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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 Wed May 12, 2021 11:25 am (63931)


@parkhyeon: All of UE4 scripts are not supposed to work in reimport mode. If something is working occasionally, results will be incorrect most of times, compared to original format. Also, quickbms doesn't support compression for legacy zstd, while I'm not sure which one is used in the PUBG.

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Experimental script for extracting assets from b2container (Gears 5 & Gears Tactics format) added to custom scripts bundle. Please note that it's a work-in-progress script and for now it's extracting files without proper filenames. More info here: viewtopic.php?f=9&t=12573&p=64001#p64001

Update: b2container script updated in the custom scripts bundle. For more info read the topic, linked above.
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spiritovod, posted Sat May 22, 2021 1:25 pm (64211)


@harisnaeem: You can read "all you should know about PUBG" section from this topic, but in short - the only script, which somehow works with latest mobile PUBGs, is raw_extract_pubgm from custom scripts bundle, which is available via my signature. Also, I don't accept any keys requests for any mobile PUBG variations for various reasons.
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spiritovod, posted Tue May 25, 2021 11:33 am (64267)


@darigaaz85: This game is not encrypted or obfuscated in any way. Both vanilla UE4 script and "latest" one from my signature will work with it. If you have some particular problems, explain them in details.
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darigaaz85, posted Tue May 25, 2021 12:38 pm (64268)


Ya sorry, i tried different bms in the last days and none of them worked, also i'm quite noob at this. I have just tried your script and it worked, so thanks a lot for your help and your patience !
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epicmouse, posted Thu May 27, 2021 1:56 pm (64318)


I need help, i am trying to translate the game Days Gone but i have no way to apply my translated file back to the game, i tried using reimport2_4gb_files.exe it took more than 2 hours to repack but when the repack finished it doesn't work. If I copy both unpacked Engine and BendGame files from BendGame-WindowsNoEditor.pak but its size is too big around 42gb, is there any way to apply my translated file please help me!
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spiritovod, posted Thu May 27, 2021 6:58 pm (64326)


@epicmouse: All UE4 scripts are not valid for reimport mode. If you want to pack something back, you can start with reading some related posts, linked at the bottom of my base post.
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TheDarkness1994, posted Thu May 27, 2021 9:30 pm (64330)


epicmouse wrote:
I need help, i am trying to translate the game Days Gone but i have no way to apply my translated file back to the game, i tried using reimport2_4gb_files.exe it took more than 2 hours to repack but when the repack finished it doesn't work. If I copy both unpacked Engine and BendGame files from BendGame-WindowsNoEditor.pak but its size is too big around 42gb, is there any way to apply my translated file please help me!

Hello. Can you drop me all the changed files in the folders where they should be located? And which version of the UE4 engine is being used?
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epicmouse, posted Sun May 30, 2021 8:06 am (64377)


TheDarkness1994 wrote:
epicmouse wrote:
I need help, i am trying to translate the game Days Gone but i have no way to apply my translated file back to the game, i tried using reimport2_4gb_files.exe it took more than 2 hours to repack but when the repack finished it doesn't work. If I copy both unpacked Engine and BendGame files from BendGame-WindowsNoEditor.pak but its size is too big around 42gb, is there any way to apply my translated file please help me!

Hello. Can you drop me all the changed files in the folders where they should be located? And which version of the UE4 engine is being used?

Thanks for your help. T already know how to do it.
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Kein, posted Sat Jun 05, 2021 11:06 pm (64540)


@spiritovod
So I have an UE4 game with encrypted compressed pak file with signature. Do you know any way to either unpack it to use/load resources directly or pak into non-encrypted and compressed PAK and make it work with the game?
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spiritovod, posted Sun Jun 06, 2021 10:37 am (64560)


@Kein: It was already explained back then in some posts, linked at the bottom of my base post and here. Theoretically, you can bypass signature and hash checks in the exe, but practically this makes zero sense, since the game will either accept any valid signature (so you can simply re-use existing one with mod pak and there is no need to repack the whole game) or it has additional integrity checks beyond signature and bypassing signature/hash checks will be pointless anyway. Kind of...
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masagrator, posted Sun Jun 06, 2021 12:35 pm (64561)


Maneater from Nintendo Switch is not compatible with this bms script.

It's using oodle zlib compression and is based on Unreal Engine 4.25.X.
Quickbms script is not detecting any files in pak.
UnrealPak is detecting files (so it's not encrypted), but cannot unpack it without Oodle library installed.

first 16 MB: https://www9.zippyshare.com/v/M7Qwa4sK/file.html
Last 16 MB: https://www9.zippyshare.com/v/plfzoa0J/file.html

I will be glad if somebody would fix script to make this work.

-V
Code:
QuickBMS generic files extractor and reimporter 0.11.0 (64bit test)
by Luigi Auriemma
e-mail: [email protected]
web:    aluigi.org
        (Apr  5 2021 - 13:47:43)

                          quickbms.com  Homepage
                            zenhax.com  ZenHAX Forum
                     @zenhax @quickbms  Twitter & Scripts

- current_folder: C:\Users\Admin\Documents\Switch\quickbms
- bms_folder:     C:\Users\Admin\Documents\Switch\quickbms
- exe_folder:     C:\Users\Admin\Documents\Switch\quickbms
- file_folder:    C:\Users\Admin\Documents\Switch\UnrealPakSwitch2
- output_folder:  C:\Users\Admin\Documents\Switch\UnrealPakSwitch2
- temp_folder:    C:\Users\Admin\AppData\Local\Temp\
- open input file C:\Users\Admin\Documents\Switch\UnrealPakSwitch2\pakchunk0-Switch.pak
- open script unreal_tournament_4.bms
- set output folder C:\Users\Admin\Documents\Switch\UnrealPakSwitch2

  offset           filesize   filename
--------------------------------------
[Deleted stuff related to keys]
. 0000000000000000 get     ARCHIVE_NAME "pakchunk0-Switch" -1001
. 0000000000000000 get     ARCHIVE_PATH "C:\Users\Admin\Documents\Switch\UnrealPakSwitch2" -1033
.
. 0000000000000000 get     MAGIC_OFF  0x0000000105eec315 -2
. 0000000105eec269 get     MAGIC      0x0000000000000000 4
.
. 0000000105eec26d get     MAGIC_OFF  0x0000000105eec315 -2
. 0000000105eec2e9 get     MAGIC      0x0000000000000000 4
. 0000000105eec315 get     TMP        0x0000000105eec315 -2
.
. 0000000105eec248 get     MAGIC      0x000000005a6f12e1 4
. 0000000105eec24c get     VERSION    0x0000000000000009 4
. 0000000105eec250 get     OFFSET     0x000000010529048f 8
. 0000000105eec258 get     SIZE       0x0000000000c5bda0 8
. 0000000105eec260 getdstr HASH       "" 20
    00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00   ................
    00 00 00 00                                       ....
. 0000000105eec247 get     ENCRYPTED  0x0000000000000000 1
.
. 000000010529048f get     NAMESZ     0x00000000000000b1 -1030
. 0000000105290493 getdstr NAME       "" 177
    00 00 00 00 0a 00 00 00 0a 00 00 00 c1 00 00 00   ................
    00 00 00 00 66 08 01 00 66 08 01 00 a1 06 c7 00   ....f...f.......
    00 00 00 00 41 09 00 00 41 09 00 00 89 38 8b 01   ....A...A....8..
    00 00 00 00 41 09 00 00 41 09 00 00 ff ff ff ff   ....A...A.......
    00 00 00 00 b1 3a 8b 01 00 00 00 00 00 08 00 00   .....:..........
    00 00 00 00 2e 00 2e 00 2f 00 2e 00 2e 00 2f 00   ......../...../.
    2e 00 2e 00 2f 00 00 00 00 00 00 00 00 00 00 00   ..../...........
    00 00 00 00 44 03 00 00 00 00 00 00 90 10 00 00   ....D...........
    00 00 00 00 76 3f 9a e9 d1 13 f1 b0 3f af a3 9d   ....v?......?...
    5b 12 ee 6d 24 70 cc b7 00 00 00 00 61 3f a5 00   [..m$p......a?..
    00 00 00 00 01 00 00 00 01 00 00 00 90 10 00 00   ................
    01                                                .
. 0000000105290544 get     FILES      0x0000000000000000 4

- 0 files found in 0 seconds
  coverage file 0     0%   494        4394500885 . offset 0000000105290548
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Kein, posted Sun Jun 06, 2021 1:49 pm (64562)


spiritovod wrote:
@Kein: It was already explained back then in some posts, linked at the bottom of my base post and here. Theoretically, you can bypass signature and hash checks in the exe, but practically this makes zero sense, since the game will either accept any valid signature (so you can simply re-use existing one with mod pak and there is no need to repack the whole game) or it has additional integrity checks beyond signature and bypassing signature/hash checks will be pointless anyway. Kind of...


I'm not talking in the context of modding, I should have clarified that.
What I want is to either repack original encrypted game PAK as uncompressed unencrypted and make game work with it or extract resource and make it work with them directly (UsePak=False does not work since it is cook time only option)

Asking for ideas
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spiritovod, posted Sun Jun 06, 2021 8:46 pm (64567)


@masagrator: This is so-called "frozen index" format, which is quite complicated and I doubt it will be supported in the bms script. Though mobus_c352 successfully created scripts for iOS version of Pathless, which comes with the same format (available here, without chunks and compression support) and Outriders (which is modified version of that format). I failed to understand how it works though, not that I really need it, since vanilla unrealpak supported this format just fine... until they've added native support for oodle compression.
So I just grabbed source for oodle stuff, compiled compatible unrealpak and added it to my package with unrealpaks (link) - I hope it will be enough. The only downside of it is that this version comes in form of plugin, therefore you can't put all files in a single folder, while changing dependencies and paths in UE source is painful (at least for me).
P.S. Thanks for your instruction about keys in UE4 switch games, it was helpful.

@Kein: Then modifying exe is the only option, but I doubt you'll be able to do it, since some descriptors handlers are also making calls to the signature and the archive even prior to loading assets and main signature/hash checks (as far as I know).
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Kein, posted Sun Jun 06, 2021 11:40 pm (64570)


spiritovod wrote:
@Kein: Then modifying exe is the only option, but I doubt you'll be able to do it, since some descriptors handlers are also making calls to the signature and the archive even prior to loading assets and main signature/hash checks (as far as I know).


I could do that but it is not an option since this is MP game with VAC.
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ardvent, posted Fri Jun 11, 2021 2:47 am (64606)


I extracted the PAK, and used UUU to enable the disabled in game console, but the developer removed the 'DumpConsoleCommands' command.
Can I extract the console commands from memory? Can't find them in the files anywhere.
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ccwisp, posted Fri Jun 11, 2021 8:03 am (64610)


need help.. a new mobile game PUBG: NEW STATE developed by PUBG Studio starts a closed beta today.
it is protected by aes or other ways. i've tried AES_finder_mobile.exe but the key not found.
file download: apk file | obb file
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spiritovod, posted Fri Jun 11, 2021 12:53 pm (64612)


@ardvent: I think it's better to ask those things at some more relevant places, like cheat engine forums.

@ccwisp: Apparently, closed beta is using standard encryption after all, though mobile finder will not be compatible with the game for various reasons. I've added key to the list (available via my signature).
Update: It works fine with current 4.26 script.
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spiritovod, posted Thu Jun 24, 2021 4:53 pm (64890)


@Taiyoshinz: Please read this post. You can view and export almost all native assets from this format via umodel/Fmodel, while direct extraction will be quite pointless.
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TopHat, posted Mon Jun 28, 2021 4:03 pm (64955)


What do I do once I've extracted the paks to get uassets?
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spiritovod, posted Mon Jun 28, 2021 5:33 pm (64959)


@TopHat: Could you be more specific? uassets are native UE assets and it's what you're getting after extracting paks, among other files. If you're trying to find some particular files, which are not supported in umodel/Fmodel directly, it's most likely not uassets you need.
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TopHat, posted Mon Jun 28, 2021 8:22 pm (64965)


@spiritovod I'm trying to get the sound files from Sea of Thieves and when using the sot specific script it extracts uassets.
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spiritovod, posted Mon Jun 28, 2021 9:44 pm (64968)


@TopHat: As far as I know, in Sea of Thieves most audio is stored in wem files. I don't know where exactly though, so you probably need to extract all paks and search for those files with the help of some file manager. They can be played and converted with vgmstream directly or foobar with vgmstream plugin.

To simplify extraction (as the game has 1000 paks), you can embed the key in the script, just edit the script like this:
[set AES_KEY binary ""] -> [set AES_KEY binary "\xAA\xBB\xCC"] where 0xAABBCC is the actual key
[math AES_KEY_IS_SET = 0] -> [math AES_KEY_IS_SET = 1]
and then use it with batch file like this:
quickbms_4gb_files.exe -F "{}.pak" you_script.bms "input folder with paks" "output folder"
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