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
    21.2 KB · Views: 61
Last edited by masagrator,

ljy0704

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hi I'm trying to translate Life is strange: True colors
I followed step by step as you posted

but my cmd saying
(
Traceback (most recent call last):
File "E:\LifeIsStrange3 cope\Siren\Content\Paks\UnrealPak.py", line 158, in <module>
Unpack(sys.argv[3], True if ("-crypto" in sys.argv) else False, sys.argv[2])
File "E:\LifeIsStrange3 cope\Siren\Content\Paks\UnrealPak.py", line 54, in Unpack
proc = subprocess.run(command_to_execute, capture_output=True)
File "C:\Python310\lib\subprocess.py", line 501, in run
with Popen(*popenargs, **kwargs) as process:
File "C:\Python310\lib\subprocess.py", line 966, in __init__
self._execute_child(args, executable, preexec_fn, close_fds,
File "C:\Python310\lib\subprocess.py", line 1435, in _execute_child
hp, ht, pid, tid = _winapi.CreateProcess(executable, args,
FileNotFoundError: [WinError 2]
)

can anynoe tell me what is wrong with this?
I was trying to unpack
 

cobjak

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aHA 1st of all they said python u4pak.py is unfoundable , but it's exactly where it supposed to be
 

IllSkillz

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How to pack files using an encryption key ?
I have edited pack.cmd

v9\2\3\UnrealPak.exe ..\..\..\newpak.pak -Create=%1 -cryptokeys="..\..\..\crypto.json" -encrypt
pause

But it still using default keys

LogPakFile: Display: Using encryption key 'Default' [00000000000000000000000000000000]
 
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cobjak

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Unfortunately I am a noob so I downloaded this unreal engine during all the day long because of my connexion, then I followed the tuto and I break my head trying to make it works but nothing happened.

Finally I found my own solution and it's WAY EASIER.
 
Last edited by cobjak,
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masagrator

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Finally I found my own solution and it's WAY EASIER.
your own solution, when in tutorial you're writing it's a mixmods work...
Beside it was made with GTA in mind so testing it with only GTA games was an obvious choice.
GTA games are using Oodle compression V11 type of PAK.

You didn't prove that it's compatible with every PAK version. You didn't prove it won't break with V11.27 PAKs since V11 and V11.27 don't have any discernable elements in footer, so probly tool will crash or unpack nothing / close to nothing.
You didn't write what type of compression it's using when packing. If Oodle, then most games will crash when trying to read it.
Putting mods for Octopath Traveler using your tutorial will definitely end up in game's crash since it has very strict policy on PAK fikes.

You see why tutorial is so big? Because I'm taking all possible issues into account and you're providing untested magical solution that was made for GTA as tool for every UE4 game.

Checked your magical solution and it's just my method simplified to use UnrealPak unpack V11 and older PAKs and pack back to V11 zlib or uncompressed PAK. They must have compiled UnrealPak with Oodle SDK. So not only you're sharing licensed tool, but also with pirated paid SDK statically linked (it's available for free since UE 4.27).

So packed mods will work ONLY with UE 4.26 games. Very limited scope, isn't it?

How to pack files using an encryption key ?
I have edited pack.cmd

v9\2\3\UnrealPak.exe ..\..\..\newpak.pak -Create=%1 -cryptokeys="..\..\..\crypto.json" -encrypt
pause

But it still using default keys

LogPakFile: Display: Using encryption key 'Default' [00000000000000000000000000000000]
I'm not supporting here packing with encryption since it's not needed to encrypt PAK.
 
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cobjak

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your own solution, when in tutorial you're writing it's a mixmods work...
Beside it was made with GTA in mind so testing it with only GTA games was an obvious choice.
GTA games are using Oodle compression V11 type of PAK. They must have compiled UnrealPak with Oodle SDK. So not only you're sharing licensed tool, but also with pirated paid SDK statically linked (it's available for free since UE 4.27).

You didn't prove that it's compatible with every PAK version. You didn't prove it won't break with V11.27 PAKs since V11 and V11.27 don't have any discernable elements in footer, so probly tool will crash or unpack nothing / close to nothing.
You didn't write what type of compression it's using when packing. If Oodle, then most games will crash when trying to read it.
Putting mods for Octopath Traveler using your tutorial will definitely end up in game's crash since it has very strict policy on PAK fikes.

You see why tutorial is so big? Because I'm taking all possible issues into account and you're providing untested magical solution that was made for GTA as tool for every UE4 game.

Checked your magical solution and it's just my method simplified to unpack V11 and older PAKs and pack back to V11 zlib or uncompressed PAK. So packed mods will work ONLY with UE 4.26 games. Very limited scope, isn't it?


I'm not supporting here packing with encryption since it's not needed to encrypt PAK.

Waw sorry man my aim wasn't to attack you or say that your tutorial is sh.t or something... Just that I followed it and doesn't worked for me so I found something easier that takes only few seconds to download and use
 

masagrator

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Waw sorry man my aim wasn't to attack you or say that your tutorial is sh.t or something... Just that I followed it and doesn't worked for me so I found something easier that takes only few seconds to download and use
That's why I'm here. To help. Since I know it's confusing.
And I didn't attack you because you attacked my tutorial. I attacked you because you're promoting tool in the way it was not made for, so you will confuse many people on the way that will find your tutorial since it won't work for most of their cases

Well, GTA is in its own bubble since it's V11 and using Oodle. So my tutorial won't work for unpacking it. That's why your tool may help people trying to mod GTA. But it doesn't change the fact that its sharing is illegal.
 
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cobjak

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That's why I'm here. To help. Since I know it's confusing.
And I didn't attack you because you attacked my tutorial. I attacked you because you're promoting tool in the way it was not made for, so you will confuse many people on the way that will find your tutorial since it won't work for most of their cases

Well, GTA is in its own bubble since it's V11 and using Oodle. So my tutorial won't work for unpacking it. That's why your tool may help people trying to mod GTA. But it doesn't change the fact that its sharing is illegal.

I see. As I said I'm a noob so for me using mods means hacked console so automatically means illegal... I didn't know my shared files was more illegal than others. I deleted. Good luck and thank you for your tutos and all your mods
 

masagrator

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Hello When I check version with your .cmd it and says "version3" is there any way I can unpack it?
Any UnrealPak from versions provided by tutorial can unpack it.
You can pack it up with u4pak.py (check original source).
v3 is not officially supporting Nintendo Switch, so I didn't mention it in tutorial.
 

HeroArts

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I dragged my .pak into the 1.check.cmd and I got:
"Not supported version value: 0"

Is there something I can do to remedy this?
 

ljy0704

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can someone tell me why this is happening to me.
Everything was fine with unpack but repack
even it's not cryption file but when I trying to repack it says


LogModuleManager: Warning: ModuleManager: Unable to load module 'PlatformCrypto' - 0 instances of that module name found.
LogModuleManager: Warning: ModuleManager: Unable to load module 'PlatformCryptoTypes' - 0 instances of that module name found.
LogModuleManager: Warning: ModuleManager: Unable to load module 'PlatformCryptoOpenSSL' - 0 instances of that module name found.

"
---------------------------
Message
---------------------------
Plugin 'PlatformCrypto' failed to load because module 'PlatformCrypto' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.
---------------------------
ok
---------------------------
"
 

masagrator

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can someone tell me why this is happening to me.
Everything was fine with unpack but repack
even it's not cryption file but when I trying to repack it says


LogModuleManager: Warning: ModuleManager: Unable to load module 'PlatformCrypto' - 0 instances of that module name found.
LogModuleManager: Warning: ModuleManager: Unable to load module 'PlatformCryptoTypes' - 0 instances of that module name found.
LogModuleManager: Warning: ModuleManager: Unable to load module 'PlatformCryptoOpenSSL' - 0 instances of that module name found.

"
---------------------------
Message
---------------------------
Plugin 'PlatformCrypto' failed to load because module 'PlatformCrypto' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.
---------------------------
ok
---------------------------
"
This says absolutely nothing. Providing full log would be more helpful than cherry picking.
Warnings are mentioned in tutorial btw.
 

ljy0704

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E:\UnrealPakSwitchv91>v9\2\3\UnrealPak.exe ..\..\..\newpak.pak -Create=E:\UnrealPakSwitchv91\lista.txt -compress
LogModuleManager: Warning: ModuleManager: Unable to load module 'PlatformCrypto' - 0 instances of that module name found.
LogModuleManager: Warning: ModuleManager: Unable to load module 'PlatformCryptoTypes' - 0 instances of that module name found.
LogModuleManager: Warning: ModuleManager: Unable to load module 'PlatformCryptoOpenSSL' - 0 instances of that module name found.
LogPakFile: Display: Using command line for crypto configuration
LogPakFile: Display: Loading response file E:\UnrealPakSwitchv91\lista.txt
LogPakFile: Display: Added 47112 entries to add to pak file.
LogPakFile: Display: Collecting files to add to pak file...
LogPakFile: Display: Collected 47112 files in 0.21s.
LogPakFile: Display: Creating pak ../../../newpak.pak.

my that was my copy one
 
Last edited by ljy0704,

ljy0704

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Your lista.txt file is formatted incorrectly.
my bad that was differnt one

E:\UnrealPakSwitchv91>v9\2\3\UnrealPak.exe ..\..\..\newpak.pak -Create=E:\UnrealPakSwitchv91\lista.txt -compress
LogModuleManager: Warning: ModuleManager: Unable to load module 'PlatformCrypto' - 0 instances of that module name found.
LogModuleManager: Warning: ModuleManager: Unable to load module 'PlatformCryptoTypes' - 0 instances of that module name found.
LogModuleManager: Warning: ModuleManager: Unable to load module 'PlatformCryptoOpenSSL' - 0 instances of that module name found.
LogPakFile: Display: Using command line for crypto configuration
LogPakFile: Display: Loading response file E:\UnrealPakSwitchv91\lista.txt
LogPakFile: Display: Added 47112 entries to add to pak file.
LogPakFile: Display: Collecting files to add to pak file...
LogPakFile: Display: Collected 47112 files in 0.21s.
LogPakFile: Display: Creating pak ../../../newpak.pak.
 

masagrator

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my bad that was differnt one

E:\UnrealPakSwitchv91>v9\2\3\UnrealPak.exe ..\..\..\newpak.pak -Create=E:\UnrealPakSwitchv91\lista.txt -compress
LogModuleManager: Warning: ModuleManager: Unable to load module 'PlatformCrypto' - 0 instances of that module name found.
LogModuleManager: Warning: ModuleManager: Unable to load module 'PlatformCryptoTypes' - 0 instances of that module name found.
LogModuleManager: Warning: ModuleManager: Unable to load module 'PlatformCryptoOpenSSL' - 0 instances of that module name found.
LogPakFile: Display: Using command line for crypto configuration
LogPakFile: Display: Loading response file E:\UnrealPakSwitchv91\lista.txt
LogPakFile: Display: Added 47112 entries to add to pak file.
LogPakFile: Display: Collecting files to add to pak file...
LogPakFile: Display: Collected 47112 files in 0.21s.
LogPakFile: Display: Creating pak ../../../newpak.pak.
This looks like incomplete log. Beside it looks correct.
 

ljy0704

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i guess it happening cuz it's not switch game
but still UE4 game
sorry to bothering you
thanks to trying to help me out
going to do more serach for it to fix
 

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