Tutorial  Updated

How to unpack and repack Unreal Engine 4 files

Because i couldn't find any tutorial for this, i made my own package. This tutorial doesn't include how to unpack NSP, XCI or NCA. It's for people who already knows that. Use DBI or emulators romfs browser.

This tutorial is made purposely for mount point ../../../ which is default for Switch games. More info in tutorial.
It may look rough, but it's easy to remember after few attempts.
If something is not working, write post.
English purists should run away. It will not be a plausible text. :D

RequirementsCheck version of packageUnpackPack filesCreating patchExceptionsDecryptionThanksTricks & Tips

  1. What you need to download:
    - Package "UnrealPakSwitchv9.zip" from attachments and unpack it.
    - Notepad++ (or any other text editor with Perl regular expressions)
    - Python 2 or 3
    - Unreal Engine 4.19.2 (for v4 *.pak), Unreal Engine 4.20.3 (for v5 *.pak), Unreal Engine 4.21.2 (for v7 *.pak), Unreal Engine 4.22.3 (for v8 *.pak), Unreal Engine 4.24.3 (for v8.23 *.pak), Unreal Engine 4.25.4 (for v9 *.pak), Unreal Engine 4.26.2 (for v11 *.pak), Unreal Engine 4.27.2 (for v11.27 *.pak). For complete pack you need to download eight of them.

    Additional note If you want to extract PAK, download just newest version (Unreal Engine 4.27.2) since UnrealPak unpacking is backwards compatible (only exclusion is that v11 PAKs are not fully supported by v11.27 unrealPak).
    For packing files usually you can use unrealPak version that matches your PAK version or older, so you can use oldest Unreal Engine 4 (4.19.2) to pak your mods and it should work for 99% of cases.
    Remember that's not a rule since developers can change how PAKs are packed or read individually.
    Tutorial is explaining how to extract and make PAKs "properly", though you can skip some parts of it if you know what you are doing.


    My package lacks UnrealPak.exe which is licensed, but free to use. That's why I don't upload them.
    After download each respected Unreal Engine you can find UnrealPak.exe in:
    1. X:\Program Files\Epic Games\UE_4.19\Engine\Binaries\Win64\unrealpak.exe
    2. X:\Program Files\Epic Games\UE_4.20\Engine\Binaries\Win64\unrealpak.exe
    3. X:\Program Files\Epic Games\UE_4.21\Engine\Binaries\Win64\unrealpak.exe
    4. X:\Program Files\Epic Games\UE_4.22\Engine\Binaries\Win64\unrealpak.exe
    5. X:\Program Files\Epic Games\UE_4.24\Engine\Binaries\Win64\unrealpak.exe
    6. X:\Program Files\Epic Games\UE_4.25\Engine\Binaries\Win64\unrealpak.exe
    7. X:\Program Files\Epic Games\UE_4.26\Engine\Binaries\Win64\unrealpak.exe
    8. X:\Program Files\Epic Games\UE_4.27\Engine\Binaries\Win64\unrealpak.exe


    For third point (UE_4.21) you need to copy with unrealpak.exe also DLLs and other (treat UnrealPak.exe and all files below as one if you will follow Exceptions tab):
    Code:
    UnrealPak-BuildSettings.dll
    UnrealPak-Core.dll
    UnrealPak-Json.dll
    UnrealPak-PakFile.dll
    UnrealPak-PakFileUtilities.dll
    UnrealPak-Projects.dll
    UnrealPak.modules

    For fourth point (UE_4.22) you need additional files:
    Code:
    UnrealPak-BuildSettings.dll
    UnrealPak-Core.dll
    UnrealPak-Json.dll
    UnrealPak-PakFile.dll
    UnrealPak-PakFileUtilities.dll
    UnrealPak-Projects.dll
    UnrealPak.modules
    UnrealPak-RSA.dll

    For fifth point (UE_4.24) and sixth point (UE_4.25) you need additional files:
    Code:
    UnrealPak-BuildSettings.dll
    UnrealPak-Core.dll
    UnrealPak-DerivedDataCache.dll
    UnrealPak-Json.dll
    UnrealPak-PakFile.dll
    UnrealPak-PakFileUtilities.dll
    UnrealPak-Projects.dll
    UnrealPak.modules
    UnrealPak-RSA.dll
    UnrealPak-TraceLog.dll


    For seventh point (UE_4.26) you need additional files:
    Code:
    UnrealPak-BuildSettings.dll
    UnrealPak-Core.dll
    UnrealPak-DerivedDataCache.dll
    UnrealPak-Json.dll
    UnrealPak-PakFile.dll
    UnrealPak-PakFileUtilities.dll
    UnrealPak-Projects.dll
    UnrealPak.modules
    UnrealPak-RSA.dll
    UnrealPak-SSL.dll
    UnrealPak-TraceLog.dll

    For eighth point (UE_4.27) you need additional files:
    Code:
    UnrealPak-Analytics.dll
    UnrealPak-BuildSettings.dll
    UnrealPak-Core.dll
    UnrealPak-CoreUObject.dll
    UnrealPak-DerivedDataCache.dll
    UnrealPak-Json.dll
    UnrealPak-PakFile.dll
    UnrealPak-PakFileUtilities.dll
    UnrealPak-Projects.dll
    UnrealPak.modules
    UnrealPak-RSA.dll
    UnrealPak-SSL.dll
    UnrealPak-TraceLog.dll

    For each one version you need to copy UnrealPak.exe to correct folder of my package:
    1. UnrealPakSwitch\v4\2\3\UnrealPak.exe
    2. UnrealPakSwitch\v5\2\3\UnrealPak.exe
    3. UnrealPakSwitch\v7\2\3\UnrealPak.exe (+ other files)
    4. UnrealPakSwitch\v8\2\3\UnrealPak.exe (+ other files)
    5. UnrealPakSwitch\v8.23\2\3\UnrealPak.exe (+ other files)
    6. UnrealPakSwitch\v9\2\3\UnrealPak.exe (+ other files)
    7. UnrealPakSwitch\v11\2\3\UnrealPak.exe (+ other files)
    7. UnrealPakSwitch\v11.27\2\3\UnrealPak.exe (+ other files)

    You can now uninstall Unreal Engine(s) (except if you need Oodle support - read "Oodle decompression" in "Tricks & Tips" before continuing) - there are no more needed

    WARNING!
    UnrealPak for some paks shows error about not detecting some plugin. In most cases it's not needed, just ignore it and it will continue.
  2. Archives are mostly in romfs/******/Content/Paks as *.pak files
    ****** - project name made by devs. It's devs choice (for example Octopath has "Kingship"), but most games have one folder in romfs

    1. Copy *.pak file you want to check to unpacked UnrealPakSwitch folder.
    2. Drag and drop your file to "1. check.cmd"
    It will show
    Code:
    Version: X
    Where X is a version of your package.
  3. If you know what version you have, then drag and drop your *.pak file to
    Code:
    version 4 - "unpack-v4.cmd"
    version 5 - "unpack-v5.cmd"
    version 7 - "unpack-v7.cmd"
    version 8 - "unpack-v8.cmd"
    version 8.23 - "unpack-v8-23.cmd"
    version 9 - "unpack-v9.cmd"
    version 10 - "unpack-v11-27.cmd" (because 10 is unofficial version, we can use as newest tool as possible for Oodle support)
    version 11 or 11.27 - "unpack-v11.cmd" or "unpack-v11-27.cmd" (this is because UE 4.27 made breaking changes to pak files without changing header struct, which makes it impossible to differentiate between 11 and 11.27 from header alone).

    They create "lista.txt" in UnrealPakSwitch folder which contains info about all files. It will be needed for packing archive.
    Don't press key to continue. First open "lista.txt" and check if there is a line
    Code:
    LogPakFile: Display: Mount point ../../../
    If it's correct, press any key to continue. If it's not (something different after Mount point or lack of it), close window and go to Exceptions tab.

    After some time it will unpack all files in most cases to 2 folders:
    - Engine
    - ****** (yes, the same ****** as from previous tab)

    ****** contains assets. Engine should not be modified unless you know what you are doing.
  4. To pack files we need Engine folder unpacked from one of original PAKs. Usually you can find it it any game PAK that is first in alphanumerical order, usually with name starting at "pakchunk0". UnrealPak reads files from this folder before starting reading file list. Not having this folder with correct files will result in error.
    Remember than UnrealPak always creates Engine folder when used if it doesn't exist, so having this folder is not equal to that you have all necessary files.

    First we need to edit lista.txt with Notepad++
    1. Delete those lines (don't worry if one or more lines are missing)
    Code:
    LogPaths: Warning: No paths for game localization data were specifed in the game configuration.
    LogInit: Warning: No paths for engine localization data were specifed in the engine configuration.
    LogPakFile: Display: Using command line for crypto configuration
    LogPakFile: Display: Added 0 entries to add to pak file.
    LogPakFile: Display: Mount point ../../../

    2. Delete last three lines. It will look something like this (quantity of files, size and seconds may differ):
    Code:
    LogPakFile: Display: 103018 files (1944681023 bytes), (1944681023 filtered bytes).
    LogPakFile: Display: Unreal pak executed in 2.605882 seconds
    Third line is empty (CMS of this forum is deleting it, but you can see it in quote mode), you need to delete those three lines.

    3. Run "Find & Replace" (Ctrl+H), Check "Wrap Around" and "Regular Expression"
    Przechwytywanie.PNG
    4.1. For Find what: paste
    Code:
    LogPakFile: Display: "
    Replace with:
    Code:
    "../../../
    Yes - our mount point with quotation mark at the beginning.
    Click Replace All

    4.2. For Find what: paste
    Code:
    " offset: (.*)$
    Replace with:
    Code:
    "
    Click Replace All

    And save.
    Now we have file ready to use for our packing.

    5. Drag and drop "lista.txt" to the same version that original pack was:
    Code:
    version 4 - "pack-v4.cmd"
    version 5 - "pack-v5.cmd"
    version 7 - "pack-v7.cmd"
    version 8 - "pack-v8.cmd"
    version 8.23 - "pack-v8-23.cmd"
    version 9 - "pack-v9.cmd"
    version 10 - "pack-v9.cmd" (because 10 is unofficial version, we need to step down by one version)
    version 11 - "pack-v11.cmd"
    version 11.27 - "pack-v11-27.cmd"

    It will create "newpak.pak" inside UnrealPakSwitch folder. Rename it to name of original *.pak file.
  5. You can create *.pak file that will be treated as patch and doesn't need files that are the same as in original *.pak files.
    1. You need to done "Pack files" tab from beginning to point 4.2, ignore 5th point.
    2. Now you need to delete from lista.txt every line that contains path to not-edited file and save lista.txt.
    3. Drag and drop "lista.txt" to the same version that original *.pak was:
    Code:
    version 4 - "pack-v4.cmd"
    version 5 - "pack-v5.cmd"
    version 7 - "pack-v7.cmd"
    version 8 - "pack-v8.cmd"
    version 8.23 - "pack-v8-23.cmd"
    version 9 - "pack-v9.cmd"
    version 10 - "pack-v9.cmd" (because 10 is unofficial version, we need to step down by one version)
    version 11 - "pack-v11.cmd"
    version 11.27 - "pack-v11-27.cmd"

    It will create "newpak.pak" inside UnrealPakSwitch folder. Rename it to name of original *.pak file, but add at the end of filename
    Code:
    _p
    For example
    Code:
    Kingship-Switch.pak -> Kingship-Switch_p.pak
    And put it to the same folder as was your original *.pak

    Not every game accepts patches in this form. For now i found only Octopath Traveler that crash when you try to put *.pak file without proper name, it needs to be named like this
    Code:
    Kingship-Switch_1_P.pak
    Kingship-Switch_2_P.pak
    etc.
  6. Now we need to consider 2 cases: either just your mount point is different or your pak is encrypted. If in lista.txt there is anything about encryption, go to "Decryption" tab. Else continue in this tab.

    Sometimes mount point can be different and my package needs to be slightly modified if you don't want to make mess. It most cases it means that this *.pak archive is additional to other *.pak file(s) and is "inside" one of them, so after unpacking it will look different than Engine and ****** folders. You can check it in "lista.txt"
    Default mount point is ../../../ which is "3 folders before", that's why i put UnrealPak.exe to such weird combination of folders.
    Mount point is saved in archive properties and if it's not preserved, game will show error.

    For example:

    If it will be version 4 package with mount point ../../King/Sample/:
    1. You need to move UnrealPak.exe from v4\2\3 to v4\2\ (only two folders back)
    2. Change in pack-v4.cmd
    Code:
    v4\2\3\UnrealPak.exe ..\..\..\newpak.pak
    to
    Code:
    v4\2\UnrealPak.exe ..\..\newpak.pak
    and in unpack-v4.cmd
    Code:
    v4\2\3\UnrealPak.exe
    to
    Code:
    v4\2\UnrealPak.exe

    Unpacked folders needs to be moved to
    Code:
    UnrealPakSwitch\King\Sample

    For 4.4 in Pack files tab you will need to change Replace with: to
    Code:
    ../../King/Sample/

    Now you can go back to previous tabs and continue with knowledge that some files are now different, but steps are the same if you take informations from here and change in previous tabs.
  7. In some cases devs decided to encrypt index of pak file and because of that we can't easily unpack all files. Some multiplatform games are using the same key, so if your game has also PC version, try to find key on google (there are sites specializing in extracting keys from PC exes). But there is a method how to get this decryption key from Switch executable. For more go here:
    https://gbatemp.net/threads/how-to-extract-decryption-key-for-unreal-engine-4-pak-files.574916/

    Don't share any keys here in this topic as it is violation of rules.

    If you have key in 32 bytes hex format like this:
    Code:
    1211345678901234432109876543210036363636363636363636363636363621
    We need to convert it to Base64. There are many sites converting hex to Base64, link to used by me:
    https://base64.guru/converter/encode/hex

    So in my case I got
    Code:
    EhE0VniQEjRDIQmHZUMhADY2NjY2NjY2NjY2NjY2NiE=

    Now go to UnrealPakSwitch folder, edit "crypto.json" and replace
    Code:
    DUMMY
    with our Base64 key and save it. This is how it will look in the end

    Code:
    {
      "$types": {
        "UnrealBuildTool.EncryptionAndSigning+CryptoSettings, UnrealBuildTool, Version=4.0.0.0, Culture=neutral, PublicKeyToken=null": "1",
        "UnrealBuildTool.EncryptionAndSigning+EncryptionKey, UnrealBuildTool, Version=4.0.0.0, Culture=neutral, PublicKeyToken=null": "2"
      },
      "$type": "1",
      "EncryptionKey": {
        "$type": "2",
        "Name": null,
        "Guid": null,
        "Key": "EhE0VniQEjRDIQmHZUMhADY2NjY2NjY2NjY2NjY2NiE="
      },
      "SigningKey": null,
      "bEnablePakSigning": false,
      "bEnablePakIndexEncryption": true,
      "bEnablePakIniEncryption": true,
      "bEnablePakUAssetEncryption": false,
      "bEnablePakFullAssetEncryption": false,
      "bDataCryptoRequired": true,
      "SecondaryEncryptionKeys": []
    }

    Go back to "Unpack" tab but instead of using "unpack-*****.cmd" we need to use "unpack-encrypted-*****.cmd".

  8. Thanks to panzi for u4pak.py (that i slightly modified for this package)
    https://github.com/panzi/u4pak
  9. It will be updated with new informations in time.

    ufontuexp, uasset, ubulklocresOodle compressionZSTD compressionOther tutorials

    1. *.ufont file is ttf font with only changed extension.
      If your file is f.e.
      Code:
      Ariadna.ufont
      change name to
      Code:
      Ariadna.ttf
      You can edit it without worry if you don't change config of this font inside font editor.
    2. If asset contains only uexp and uasset:
      *.uexp is archive for data - in default it's not compressed nor encrypted, but it can be cofigured by devs if they want to modify the way how files are packed.
      *.uasset has informations about files inside uexp - their filenames and references - and how big is *.uexp file:
      Code:
      *size in bytes*-4 converted to Hex Little Endian
      f.e.
      1966078-4 = FAFF1D

      If asset contains uexp, uasset and ubulk:
      *.uasset has informations about files inside uexp - their filenames and references - and how big is uexp
      *.uexp is archive for Editor data, it contains data about ubulk size and thumbnail representing asset
      *.ubulk contains raw asset without any additional info

      If you change size of *.uexp file and you don't change value inside *.uasset, game will not load.
      If you want to serialize informations included in them (f.e. stats of equipment), I recommend John Wick Parse. It extracts supported data to json files:
      https://github.com/SirWaddles/JohnWickParse/releases
      and this tool that seems to have better support for blueprints:
      https://gitlab.com/alex4401/uasset-data-extractor
    3. *.locres - localization files. This is default way of saving strings, but it's not often used by devs. They prefer to create their own format and put to *.uexp file (f.e. Octopath Traveler).
    4. Some games may use oodle compression for pak files (v8+ can generate filelist with info about used compression method, if it's not custom).
      Unreal Engine 4.27 version has added Oodle for free, so you can use that to unpack v11.27 PAKs and older than v11 (because of code conflict UnrealPak 4.27 doesn't support v11 PAKs).
      You must go to:
      Code:
      X:\Program Files\Epic Games\UE_4.27\Engine\Plugins\Compression\

      Copy folder "OodleData" to "v11.27" folder in UnrealPakSwitch folder.
      For unpacking v11 you can use QuickBMS
      https://aluigi.altervista.org/quickbms.htm
      With this script
      https://gbatemp.net/threads/unpacking-sao-fatal-bullet-pak.545478/#post-8748129
      You don't need oodle for packing, default compression (zlib) will be readable by game, so you can follow this tutorial for packing files.
    5. Some games may use zstd compression for pak files (v8 can generate filelist with info about used compression method, if it's not custom).
      Unrealpak is then not usable without compiling zstd plugin by yourself. But for unpacking you can use QuickBMS
      https://aluigi.altervista.org/quickbms.htm
      With this script
      https://gbatemp.net/threads/how-to-...al-engine-4-files.531784/page-10#post-9380618
      You don't need zstd for packing, default compression (zlib) will be readable by game, so you can follow this tutorial for packing files.
    6. How to swap audio in Unreal Engine 4 games
      https://gbatemp.net/threads/how-to-swap-audio-in-unreal-engine-4-games.535516/

      Tool for extracting and making textures compatible with Switch
      https://gbatemp.net/threads/noesis-mod-tiling-texture-for-ue4.535571/
 

Attachments

  • UnrealPakSwitchv10.zip
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dawnbomb

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i can't quite get it to work. I've been wondering if its because of the file sizes. when i unpack and repack the exact same files - it changes, its a little less in file size, i wonder if the tool isn't repacking all the files? but i'm not getting any errors...hmmm

upload_2020-2-4_23-44-0.png
 
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masagrator

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You need to name it as specified in tutorial.
By default paks are loaded in alphabetical order. So newpak.pak is overwritten by octopath_traveler.pak
 
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dawnbomb

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oh no im aware, i name it exactly the same, the screenshot was like that explicitly to show a side by side
 

masagrator

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oh no im aware, i name it exactly the same, the screenshot was like that explicitly to show a side by side
So maybe specify what is not working if you want help. :P

--------------------- MERGED ---------------------------

And about filesize - it all depends on compression settings. They may specified what should not be compressed, where default compression settings for unrealpak is "compress anything worth it with zlib", very small files are not compressed.
 

dawnbomb

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Alright, another day at this.
Anyway, whats not working would be, i put the new file renamed properly where the old / original one was, try to boot up the game and nothing happens it doesn't start. I figured if i did literally nothing but unpack and repack it, it would defiantly remove any possible errors on my side, but after dealing with one small error after another, all the way to full width text and making absolutely sure where is no strange characters in the folder names of where im doing this, still nothing. I mean, i unpack, no problems, (except the warning for
no paths for game localization data, but thats normal(?) as is shown in your main post, and when repacking (after doing all the adjustments, fixing full width, ect) the repack goes smooth no errors. It's a different file size, but i assume what your trying to tell me is thats normal (or maybe not?). i rename the pak properly (using copy paste to make sure i can't make typing errors) and its all done on a new SSD (not hard drive failing). if i put back the old pak, the game launches when i try.

because the old pak still works, it means i haven't accidentally done anything to the original, and incase i somehow messed the contents of the unpacking, i have completely unpacked the file a few times to make sure each attempt is without chance of me moving something on accident like a idiot. i considered that unpacking multiple times from the same unrealpakswitchv4 folder might keep old ones, so i've been doing it with multiple copies of the unrealpak4switch folder itself. i have also downloaded multiple copies of unreal engine to try other versions incase the version check was wrong somehow.

The one thing i might be messing up, is in 4.3 you talk about "yes" and "mounting" but, i have no idea what that means. i've skipped it every time, but is that a instruction for something? i posted a screenshot of my notepad++ at the time previously when talking about it, theres nothing to indicate any kind of click yes or click to mount or anything. i figured maybe it mean click yes to save ( the file with notepad++?) but thats just a random best guess i could make. From some googleing into unreal paks, i think that IS supposed to be a instruction to do something, but it comes between putting in the text to replace, and clicking replace all, and theres no text anywhere on screen that can even vaguely relate to the instructions. i tried looking to see if anyone using this tool made a youtube video on the process, but can't find anything. i absolutely feel like i'm making a mistake somewhere, but i just can't figure out what or where. all i can think of is yes mount point, but thats just a guess.
 

dawnbomb

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That didn't work either.

Can you tell me about what "Yes - our mount point" is supposed to mean?
 

masagrator

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That didn't work either.

Can you tell me about what "Yes - our mount point" is supposed to mean?
This is only for paks that have different mount point when unpacking - default is ../../../, but there could be f.e. ../../../Kingship/Config

If you have one pak, then for 100% is ../../../
 

dawnbomb

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Now that i think about it, something strange did happen at the start. Your first post says that for V4 the ONLY thing you need from unreal is the .exe,

1. UnrealPakSwitch\v4\2\3\UnrealPak.exe (v4 pack)

but when trying to unpack, it asked for files like later pak versions would. i just took a bunch of files from 4.19.2 that it would ask for, and it worked but, was it actually supposed to work with ONLY the exe, or was the first post wrong, or is this a edge case scenario?
 

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Are you sure it was 4.19.2? Only exe is needed, because all needed DLLs were compiled to exe, so nothing additional should be there to copy (they shouldn't even exist).
Or you are doing something wrong, or Epic did some shadow update.
 

dawnbomb

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Yeah i'm pretty sure.

upload_2020-2-5_15-30-51.png


upload_2020-2-5_15-27-50.png



upload_2020-2-5_15-28-33.png


upload_2020-2-5_15-28-47.png
upload_2020-2-5_15-28-57.png


upload_2020-2-5_15-29-7.png




The interesting part is it's only asking for 4 files, and not all of what later version you posted ask for, they ask for like 7~8
I tried with just these, and going the extra mile and taking basically everything related to unrealpak.exe and bringing all of it. i mean, they "work" (i extract the game, i can confirm pretty without a doubt its defiantly the game files, just don't repack, or rather won't repack and have the game still work)

Edit1:

I may have a idea whats going on, investigating a possible answer. It's a long shot tho.
 
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GamingDamned

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Your getting same issue i had where game refused to load and orig pak works fine. Wish Arthur would investigate it. I tried all same steps you tried @dawnbomb :( Even with the patch method and the _1_P it just refuses.
 
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dawnbomb

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i'll consider agreeing with you after i try a few more things, but your running a actual PC game @GamingDamned while i'm using a port of a switch game, and this program was made for switch games. I'm not against thinking it can work for PC games to, but it might be that switch games are slightly different or that he does something, or fails to do something, between PC VS console.

my problems stem from discovering one annoyingly minor thing after another, also, Octopath is talked about extensively in the main post in various spots, for basically being special and unusual compared to most projects. I think i would believe Octopath is being weird and try a number of more things, before believing with certainty that the program is at fault.

I had another new thought typing this out, i wonder if after we pak it up with the program (and it still does not work), in a separate folder, we take the new pak and unpack it, and see if theres any differences. maybe we will see something unexpected. and if we pack that one back up again, will the file get smaller yet? or stay the same size? if it gets smaller AGAIN, then something sketch is surely happening with the program.
 

masagrator

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Yeah i'm pretty sure.

View attachment 195414

View attachment 195409


View attachment 195410

View attachment 195411 View attachment 195412

View attachment 195413



The interesting part is it's only asking for 4 files, and not all of what later version you posted ask for, they ask for like 7~8
I tried with just these, and going the extra mile and taking basically everything related to unrealpak.exe and bringing all of it. i mean, they "work" (i extract the game, i can confirm pretty without a doubt its defiantly the game files, just don't repack, or rather won't repack and have the game still work)

Edit1:

I may have a idea whats going on, investigating a possible answer. It's a long shot tho.
144 kB? WTF... xD
IT should be almost 10 MB. So they did something...
I will try to investigate it.
IMG_20200206_020444.jpg
 

dawnbomb

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I found out, there is MULTIPLE versions of unreal 4.19.2 AS IT TURNS OUT. but it only shows 4.19.2 not 4.19.2.x
After getting a DIFFERENT 4.19.2 it all worked great.

Edit: OMG you call your PC your Komputer, you heathen!
 

masagrator

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I found out, there is MULTIPLE versions of unreal 4.19.2 AS IT TURNS OUT. but it only shows 4.19.2 not 4.19.2.x
After getting a DIFFERENT 4.19.2 it all worked great.

Edit: OMG you call your PC your Komputer, you heathen!

And how did you acquire both versions? I want to inform about it other people in tutorial.

And this is default name for PC in Polish version of Windows - "This computer". :P
 
Last edited by masagrator,

ehnoah

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I try not to run it with a Switch Game but when I try to Pak my Files I get the following Error:


LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Developer/DerivedDataCache/Private/DerivedDataBackends.cpp] [Line: 89]
LogWindows: Error: Unable to create backend graph using the default graph settings (DerivedDataBackendGraph) ini=../../../Engine/Programs/UnrealPak/Saved/Config/Windows/Engine.ini.
 

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