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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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aluigi, posted Sat Aug 19, 2017 1:48 pm (25727)


@Avatarchik
Unfortunately I need files, not an useless image.
Use the unreal script script for Quickbms on the pak archive, after many files it will ask you to insert a key for the encrypted files, just press RETURN and then upload the encrypted files it extracted (they are probably all the ini files containing garbage data in them)
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Avatarchik, posted Sat Aug 19, 2017 10:35 pm (25749)


aluigi wrote:
@Avatarchik
Unfortunately I need files, not an useless image.
Use the unreal script script for Quickbms on the pak archive, after many files it will ask you to insert a key for the encrypted files, just press RETURN and then upload the encrypted files it extracted (they are probably all the ini files containing garbage data in them)

Hi! Here I poured out the .pak file and files that I gave to the file cutter https://cloud.mail.ru/public/DiXA/dH58xfbrF
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aluigi, posted Sun Aug 20, 2017 8:43 am (25754)


It's a fake encryption just like the one that was used in Lineage 2.
When you use my script press RETURN (no key) when it asks for the password.
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zhuang, posted Tue Aug 22, 2017 2:16 am (25798)


Great!

How to unrack this pak?
First thank you!
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aluigi, posted Tue Aug 22, 2017 1:38 pm (25804)


@zhuang
Name of the game?
You must also upload the big game executable because the files are encrypted.
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TaylorMouse, posted Wed Sep 06, 2017 1:10 pm (26320)


Anyone tried this on Fortnite?

T.
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ahmadabubaker, posted Sat Sep 09, 2017 5:00 pm (26391)


Hello,

I am a little lost to the location of the unpacked files. I just unpacked a .pak but the at the end of the process the software did not prompt me to open the unpacked file folder nor were there any way of finding the location of the unpacked files. The files were definitely unpacked as is reflected by my hardware size change. How do i find out the folder for the unpacked files.

Thanks.
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MerlinSVK, posted Sat Sep 09, 2017 7:47 pm (26395)


They are unpacked into the root folder of the game. So it is not one folder, but many.
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Nobody, posted Tue Sep 19, 2017 2:57 am (26605)


. can you update the script to unpak .pak of Friday The 13th? thanks
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godskin, posted Tue Sep 19, 2017 6:07 am (26608)


Nobody wrote:
. can you update the script to unpak .pak of Friday The 13th? thanks


use umodel
lol

Image
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tristo, posted Fri Sep 22, 2017 4:02 pm (26726)


Hello aluigi and the zenhax community!

I tested your latest script (0.4.7) with Marvel vs Capcom Infinite and I get this error message:
Code:
Error: incomplete input file 0: F:\MVCI\pakchunk0-WindowsNoEditor.pak
       Can't read 4 bytes from offset 786e636d000001c2.
       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%   44         24203445315 . offset 786e636d000001c2

Last script line before the error or that produced the error:
  185 get NAMESZ signed_long

There are 2 pak files in the game's folder and I get the exact same error with both, so I assume it's due to encryption (I don't even get to chose a key when running the script, it gives the error message directly).

I uploaded the big exe and the 2 files obtained with filecutter.bms with a MEGABYTES variable set to 10: http://www31.zippyshare.com/v/MszvgXTc/file.html

If you could find the key and update the ue4 bms script, I would be very grateful, it looks like there are many things to mess with in those files. ;)

If you need more files I'd be glad to provide them.
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aluigi, posted Fri Sep 22, 2017 6:56 pm (26727)


Weird format.
It has absolutely nothing in common with the UE4 pak format and the only clear-text fields are 3 64bit fields at the end without a meaning.
The rest is obfuscated probably using a part of the 32 bytes string at the end of the archive.

I will not spend time on this, sorry.
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tristo, posted Fri Sep 22, 2017 7:56 pm (26729)


No problemo, I'm already glad that you took the time to look into the files so promptly.

It looks like most of the files are encrypted with the same method, not only pak files, but acb, acf, usm and uasset too.

Capcom really didn't want people to mess with their game (and that's understandable after the Street Fighter V constant datamining and leaks), but I'm not sure that making the game hard to mod will help the abysmal sales of the game on Steam (not even 15k players since release if steamspy is to be trusted and the game can already be found for less than 25$ on some sites...).

At least the game is fun to play but some part of it are so ugly (most of the UI); it would have been nice to be able to edit it.
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TerryXX, posted Tue Sep 26, 2017 1:43 pm (26860)


Here's some more information about Marvel vs Capcom Infinite, the files that are encrypted in the end they have this same string mcnxyxcmvmcxyxcmskdldkjshagsdhfj (here is a sample file) http://www11.zippyshare.com/v/mddSJhW5/file.html
In the exe file there is a reference to that key:
? uH....AAAA.I[.? uH..../sK...G??.}c7SU?A....... [email protected].... 0uH.....dfpc...user32.dll......ntdll.dll.......kernelbase.dll..mcnxyxcmvmcxyxcmskdldkjshagsdhfj....\\.\........\\?\hid#........msvcrt.dll.........I.
The exe file has Denuvo inside it and this format SHA256 openssl.org now I do not know if they used the same encryption for the .pak file.

Edit1: Here is the exe file dumped during a game http://www14.zippyshare.com/v/RZ2xSjME/file.html
you can already notice the files that have been uploaded during the game /Game/..000./.G.a.m.e./.C.h.a.r.a./.%.s./.M.e.s.h./.P.e.r.s.i.s.t.e.n.t.M.a.t.e.r.i.a.l.A.s.s.e.t._.%.s...P.e.r.s.i.s.t.e.n.t.M.a.t.e.r.i.a.l.A.s.s.e.t
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godskin, posted Thu Sep 28, 2017 6:22 pm (26901)


TerryXX wrote:
Here's some more information about Marvel vs Capcom Infinite, the files that are encrypted in the end they have this same string mcnxyxcmvmcxyxcmskdldkjshagsdhfj (here is a sample file) http://www11.zippyshare.com/v/mddSJhW5/file.html
In the exe file there is a reference to that key:
? uH....AAAA.I[.? uH..../sK...G??.}c7SU?A....... [email protected].... 0uH.....dfpc...user32.dll......ntdll.dll.......kernelbase.dll..mcnxyxcmvmcxyxcmskdldkjshagsdhfj....\\.\........\\?\hid#........msvcrt.dll.........I.
The exe file has Denuvo inside it and this format SHA256 openssl.org now I do not know if they used the same encryption for the .pak file.

Edit1: Here is the exe file dumped during a game http://www14.zippyshare.com/v/RZ2xSjME/file.html
you can already notice the files that have been uploaded during the game /Game/..000./.G.a.m.e./.C.h.a.r.a./.%.s./.M.e.s.h./.P.e.r.s.i.s.t.e.n.t.M.a.t.e.r.i.a.l.A.s.s.e.t._.%.s...P.e.r.s.i.s.t.e.n.t.M.a.t.e.r.i.a.l.A.s.s.e.t




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Darko, posted Thu Sep 28, 2017 6:28 pm (26902)


godskin wrote:
TerryXX wrote:
Here's some more information about Marvel vs Capcom Infinite, the files that are encrypted in the end they have this same string mcnxyxcmvmcxyxcmskdldkjshagsdhfj (here is a sample file) http://www11.zippyshare.com/v/mddSJhW5/file.html
In the exe file there is a reference to that key:
? uH....AAAA.I[.? uH..../sK...G??.}c7SU?A....... [email protected].... 0uH.....dfpc...user32.dll......ntdll.dll.......kernelbase.dll..mcnxyxcmvmcxyxcmskdldkjshagsdhfj....\\.\........\\?\hid#........msvcrt.dll.........I.
The exe file has Denuvo inside it and this format SHA256 openssl.org now I do not know if they used the same encryption for the .pak file.

Edit1: Here is the exe file dumped during a game http://www14.zippyshare.com/v/RZ2xSjME/file.html
you can already notice the files that have been uploaded during the game /Game/..000./.G.a.m.e./.C.h.a.r.a./.%.s./.M.e.s.h./.P.e.r.s.i.s.t.e.n.t.M.a.t.e.r.i.a.l.A.s.s.e.t._.%.s...P.e.r.s.i.s.t.e.n.t.M.a.t.e.r.i.a.l.A.s.s.e.t




Image


Script??
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godskin, posted Thu Sep 28, 2017 6:35 pm (26903)


## Marvel VS Capcom - Infinite ##

MvCI file decrypter pak extraction script

https://github.com/AltimorTASDK/dfpslayer/releases

Usage: dfpslayer [file path]

Code:
Example:
dfpslayer "C:\Program Files (x86)\Steam\steamapps\common\MARVEL VS. CAPCOM INFINITE\MVCI\Content\Paks\pakchunk0-WindowsNoEditor.pak"


dfpslayer will output the decrypted file with ".decrypted" appended to the path. Once you've decrypted it you can extract pak contents with QuickBMS.
dfpslayer also works on other files within the MVCI/Content folder, not just the paks.

BMS script :
https://gist.githubusercontent.com/AltimorTASDK/a89d03d4c9c54c440756d0e5778bf2c8/raw/d6060548591622d4691a48a69e3bbbca629047f7/mvci.bms
Use with aluigi's QuickBMS. I can't link it here because reddit filters it for some reason.
Using QuickBMS to extract the pak contents is the same as SFV.
The game will load decrypted files.

Use -game=ue4.15 with UE viewer.
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TerryXX, posted Thu Sep 28, 2017 8:15 pm (26906)


Godskin thx man for your work :)
P.S. question, create these "dumps" of exe files are they useful or do not serve anything?
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aluigi, posted Thu Sep 28, 2017 9:20 pm (26908)


Apparently the encryption algorithm is very simple and the final header of 0x1c2 bytes is useless.
I have made a script and it works well but I don't know why the final data of the rebuilt filecutted file doesn't match what I expected, anyway I don't see errors:
http://aluigi.org/bms/mvci_dec.bms

P.S.: I have seen the key in the edited bms that has been posted but in the 10Mb filecutted sample I have here all the files were not-encrypted, is that key necessary only for some files? (some UE4 games needed a key for some ini files so that's perfectly possible here too)
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godskin, posted Fri Sep 29, 2017 7:34 am (26920)


aluigi wrote:
Apparently the encryption algorithm is very simple and the final header of 0x1c2 bytes is useless.
I have made a script and it works well but I don't know why the final data of the rebuilt filecutted file doesn't match what I expected, anyway I don't see errors:
http://aluigi.org/bms/mvci_dec.bms

P.S.: I have seen the key in the edited bms that has been posted but in the 10Mb filecutted sample I have here all the files were not-encrypted, is that key necessary only for some files? (some UE4 games needed a key for some ini files so that's perfectly possible here too)


and how to extract .uexp (sound File) ?
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pepodmc, posted Sat Sep 30, 2017 12:59 am (26947)


godskin wrote:
## Marvel VS Capcom - Infinite ##

MvCI file decrypter pak extraction script

https://github.com/AltimorTASDK/dfpslayer/releases

Usage: dfpslayer [file path]

Code:
Example:
dfpslayer "C:\Program Files (x86)\Steam\steamapps\common\MARVEL VS. CAPCOM INFINITE\MVCI\Content\Paks\pakchunk0-WindowsNoEditor.pak"


dfpslayer will output the decrypted file with ".decrypted" appended to the path. Once you've decrypted it you can extract pak contents with QuickBMS.
dfpslayer also works on other files within the MVCI/Content folder, not just the paks.

BMS script :
https://gist.githubusercontent.com/AltimorTASDK/a89d03d4c9c54c440756d0e5778bf2c8/raw/d6060548591622d4691a48a69e3bbbca629047f7/mvci.bms
Use with aluigi's QuickBMS. I can't link it here because reddit filters it for some reason.
Using QuickBMS to extract the pak contents is the same as SFV.
The game will load decrypted files.

Use -game=ue4.15 with UE viewer.


where to put the files extracted from the PAK files?
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pepodmc, posted Sat Sep 30, 2017 10:49 pm (26973)


godskin wrote:
aluigi wrote:
Apparently the encryption algorithm is very simple and the final header of 0x1c2 bytes is useless.
I have made a script and it works well but I don't know why the final data of the rebuilt filecutted file doesn't match what I expected, anyway I don't see errors:
http://aluigi.org/bms/mvci_dec.bms

P.S.: I have seen the key in the edited bms that has been posted but in the 10Mb filecutted sample I have here all the files were not-encrypted, is that key necessary only for some files? (some UE4 games needed a key for some ini files so that's perfectly possible here too)


and how to extract .uexp (sound File) ?



This guy find a way aparently:

https://www.youtube.com/watch?v=nx49UfC ... Aw&index=1
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UncleFestor, posted Mon Oct 02, 2017 1:56 am (26983)


aluigi wrote:
Apparently the encryption algorithm is very simple and the final header of 0x1c2 bytes is useless.
I have made a script and it works well but I don't know why the final data of the rebuilt filecutted file doesn't match what I expected, anyway I don't see errors:
http://aluigi.org/bms/mvci_dec.bms

P.S.: I have seen the key in the edited bms that has been posted but in the 10Mb filecutted sample I have here all the files were not-encrypted, is that key necessary only for some files? (some UE4 games needed a key for some ini files so that's perfectly possible here too)

I keep getting an error when I try to reimport a texture in MvCI using the eaxtractor script.

Code:
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/005_RSMA.ubulk"
< 00000000146c419b 53566      MVCI\Content\Chara\005\Mesh\005_RSMA.ubulk
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/005_RSMA.ubulk"
< 00000000146d12d9 52028      MVCI\Content\Chara\005\Mesh\005_RSMA.ubulk
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/005_RSMA.ubulk"
< 00000000146dde15 55863      MVCI\Content\Chara\005\Mesh\005_RSMA.ubulk
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/005_RSMA.ubulk"
< 00000000146eb84c 15071      MVCI\Content\Chara\005\Mesh\005_RSMA.ubulk
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/2P/005_COLOR.uasset"
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/2P/005_COLOR.ubulk"
< 00000000146f1ae9 32929      MVCI\Content\Chara\005\Mesh\2P\005_COLOR.ubulk
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/2P/005_COLOR.ubulk"
< 00000000146f9b8a 37504      MVCI\Content\Chara\005\Mesh\2P\005_COLOR.ubulk
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/2P/005_COLOR.ubulk"
< 0000000014702e0a 39092      MVCI\Content\Chara\005\Mesh\2P\005_COLOR.ubulk
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/2P/005_COLOR.ubulk"
< 000000001470c6be 39705      MVCI\Content\Chara\005\Mesh\2P\005_COLOR.ubulk
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/2P/005_COLOR.ubulk"
< 00000000147161d7 38536      MVCI\Content\Chara\005\Mesh\2P\005_COLOR.ubulk
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/2P/005_COLOR.ubulk"
< 000000001471f85f 38623      MVCI\Content\Chara\005\Mesh\2P\005_COLOR.ubulk
- REIMPORT MEMORY_FILE WORK-AROUND: "MVCI/Content/Chara/005/Mesh/2P/005_COLOR.ubulk"
- compressed size too big, I try using the zopfli method (may be slow)
- compressed size too big, I try using the uberflate/kzip method (may be very slow!)

-------------------
*EXCEPTION HANDLER*
-------------------
An error or crash occurred:

*EH* ExceptionCode      c0000005 access violation
*EH* ExceptionFlags     00000000
*EH* ExceptionAddress   747386b0
                        746B0000 000886b0 msvcrt.dll
*EH* NumberParameters   00000002
*EH*                    00000000
*EH*                    d5619db8

Last script line before the error or that produced the error:
  65  clog MEMORY_FILE CHUNK_OFFSET CHUNK_ZSIZE CHUNK_SIZE

L:\Program Files (x86)\Marvel VS Capcom - Infinite\MVCI\Content\Paks>pause
Press any key to continue . . .


I don't understand how the script can think the modded file is too big. Original file is 0x2AA000 Bytes - Modded File is 0x2AA000 Bytes --->Exact same size
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