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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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keeknr, posted Mon May 04, 2020 1:32 pm (56529)


Any idea of how I can export multiple .pak files with entering the encryption key just once (with quickbms)?
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spiritovod, posted Mon May 04, 2020 2:52 pm (56533)


@keeknr: Open script in any text editor, find [set AES_KEY binary ""] string and place the key in quotes, like [set AES_KEY binary "0xAAAA..."].
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spiritovod, posted Tue May 05, 2020 3:15 am (56546)


Test version of PUBG Mobile script in the same post with other scripts (read my signature). It works a bit longer for big archives like base pak, I'll probably fix that in the future.
Tested with version 0.17.0. Mobile Lite has slightly different version of pak with internal compression type set to 6 (probably custom solution), and the script doesn't work with it. I'll check those paks later.

Update: Found out the compression type in Mobile Lite, it's zstd. Fixed the script, v2 now works with all mobile versions.
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keeknr, posted Tue May 05, 2020 1:06 pm (56555)


spiritovod wrote:
@keeknr: Open script in any text editor, find [set AES_KEY binary ""] string and place the key in quotes, like [set AES_KEY binary "0xAAAA..."].


I did this but I still have to enter the content select number for every pack. Did I miss to activate something?
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spiritovod, posted Tue May 05, 2020 4:04 pm (56558)


@keeknr: Oh, I got you. Then change format of the key from "0xAAAA..." to "\xAA\xAA..." in the same string and also change below [math AES_KEY_IS_SET = 0] -> = 1.
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soopytwist, posted Sun May 10, 2020 12:41 pm (56642)


Hi, new here. Not new to modding in general though I am new to modding UE4. I've just unpacked all of The Walking Dead Saints and Sinners. When I've finished whatever it is I want to do with it how do I pack it all up again? Or do I need to? Other mods I've made work fine as long as the files stick to the same folder structure.
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soopytwist, posted Mon May 11, 2020 8:22 pm (56678)


I can't add Walking Dead Saints and Sinners uasset files to my UE4 project to modify stuff. They don't show up and if I drag the file into the content window a message says the file format is not supported? How can the file format not be supported?! I've unpacked all the .pak files with no issues, QuickBMS did the lot.
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spiritovod, posted Mon May 11, 2020 9:47 pm (56679)


@soopytwist: You can start with this tutorial, where some basic UE4 stuff is explained.
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TGGAMING, posted Tue May 12, 2020 7:51 am (56685)


Can anybody tell me how to extract pubg mobile base.pak encrypted file contents .
I have tried many ways but didn't got anything.

Thank you in advance !
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spiritovod, posted Tue May 12, 2020 11:50 am (56692)


@TGGAMING: Both Mobile and Mobile Lite versions are not encrypted. I've tested current script (v2) and it works fine with 0.18.0 version of the game. You can find it on previous page or via my signature.
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Savage, posted Wed May 13, 2020 11:33 am (56711)


I tried the script with the data of "life is strange 2", the script can extract the files but not decompress them
I used the 0.10.1 version of quickbms and the latest version of the script (0.4.24b), they used the unreal engine 4.16

Here is the file
lis2-windowsnoeditor-savegames.pak 11.6 MB
https://mega.nz/file/U4NnAQBB#L9Mcu2TOn ... qa0iPaKa3U
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spiritovod, posted Wed May 13, 2020 6:59 pm (56720)


@Savage: Script works fine with the pak (it's expected behavior). If you'll open resulting files in hex editor, you can notice that header is decompressed, but the main part is additionally compressed - so it seems they've updated GEVASEND format. You can use attached script to fix them, though reimport function will not work with it.

LIS2_save.bms

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Savage, posted Thu May 14, 2020 7:29 pm (56763)


@spiritovod thanks for the script :D
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spiritovod, posted Sun May 17, 2020 4:00 pm (56808)


Updated bms script with initial v9 paks support (UE4 4.25) added to the base post: viewtopic.php?f=9&t=1005&p=56251#p56251

Currently tested only with the latest Breeders Of The Nephelym build.
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snzhkhd, posted Mon May 18, 2020 7:53 pm (56821)


Someone was able to open the unpacked game in the editor?

via "GameName".uproject

loading has reached 75% . fatal error :D
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spiritovod, posted Tue May 19, 2020 7:47 pm (56843)


@snzhkhd: You can't do that, because assets in the paks are already cooked and editor doesn't understand them. I suggest to google for basic UE4 tutorials (resources related) to understand how it works.

@Doctor Loboto: Check my signature, the key is already in the list.
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ccmnsfa, posted Wed May 20, 2020 3:04 pm (56859)


Hi,This game is Crossroads Inn The Pit, The game only an exe file and no shipping exe file, I use unreal_tournament_4_0 4.23.1 a. ms unpack the pak file but needs to be key.

Code:
Error: incomplete input file 0: H:\Games\Project.pak
       Can't read 6930785754599301514 bytes from offset 7ba2804928fc7e40.
       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%   53         11187583292 . offset 7ba2804928fc7e40

Last script line before the error or that produced the error:
  100 log MEMORY_FILE10 OFFSET SIZE


I have also tried using the AES key finders but they do not find a match.

Here is the main exe https://drive.google.com/open?id=1Jc5UVlY2XH8UoRBn9IE4CCygoqilvw0H
I would appreciate if anyone could help.
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spiritovod, posted Wed May 20, 2020 4:30 pm (56862)


@ccmnsfa: It's not an UE game. The game is using Esenthel Engine. I suggest to create separate topic with your problem, since there is not any existing topic on the forums for this game.
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ccmnsfa, posted Thu May 21, 2020 10:47 am (56866)


spiritovod wrote:
@ccmnsfa: It's not an UE game. The game is using Esenthel Engine. I suggest to create separate topic with your problem, since there is not any existing topic on the forums for this game.

Thanks for your reply, they look very similar. I will launch a new post to look for this problem.
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Pepita, posted Sun May 24, 2020 5:39 pm (56905)


spiritovod wrote:
Snip



Since you are quite good with this Unreal Stuff, I currently try to repack another PAK File for ashes of Creation.

The Game path is the following:

X\aoc\AOC\Content\paks
X\aoc\Engine\
X\aoc\AOC\Binaries

What is the correct Mounting Point for repacking AOC/ENGINE?

I mean it starts at "paks" if I am correct?

I asumed it is:

../../../AOC/

But that won't work. It errors out and say:

Cannot load:

../../../AOC/aoc.uproject

Which is odd since it is the same path I used. Not modified anything, just try to repack it after extracting.

PS: Would it possible to just decrypt the PAK file without extracting it? So I can check for the Mounting Point with u4pak (Python one) cuz it wont work with encrypted Paks.
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Pepita, posted Sun May 24, 2020 6:28 pm (56906)


Sorry for double post.
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spiritovod, posted Sun May 24, 2020 7:36 pm (56908)


@Pepita: Not sure why do you even need to modify something from Engine folder in your mod, but correct mount point is "../../../". There are difference between using UnrealPak and u4pak though - for the UnrealPak read this or that. u4pak is very simple and it creates mount point by itself (though it doesn't support creating paks v6 , required for some games).

As for the decrypting index - well, it's definitely possible, you can just trim the original script to required stuff, but I don't see the point of this, since you'll need to replace index manually after decrypting it.
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Pepita, posted Sat May 30, 2020 11:54 am (56986)


spiritovod wrote:
@Pepita: Not sure why do you even need to modify something from Engine folder in your mod, but correct mount point is "../../../". There are difference between using UnrealPak and u4pak though - for the UnrealPak read this or that. u4pak is very simple and it creates mount point by itself (though it doesn't support creating paks v6 , required for some games).

As for the decrypting index - well, it's definitely possible, you can just trim the original script to required stuff, but I don't see the point of this, since you'll need to replace index manually after decrypting it.


I prob. gonna try the other tool then, instead of UnrealPak. I just need to modify one File: (AOC\Config\DefaultEngine.ini) since this is the place, where the Level to load is determined.

When I create Files with UnrealPak and using Original SIGN File I get the following in the Log:

Quote:
LogPakFile: Display: Mounting pak file ../../../AOC/Content/Paks/pakchunk0optional-WindowsClient.pak.
LogPakFile: Display: Found Pak file ../../../AOC/Content/Paks/pakchunk0-WindowsClient.pak attempting to mount.
LogPakFile: Display: Mounting pak file ../../../AOC/Content/Paks/pakchunk0-WindowsClient.pak.
LogPakFile: Display: Found Pak file ../../../AOC/Content/Paks/pakchunk0-patch2.pak attempting to mount.
LogPakFile: Display: Mounting pak file ../../../AOC/Content/Paks/pakchunk0-patch2.pak.
LogPakFile: Warning: Pak chunk signing mismatch on chunk [0/126606]! Expected 1027C715, Received 9DEDC13C
LogPakFile: Warning: Master signature table has changed since initialization!
LogPakFile: Display: Found Pak file ../../../AOC/Content/Paks/pakchunk0-patch.pak attempting to mount.
LogPakFile: Display: Mounting pak file ../../../AOC/Content/Paks/pakchunk0-patch.pak.
LogPakFile: Warning: Pak chunk signing mismatch on chunk [0/126606]! Expected 1027C715, Received 852CE996
LogPakFile: Warning: Master signature table has changed since initialization!


I actually think, he doesn't load the files, since I modified the Config File to load a different Level. If I ran the Client extracted, it works, but with "Patch" PAK Files it doesn't. (extracted Client has some Limitations tho dunno why)

So it either checks for a valid Sign File or I just get something wrong.
Edit: I used both tools now, same result.
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spiritovod, posted Sat May 30, 2020 1:57 pm (56988)


@Pepita: It seems you're doing it wrong way.
1) If you want to include modified ini with u4pak:
For example, this ini was originally in pakchunk0-WindowsClient.pak. Create folder structure Mod\AOC\Config\DefaultEngine.ini (so it will contain only this single file), put u4pak.py in the Mod folder (so it will be near AOC folder), then run cmd from the Mod folder and execute "u4pak.py pack pakchunk0-WindowsClient_mod.pak AOC". Now you have pakchunk0-WindowsClient_mod.pak in the Mod folder with modified ini. Put that pak with the rest of them. If they have .sig files (for example, pakchunk0-WindowsClient.sig), simply create copy of it with required name (pakchunk0-WindowsClient_mod.sig in this case).
2) If you want to do the same with unrealpak, take FluffyQuack's workflow (from the first link in my previous post) and drag-drop Mod folder on UnrealPak-Without-Compression.bat. You can replace unrealpak with any other version from UE SDK, available for free from epic games (it's all explained in the second link).

Note that: If you don't know how signing works, do not sign archives, just re-use existing signatures with unsigned paks (it works too, unless the game has additional checks). You can't repack the whole game, it doesn't work. Packing level is different for u4pak and unrealpak in some cases (AOC and parent folder, Mod, in the example). Paks are prioritized in reverse alphabetical order, hence the _mod addition - it's not mandatory, you can name it other way.
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