions, so no wonder there wasn't any indicator for it in the pak :lol:

Made a quick fix so that it only applies the NOT to compressed files, and now everything seems to extract perfectly, no need to NOT files manually anymore :)

Download DragonQuest_XI.bms v3, now extracts uncompressed files properly: https://pastebin.com/RePzSkST

On another note I just tried testing some things, and it seems that files inside paks override any loose files in the game folder :( (UE4 code also seems to confirm this)

Looks like only way to get modded data in is either repacking the Data.pak (not really possible atm since there's no packers that use the weird XOR stuff that DQXI uses), or to unpack your Data.pak file into the games folder, move/delete the pak, and then apply your mods.
Running the game off unpacked data does seem to work, I was trying that out but ran into problems with those NOT'd files, which led me to fixing up that script... now I just need to wait for the files to extract so I can test it out again :)
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sade1212, posted Fri Sep 14, 2018 12:55 pm (38345)


infogram wrote:
Edit: oops I was wrong, disregard this post, the NOT stuff is still here :(

I had no idea you could run UE4 games entirely off unpacked assets - that seems very promising. Are the only two problems left to solve a) which files need to be NOTed after extraction to load correctly and b) injecting data into the BGM files?
I had resorted in the meantime to an alternate approach, prototyping some kind of cheat engine script that would monitor the game's memory and play appropriate music from a folder - but turning in game volume to zero also gets rid of musical cues when you save or someone joins the party...
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arachnus, posted Fri Sep 14, 2018 2:01 pm (38347)


Any progress on Assetto Corsa Competizione key? can i help in anyway?
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infogram, posted Fri Sep 14, 2018 2:14 pm (38348)


sade1212 wrote:
I had no idea you could run UE4 games entirely off unpacked assets - that seems very promising. Are the only two problems left to solve a) which files need to be NOTed after extraction to load correctly and b) injecting data into the BGM files?
I had resorted in the meantime to an alternate approach, prototyping some kind of cheat engine script that would monitor the game's memory and play appropriate music from a folder - but turning in game volume to zero also gets rid of musical cues when you save or someone joins the party...

Yeah looks like those are the only main problems, I was getting somewhere with loading it unpacked last night, but having to de-NOT every file it was throwing an error about was getting a bit tiring.

I have an idea on automatically fixing them though, it looks like non-NOT'd .uexps all have a positive int at 0x0, but the NOT'd ones have a negative int instead, it should be pretty easy to fix up Notter so it can detect that.
I'd really prefer to figure out how the game itself knows when to de-NOT it though, but I get the feeling it might be similar to what I just described.

About BGMs, I'm thinking maybe we could try replacing the encrypted BGM .uexps with non-encrypted sound .uexps, then use the FighterZ tools to swap out the Ogg inside it, seems like that might work, since afaik all of the encrypted BGMs have a "ciph" string inside (probably meaning cipher) and I'm guessing that's a kind of flag which tells the game to decrypt the Ogg data inside.
If we swap the .uexp out for one that doesn't have "ciph", hopefully the game will realize it's not encrypted and won't try to decrypt it (since decrypting already decrypted data wouldn't end well :P)
Of course the problem then is figuring out what music belongs to which BGM file, I guess we could probably just replace every BGM file with a certain track, then go ingame, listen to it, then you'd know what to replace it with, a little tedious though.

Anyway I'll try some experiments with it later, still need to extract the pak again (takes so long on my machine >.>)
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Manoa, posted Fri Sep 14, 2018 2:17 pm (38349)


killing floor 2 is technically a UE 3.5, how do I know if the script is even compatible ? is there a separate script for UE 3.5 ?
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romaFC, posted Fri Sep 14, 2018 7:02 pm (38371)


arachnus wrote:
Any progress on Assetto Corsa Competizione key? can i help in anyway?



Nothing so far.

The game just got updated today.

Not sure if that means there will be new AES key.

I guess even if pak files are extracted.

How would they be inserted back in when it requires digital signature to repack.
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arachnus, posted Fri Sep 14, 2018 8:21 pm (38373)


romaFC wrote:
arachnus wrote:
Any progress on Assetto Corsa Competizione key? can i help in anyway?



Nothing so far.

The game just got updated today.

Not sure if that means there will be new AES key.

I guess even if pak files are extracted.

How would they be inserted back in when it requires digital signature to repack.


Only minor files were touched , the acc.exe got updated, but the .pak, .sig and the bigger exe don?t

It?ll be a long way to even after extracting, we can add new content, i?m interested on studying the possibilities to add new scratch made tracks primarily, then maybe we need a way to repack or run the sim unpacked in any way, i?m too noob at programming to start this on my own, but i already have some tracks in Unreal Engine 4, just waiting for the structure come to light and prepare them. I remember when NFS Shift was launched we could run the game unpacked, hope we can sort this in a similar way.
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infogram, posted Fri Sep 14, 2018 8:27 pm (38374)


infogram wrote:
Anyway I'll try some experiments with it later, still need to extract the pak again (takes so long on my machine >.>)

Well I've made some great progress!
Decided to try looking into getting loose files to load, a couple hooks later and now the game happily overrides any files in the pak with loose ones if they exist :D

That was the easy part, after that I tried looking into replacing the BGMs, and that's literally taken around the last 4 hours to work out...
To make a long story short though, I eventually managed to replace one of the BGMs with an unencrypted .uexp, and the .uexp I replaced it with actually played in-game 8-)
(It was kinda like how I guessed it could work, replacing the encrypted uexp with a decrypted one, but there was a ton more work needed to fix up the .uasset for it)

Anyway now I just need to figure out how to replace the Ogg inside the .uexp properly, fix up the duration etc. The uasset/uexp I replaced it with also doesn't loop yet neither, so I'll have to try looking into that soon.

If anyone has any Ogg files I can test with please PM me!
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