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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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skyline9394, posted Wed Sep 18, 2019 6:56 pm (50792)


skyline9394 wrote:
hi all im new here i try get the key via ida pro and i fail can some one help me to get the key
APK download is here http://202.171.253.69/tkzmcdn.gamedream ... kzm_gd.apk
game libUE4.so form APK https://mega.nz/#!TrAGnAxT!SGzGypIqnB8Z ... D4i4G3Okz8
pack file form filecutter https://mega.nz/#!viJEAaZb!xm_sz48ushxn ... JpBBVhIou4


can some one give me some idea how can i get the aes key?
i have make a dump file form windows taks searching with hex editor and ida pro where i can looking at ?
plz help me
sorry for my bad english
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GHFear, posted Thu Sep 19, 2019 2:33 am (50797)


ssh wrote:
Updated the script for pak version 8, extra 0x80 bytes at the end of the file.
Slight change in the TOC structure
added WORKAROUND = 4
Code:
get ZSIZE longlong TOC_FILE
get SIZE longlong TOC_FILE
get ZIP byte TOC_FILE

unreal_tournament_4_0.4.23.1.bms


Thank you for the update, ssh. :)
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skyline9394, posted Fri Sep 20, 2019 11:27 am (50818)


@GHFear can u help me get the aes key plz i will donate to u
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JoakimGrDay, posted Fri Sep 20, 2019 6:48 pm (50826)


So I noticed the game wouldn't work without the .pak files, so I have options I assume. Either I will have to pack them back in the right order, or I am doing something wrong while unpacking them.
The game is "Spyro Reignited Trilogy", and there are 3 .pak files in "G:\steamlibrary\steamapps\common\Spyro Reignited Trilogy\Falcon\Content\Paks\" they are called:

pakchunk0-WindowsNoEditor.pak
pakchunk1-WindowsNoEditor.pak
pakchunk1-WindowsNoEditor.pak

So the method I tried was to open the QuickBMS (4GB files) and run each .pak archive one by one, till I ended up with folders called Content, Plugins, Engine & Falcon. What do I do next?
What did I do wrong?

Is it a solution to make 3 folders after the name of the .pak file so in my scenario:

pakchunk0-WindowsNoEditor
pakchunk1-WindowsNoEditor
pakchunk1-WindowsNoEditor

And first off unpack the "pakchunk0-WindowsNoEditor.pak" and put them inside of the "pakchunk0-WindowsNoEditor" folder.
Secondly unpack the "pakchunk1-WindowsNoEditor.pak" and put all of it inside of "pakchunk0-WindowsNoEditor" folder.
And the last unpack inside of the "pakchunk0-WindowsNoEditor" folder?
Why I think this is a solution is because the game is about 3 games. So there might be 3 parts! First game, second game & the third game. And it won't work if they aren't separated!?

Reponse to my crazy theory would be appreciated! Correct me if I am wrong :)
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Aurelion, posted Wed Sep 25, 2019 7:10 pm (50888)


Can someone please share the AES key for Gears 5 (steam) ?

exe: https://cloud.mail.ru/public/314F/46B7WpAM7

Code:
- open input file D:\Games\Gears 5\Pack\hires\GearGame\Content\B2\Bootcamp_HiRes_G1.b2container
- open script C:\Users\xxxx\Desktop\quickbms\unreal_tournament_4_0.4.23.1.bms
- set output folder F:\out

  offset   filesize   filename
--------------------------------------
  fe020ac4 3980078081 00000000.dat

Error: incomplete input file 0: D:\Games\Gears 5\Pack\hires\GearGame\Content\B2\Bootcamp_HiRes_G1.b2container
       Can't read 64 bytes from offset fe020ac4.
       Anyway don't worry, it's possible that the BMS script has been written
       to exit in this way if it's reached the end of the archive so check it
       or contact its author or verify that all the files have been extracted.
       Please check the following coverage information to know if it's ok.

  coverage file 0     0%   112        59449344   . offset fe020ac4

Last script line before the error or that produced the error:
  245 clog NAME OFFSET ZSIZE SIZE 0 XSIZE
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kamtesel, posted Thu Sep 26, 2019 1:36 pm (50917)


hi
any update for gears 5?
it gave you the offset error
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jakmrk88, posted Thu Sep 26, 2019 10:10 pm (50942)


Is there any way to extract B2Container files with localization to translate them into another language. thanks
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lionheartuk, posted Fri Sep 27, 2019 1:59 am (50946)


Has anyone tried to extract Dragon Quest XI S on the switch.
Its a bit unusual, here is some mentioned information from elsewhere.
The Game uses Unreal Engine 4.18.3 "SDK MW EpicGames UnrealEngine-4_18_3", pak is Version 4.

The compression method in this game is 0x3 -> Oodle, but since it's version 4, UnrealPak.exe detects it as Zlib (because "(0x3 & 0x1) == 0x1").
The used Oodle compression is a little bit tricky, they reversed the compression tables and switched the big endian values to little endian.

Oodle is closed source (RAD Game Tools).
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zeaofsuos, posted Fri Sep 27, 2019 11:18 am (50968)


ADMIN, DELETE.
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Pokeytax, posted Fri Sep 27, 2019 4:56 pm (50996)


lionheartuk wrote:
Has anyone tried to extract Dragon Quest XI S on the switch.


Yeah, I'm looking at it. The PC version had a custom version of the UE4 script, but neither that or the base script is working so it'll take a tweak or two, right? None of the default Oodle implementations in QuickBMS seem to work for it.
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zeaofsuos, posted Fri Sep 27, 2019 8:07 pm (51003)


ADMIN, DELETE.
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lionheartuk, posted Sat Sep 28, 2019 12:29 pm (51042)


Pokeytax wrote:
lionheartuk wrote:
Has anyone tried to extract Dragon Quest XI S on the switch.


Yeah, I'm looking at it. The PC version had a custom version of the UE4 script, but neither that or the base script is working so it'll take a tweak or two, right? None of the default Oodle implementations in QuickBMS seem to work for it.


Yeah, the oodle implementation here is a little different.
I wrote in the previous post everything I knew about it, all the current Oodle scripts in quickbms are Big Endian wheras this is little endian, which i think is one of the issues (I can't say I know much more than this however)
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yham, posted Sun Sep 29, 2019 5:23 am (51076)


Is there a way to extract a game script from a pak file?
Perhaps it has been assembled?
I think this is a stupid question. But I want some hints.
I would like to know about exp calc and damage calc.
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GHFear, posted Mon Sep 30, 2019 3:30 am (51152)


zeaofsuos wrote:
Hi.

Does anyone know how to decrypt, encrypted Unreal Engine 4 games? Shenmue III just released and it's not possible to unpack the individual .pak files as they are encrypted.

pak files are stored in this location, cut down using filecutter:

https://files.fm/u/t8tsw4js

One of the Pak files without filecutter:

https://files.fm/u/7p2ukvrb

Image


Check your DMs.
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zeaofsuos, posted Mon Sep 30, 2019 10:48 am (51196)


ADMIN, DELETE.
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lmain, posted Tue Oct 01, 2019 3:34 pm (51264)


can anyone give key for pubg lite pak?
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Pokeytax, posted Wed Oct 02, 2019 1:09 am (51278)


Here is what I have learned about the Dragon Quest XI S compression:

Files have a ZIP value of 03 in Unreal which has previously corresponded to Oodle. Based on their relative complexity they do seem to be Oodle or similar; some form of LZ compression, separate streams for literals/control/lengths in some cases, varying degrees of legibility in the literal stream (e.g. bit literals vs byte literals). I can't rule out that byte 2 is just the Oodle enum but the files aren't parsing with existing scripts. The longest files seem to have a chunk header of "2D03" and the shortest have a chunk header of "2D00" which would correspond to LZHLW and LZBLW, which seems like it's flipped if anything.

Here's an example. The "E2 2B" in the below is the (little-endian) length of the first block beginning with "08 00". It appears to be an offset/length/control block (near offsets?).

Code:
2D 03 00 00 00 E2 2B 00 08 00 0F 00 15 00 13 00 
1D 00 34 00 0B 00 31 00 17 00 34 00 66 00 96 00
A3 00 29 00 2A 00 C9 00 99 00 AD 00 0B 01 40 01
88 00 CF 00 0E 00 B6 00 80 00 7D 00 E1 00 0E 00


I'm not including a file atm since I don't want someone to break the compression for me, just ideas on what it is if not Oodle or how to get this decompressed with existing avenues. No luck with outside programs so far.

EDIT: Looks like "lizard" may do it, thank you for your quiet support on this journey. Attached is a working script for Dragon Quest XI S (the Switch version of the game).
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aluigi, posted Wed Oct 02, 2019 4:09 pm (51293)


Pokeytax wrote:
EDIT: Looks like "lizard" may do it

Really? lizard is LZ5, never seen it adopted in any game yet... interesting :)
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Pokeytax, posted Wed Oct 02, 2019 6:28 pm (51295)


aluigi wrote:
Really? lizard is LZ5, never seen it adopted in any game yet... interesting :)


Yeah, I was very surprised... I found the string "lz5" in the exe and I thought it was LHA at first, it is a Japanese game. The script had no issues with any of the files so good job on the futureproofing.

I'm reposting the script because the first one didn't handle uncompressed files properly due to my messing around, there is no alteration to the base Unreal script needed beyond pointing ZIP == 3 to Lizard.

dq11-s.bms

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aluigi, posted Thu Oct 03, 2019 7:07 am (51305)


@Pokeytax
Too bad I can't update my script because the customization collides with the games that use oodle when ZIP is 3, no way to guess if the data is lizard or oodle.
So I hope the users of this game can find your post :D
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PinkNyao, posted Fri Oct 04, 2019 2:27 pm (51324)


Hello! I was wondering if someone could help me. Code Vein now has a nude mod and I would like to try some modding on the game myself but no one has released the AES key and script for the game. Can anyone direct me on how to get that myself and is there a way to find out what engine version Code Vein runs on? I am familiar with UE4 but I don't know what version Code Vein was developed in. Thank you!
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