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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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mrtest, posted Thu Nov 19, 2020 2:32 pm (60440)


spiritovod wrote:
@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.

It works. thanks.
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g3stapo, posted Thu Nov 19, 2020 3:40 pm (60443)


spiritovod wrote:
@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".

can you load the open archive and keys?
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spiritovod, posted Thu Nov 19, 2020 6:26 pm (60457)


@g3stapo: No, because nintendo is very sensitive to such things and forum can be easily DMCAed for posting that stuff directly. I've already provided link to the instruction - it's quite simple, except the link to prod keys is obfuscated to avoid their fast removal from hosting. Still, you shouldn't guess anything, all required info is written there.
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g3stapo, posted Thu Nov 19, 2020 7:57 pm (60463)


spiritovod wrote:
@g3stapo: No, because nintendo is very sensitive to such things and forum can be easily DMCAed for posting that stuff directly. I've already provided link to the instruction - it's quite simple, except the link to prod keys is obfuscated to avoid their fast removal from hosting. Still, you shouldn't guess anything, all required info is written there.

ok, you can just give the keys then?
you write in the instructions using yuzu, but you have the wrong key in prod.keys.. so it doesn't work
which are needed in keys.ini and aes and I hope that's all
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spiritovod, posted Thu Nov 19, 2020 8:13 pm (60465)


@g3stapo: prod.keys file is correct and up-to-date, because I've checked the game files exactly with the same file. I don't know what you're doing, but definitely not according the instruction, because yuzu doesn't use keys.ini or something. And game archive is not encrypted, so you don't need any aes key for it either.
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g3stapo, posted Thu Nov 19, 2020 8:28 pm (60467)


spiritovod wrote:
@g3stapo: prod.keys file is correct and up-to-date, because I've checked the game files exactly with the same file. I don't know what you're doing, but definitely not according the instruction, because yuzu doesn't use keys.ini or something. And game archive is not encrypted, so you don't need any aes key for it either.

i add game to yuzu
then add file prod.keys to folder ....\Roaming\yuzu\keys
turn on "Scan Subfolders" and the game is not detected
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spiritovod, posted Thu Nov 19, 2020 8:46 pm (60468)


@g3stapo: yuzu can detect roms even without keys file present. If it can't detect rom (nsp / xci), you're doing something wrong. Also, some combined roms (with included patches or DLCs) can't be extracted properly, but they will be detected properly anyway.
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g3stapo, posted Thu Nov 19, 2020 9:56 pm (60473)


spiritovod wrote:
@g3stapo: yuzu can detect roms even without keys file present. If it can't detect rom (nsp / xci), you're doing something wrong. Also, some combined roms (with included patches or DLCs) can't be extracted properly, but they will be detected properly anyway.

I opened
why almost nothing opens? not one model does not open..
gives an error message
Code:
appMalloc: size=673709016 (total=4 Mbytes) <- FArray::Empty: 1101813033 x 24 <- TArray::Serialize: 0/0 <- FStaticMeshLODModel4<< <- TArray::Serialize: 1/6 <- UStaticMesh4::Serialize <- LoadObject: StaticMesh4'Corbin-Weapon-Club.Corbin-Weapon-Club', pos=331E, ver=518/0 (unversioned), game=ue4.25 <- UObject::EndLoad <- LoadWholePackage: /OH2/Content/Objects/Meshes/Corbin-Weapon-Club.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1380


and is not exported..

I saw that you wrote a non-standard format
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spiritovod, posted Thu Nov 19, 2020 10:11 pm (60475)


@g3stapo: Too many questions. Try to read already present info and learn things before asking something. I'll stop responding from now on, because it's not umodel support forum, nor yuzu/switch support forum.
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Ogoshi, posted Mon Nov 23, 2020 12:08 am (60529)


Anyone have the key for Godfall?

Image
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spiritovod, posted Mon Nov 23, 2020 1:18 pm (60537)


@Ogoshi: Game files are not encrypted, just use latest UE4 script from my signature.
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Ogoshi, posted Tue Nov 24, 2020 12:55 am (60558)


spiritovod wrote:
@Ogoshi: Game files are not encrypted, just use latest UE4 script from my signature.


Thanks man!
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spiritovod, posted Tue Nov 24, 2020 12:08 pm (60568)


@Ekey: Answered on rin forums.

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

Script for Pathless added to specific scripts bundle from base post.
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blasterxox, posted Sat Nov 28, 2020 5:43 pm (60722)


Hey guys i need help with SOS: The Ultimate Escape
I have a game from a company(Outpost Games) that went bankrupt a couple of years ago.
The head of the company allowed me to do whatever i want with it(Gonna send proof if needed)
Now here is the problem: local/LAN Multiplayer does not work anymore. I know the official servers are down but that should not affect local games,right?

(The bundle also includes a .uproject of the game but i gave up trying to access it because a pythonplugin and some .dlls are missing)

Maybe someone can get LAN Multiplayer working or even access the .uproject

Link: https://mega.nz/#!3ElBQAzB!p1QYcWlIqKBO ... tSe3WoKGHM
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spiritovod, posted Sat Nov 28, 2020 11:02 pm (60732)


@blasterxox: Not sure why you're asking such things here, because quickbms is more about resources repacking than anything else. You better take a look at the game subreddit and posts like that one.
Aside from that, I can only tell that uproject, included in the game, can't be used "as is" with unreal editor. Unreal editor can only understand source assets, but not compiled ones, included in the game. Despite the same extensions, there are different things.
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blasterxox, posted Sun Nov 29, 2020 1:08 am (60734)


@spiritovod aluigi led me here

aluigi wrote:
I don't think any users is going to download over 4Gb of RAR.

On https://sos.gamepedia.com/FAQ it's written that the game uses UE4 so you must check and, maybe, post here:
viewtopic.php?f=9&t=1005


That reddit post is from one of my friends, but he also is at the end with his knowledge. The game is also too unknown to attract someone with enough skill
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spiritovod, posted Sat Dec 05, 2020 6:18 pm (60917)


Dragon Quest XI scripts updated to v4 in the specific scripts and custom scripts bundles. Now it should properly extract all assets from both original DQXI and DQXI S. In the same time, dq11 fix removed from specific scripts bundle, because it's not required anymore.
If you're interested in details, initial infogram's script applied NOT only to chunked assets, while there are also non-chunked assets in the paks. Applying NOT globally solved the issue when some extracted files could be still NOTed.
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Idiotgodc, posted Sun Dec 06, 2020 3:53 pm (60937)


What About PUBG MOBILE ?
V1.1 PLEASE HELP
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baoenzo, posted Sun Dec 06, 2020 4:22 pm (60938)


Hello, I use the file unreal_tournament_4_0.4.25.bms to extract the .pak file of Sword Art Online: Fatal Bullet - Dissonance Of The Nexus game. However, when I repackaged panzi's u4pak, I noticed that the file when compressed was smaller than the original file and the game couldn't load. So I think, some files are lost during the decompression process. How do I do this ?
P/S: In the Paks folder of the game, including the SAOFB-WindowsNoEditor_0_P.pak and file .sig .

Sorry for my poor english.
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spiritovod, posted Sun Dec 06, 2020 7:03 pm (60941)


@baoenzo: There is "how to repack assets back" part in my base post with links to some useful posts about it. Please read them first. Note that it's better to use uncompressed packages to avoid possible compatibility issues. And it's also possible that the game has integrity checks.
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baoenzo, posted Mon Dec 07, 2020 4:16 am (60951)


Thank you sir, it works. It seems that I gave the wrong name which resulted in the game not loading.
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mike9k1, posted Wed Dec 09, 2020 10:38 am (61000)


spiritovod wrote:
Dragon Quest XI scripts updated to v4 in the specific scripts and custom scripts bundles. Now it should properly extract all assets from both original DQXI and DQXI S. In the same time, dq11 fix removed from specific scripts bundle, because it's not required anymore.
If you're interested in details, initial infogram's script applied NOT only to chunked assets, while there are also non-chunked assets in the paks. Applying NOT globally solved the issue when some extracted files could be still NOTed.


Hey spirit, thanks for this! :) -- Komodo's already added this to the Modding Discord before I ever even had a chance to see it.

As it is, we're desperately trying to get a working solution for repacking assets so that they can be used in-game with Definitive Edition. As you're probably far more familiar with u4pak / unrealpak than any of us are, do you think you could help us out with that? I know that DQXI paks use an XOR with the key DEADFADE BEEFCAFE but I have no clue on how to apply that in a custom unrealpak build. I know I could compile it from UE4 4.18 source, but that's about the extent of it, :lol: .

To be fair, I can tell you keep quite busy, but if you can contact us on the Discord (linked above), we'd be very appreciative (even if it's just a few pointers) -- a few of us occasionally check Zenhax, but not too frequently.

Thanks for all that you do -- keep on trucking :D
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spiritovod, posted Wed Dec 09, 2020 11:25 am (61003)


@mike9k1: You better contact creators of orchestral over-haul mod for original DQXI, they have packing tool for the game.
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mike9k1, posted Wed Dec 09, 2020 3:17 pm (61008)


spiritovod wrote:
@mike9k1: You better contact creators of orchestral over-haul mod for original DQXI, they have packing tool for the game.
We've tried contacting everyone -- nobody is reachable :(
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