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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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spiritovod, posted Mon Oct 26, 2020 9:27 pm (59794)


@Idiotgodc: PUBG mobile archives with actually encrypted index are not supported (and probably never will be), because script is using workaround for that part. I don't know how it's even encrypted (aes xor, or simple aes, or aes ecb with iv) and not sure I want to dig into that, considering that the game library is protected.
But since chunks themself are not encrypted, I'll try to make a specific pubgm version of my upcoming fix for raw extraction functionality.

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pubg_mobile script updated in the specific scripts bundle. It now properly supports game_patch paks with unencrypted index (previously the script didn't work with them as expected). Strange that the issue was not reported yet.

Update: PUBG mobile v1.1 and above will not be supported for now, because they've started using actual encryption.
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Idiotgodc, posted Tue Oct 27, 2020 4:43 am (59800)


@spiritovod Brother Updated One Still Not Working Showing Pak Format Is Not Supporting And
- 0 Files found in 1 seconds
Coverage file 0 100% 28959401 28934637 . Offset 00000000

And AES Key Updated I Think Can you Update me New Key ? It's Possible ?
Another Sample Obb.Pak
https://drive.google.com/file/d/16Q4OGY ... p=drivesdk

Waiting For Answer ! And Thanks For Replying ! Try To Fix This Brother !
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rewold, posted Tue Oct 27, 2020 9:28 pm (59810)


Greetings, could someone tell me Ghostrunner AES key?
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spiritovod, posted Wed Oct 28, 2020 2:37 am (59817)


@rewold: The game archive is not encrypted. Just use latest script from my signature.
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rewold, posted Wed Oct 28, 2020 1:13 pm (59822)


spiritovod wrote:
@rewold: The game archive is not encrypted. Just use latest script from my signature.


Thank you for reply. :D
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Killnus, posted Thu Oct 29, 2020 11:25 pm (59844)


i export windows no editor.pak 90.000 file i finish the job for game.locres how to convert .pak ?
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spiritovod, posted Fri Oct 30, 2020 12:08 pm (59853)


@Killnus: I've just added links to some useful related posts about it in base post (in the very end).
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Idiotgodc, posted Fri Oct 30, 2020 4:27 pm (59855)


Any Update About PUBG MOBILE V1.1 .Pak ?
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TGGAMING, posted Sun Nov 01, 2020 3:36 pm (59890)


@spiritovod
Bro getting error in extracting PUBG mobile v1.1

offset filesize filename
--------------------------------------

- error in src\extra\xalloc.c line 703: xdbg_realloc()

Error: memory allocation problem
Access is denied.



Fix it please !
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FanofSpiritovod, posted Sun Nov 01, 2020 3:45 pm (59891)


@spiritovod
need new script for pubg mobile
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spiritovod, posted Thu Nov 05, 2020 1:50 am (59967)


^ I know people are waiting for some PUBGM solution, but like I've said before, it's kind of troublesome because of the encryption and game protection, I'm not that fluent in debugging android stuff.

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Anyway, unrelated to this - script for Kingdoms Reborn "paka". While main game package is usual pak, that additional one is not a native UE4 package, but more like self-invented mix of latest utoc/ucas and bnk/pck-like container for oggs. Strange stuff, if someone already saw something like that elsewhere, let me know, maybe I'm just reinventing the wheel.

Update: Ok, so this is XBNK container, compressed in chunks, where all filenames and stream information (codec, offset, frequency, etc) are stored in the header. For more info see this script by aluigi. Though in that case information is stored sequentially before each data chunk.

kingdoms_reborn_paka.bms

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mouserat11, posted Fri Nov 06, 2020 2:42 am (59991)


Hey there, i make mods for UE4 games. A special method i use is packing up the mods with ue4, then unpacking the pak with quickbms. When i try to extract a certain pak i get this error:
Error: incomplete input file -10:
Can't read 2 bytes from offset 000000c6.
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 -10 100% 198 198 . offset 000000c6

Last script line before the error or that produced the error:
139 get CHUNK_OFFSET longlong TOC_FILE

Any help? Thank you :D
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spiritovod, posted Fri Nov 06, 2020 11:49 am (60002)


@mouserat11: Usually this error means that the index has custom format, but looking at the offset value it's probably something different - for example, if you are using outdated UE4 script with some modern game (check latest UE4 script via my signature). Provide more info about the game or at least sample pak. Also, take a look at games with specific scripts from my base post, maybe it's one of them.

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custom_extract script from custom_UE4_scripts bundle updated. It now properly works with all possible filters (before it actually worked only with extensions as filters, which I didn't notice), including unicode strings - for example, you can now find something like "Interior" in filenames, considering that you're editing bms script in a unicode compatible editor.
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Kein, posted Sat Nov 07, 2020 5:17 pm (60035)


Anyone got updated BMS script for 4.25 paks? It is version9 it seems
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spiritovod, posted Sat Nov 07, 2020 8:37 pm (60038)


@Kein: Use latest UE4 script from my signature.

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get_hashes script from custom_UE4_scripts bundle updated (including ones for specific games). It now works almost twice as fast as before.
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TGGAMING, posted Tue Nov 10, 2020 4:57 pm (60132)


@spiritovod so there is no way to extract pak contents of pubg mobile?
And are you trying to make a new script or finding other ways for it or not doing anything bro ?
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Warthog1336, posted Tue Nov 10, 2020 10:45 pm (60142)


resources
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mouserat11, posted Wed Nov 11, 2020 1:15 pm (60159)


spiritovod wrote:
@mouserat11: Usually this error means that the index has custom format, but looking at the offset value it's probably something different - for example, if you are using outdated UE4 script with some modern game (check latest UE4 script via my signature). Provide more info about the game or at least sample pak. Also, take a look at games with specific scripts from my base post, maybe it's one of them.

---------------------------------------------------------------

custom_extract script from custom_UE4_scripts bundle updated. It now properly works with all possible filters (before it actually worked only with extensions as filters, which I didn't notice), including unicode strings - for example, you can now find something like "Interior" in filenames, considering that you're editing bms script in a unicode compatible editor.


Awesome the new script worked!! Thank you very much :D
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spiritovod, posted Wed Nov 11, 2020 3:34 pm (60163)


@TGGAMING: There is raw_extract script for PUBGM in custom_UE4_scripts bundle for a while, which works on all game versions, available at the moment. And while the proper way would be RE decryption scheme of the game to get normal index and filenames, I'm more interested in the naming pattern of UE4 assets in general. Generally speaking, you should deserialize all assets to "guess" their names correctly, but there is workaround, related to the way how assets are stored in paks. Though quickbms was not designed for such complex tasks, and I don't feel like creating standalone tool for that, because it will be tied to particular game(s).
For now my priority is to release generic raw_extract script for 4.25- games. It's more for research purposes though, since I doubt someone will actually use it.
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g3stapo, posted Mon Nov 16, 2020 6:40 pm (60337)


maybe someone knows that oceanhorn 2 came out on nintendo switch.. written in unreal engine
Who knows how hard it is to unpack it? Maybe someone could take up this case
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spiritovod, posted Wed Nov 18, 2020 9:29 pm (60409)


@g3stapo: Took a look at the game, you can find results in this topic. If you don't know how to extract UE archives from switch games, you can find it here -> "How to extract paks from Switch games".
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anhsamac, posted Thu Nov 19, 2020 7:43 am (60424)


@spiritovod: I know it sounds stupid, but can i use your script to reimport after Translate games?
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spiritovod, posted Thu Nov 19, 2020 12:16 pm (60431)


@anhsamac: No, UE4 scripts are not compatible with reimport modes, but you can find required info in my base post -> "How to repack assets back" part. It will not work for the games extracted with specific scripts though.
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spiritovod, posted Thu Nov 19, 2020 12:57 pm (60437)


@mrtest: You can find the key in the list via my signature. Aside from that the game has standard pak format, which is compatible with base UE4 bms script.
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