How to unpack and repack Unreal Engine 4 files

Discussion in 'Switch - Tutorials' started by masagrator, Feb 19, 2019.

  1. masagrator
    OP

    masagrator Polish digger

    Member
    3
    Oct 14, 2018
    Poland
    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.
    This package doesn't work with encrypted files, but Switch for most games (if not all) has decrypted archives for sake of better performance.
    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

    • What you need to download:
      - Package "UnrealPakSwitch.zip" from attachments and unpack it.
      - Notepad++
      - Python 2 or 3
      - Unreal Engine 4.19.2 (for v4 *.pak), Unreal Engine 4.20.3 (for v5 *.pak), Unreal Engine 4.21 (for v7 *.pak). For complete pack you need to download three of them.

      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

      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 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 (+ DLLs)

      You can now uninstall Unreal Engine(s) - there are no more needed.
    • 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 your file to "1. check.cmd"
      It will show
      Code:
      unsupported version: X
      Where X is a version of your package.
    • If you know what version you have, then drag your *.pak file to
      Code:
      version 4 - "unpack-v4.cmd"
      version 5 - "unpack-v5.cmd"
      version 7 - "unpack-v7.cmd"
      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), close window and go to Exceptions tab (if you will press key, unpacked files will be in other place that this tutorial shows).

      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.
    • First we need to edit lista.txt with Notepad++
      1. Delete those lines (first two may not show, don't worry)
      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: 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 (spaces matter!!)
      Code:
      LogPakFile: Display: 
      Replace with: should be empty.
      Click Replace All

      4.2. For Find what: paste
      Code:
      "
      Replace with: should be empty.
      Click Replace All

      4.3. For Find what: paste (spaces matter!!)
      Code:
       offset: (.*)$
      Replace with: should be empty.
      Click Replace All

      4.4 For Find what: paste
      Code:
      ^
      Replace with:
      Code:
      ../../../
      Yes - our mount point.
      Click Replace All

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

      5. Drag "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"
      It will create "newpak.pak" inside UnrealPakSwitch folder. Rename it to name of original *.pak file.
    • 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.
      Not every game accepts patches in this form. For now i found only Octopath Traveler that crash when you try to put any additional *.pak file.
      1. You need to done "Pack files" tab 1-4.4, 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 "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"
      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
    • 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 conitnue with knowledge that some files are now different, but steps are the same if you take informations from here and change in previous tabs.
    • Thanks to panzi for u4pak.py
      https://github.com/panzi/u4pak
    • It will be updated with new informations in time.
      • *.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.
      • *.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 you change size of *.uexp file and you don't change value inside *.uasset, game will not load
      • *.locres - localization files. This is default way of saving texts, but it's not often used by devs. They prefer to create their own format and put to *.uexp file (f.e. Octopath Traveler).
     

    Attached Files:

    Last edited by masagrator, Mar 14, 2019
    Killrain and pandavova like this.
  2. pandavova

    pandavova @pandavova FOLLOW ME ON TWITTER

    Member
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    Oct 27, 2015
    Germany
    Windows 10 Pro
    Hey, thanks for the tutorial!
     
  3. Kirby567fan

    Kirby567fan Advanced Member

    Newcomer
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    Jan 6, 2018
    Morocco
    Does it mean resolutions and framerate modifications?
     
  4. masagrator
    OP

    masagrator Polish digger

    Member
    3
    Oct 14, 2018
    Poland
    I don't know. I tried to modify FPS for Octopath Traveler, there were 3 files with FPS value, I have changed it and it does nothing. There are many graphic settings, but I don't know if they really work. Maybe it depends on each game.
     
    Last edited by masagrator, Feb 19, 2019
  5. Kirby567fan

    Kirby567fan Advanced Member

    Newcomer
    2
    Jan 6, 2018
    Morocco
    Yoshi Crafted World demo could be an interesting case since in portable mode resolution really drops and the agressive depth of field really make those background so blurry. Will try various games tomorrow and I will give you result and also thanks for answering.
     
  6. Nazosan

    Nazosan GBAtemp Fan

    Member
    4
    May 12, 2009
    United States
    So maybe I'm missing something really really obvious, but where can I actually get UnrealPak? I presume it's part of a main SDK or whatever, but I'm not even sure where that is. Is it at all possible to get it without downloading something huge even if so?
     
  7. masagrator
    OP

    masagrator Polish digger

    Member
    3
    Oct 14, 2018
    Poland
    Read Requirements tab carefully. It's all there.
    It's possible, but not legal.
     
    Last edited by masagrator, Feb 20, 2019
  8. Kirby567fan

    Kirby567fan Advanced Member

    Newcomer
    2
    Jan 6, 2018
    Morocco
    Actually unpacking v4 games with v5 works for me. Will test packing now.
     
  9. masagrator
    OP

    masagrator Polish digger

    Member
    3
    Oct 14, 2018
    Poland
    I know. But it's because there are many versions that I needed to split it for pack.cmd, so if someone download only one Unreal Engine correct for their *.pak version, they will always have unpack.cmd to use.

    And there is no chance that higher version *.pak will work on lower Unreal Engine 4 game (with one exception). You can try to pack lower version for higher version game, but probably will be the same result.

    For v5 & v4 there are no differences except version in one byte for one file packed. For more files we have more differences.
    v7 has more differences even for one file.

    v4 worked for v5 game with one file as patch. So v5 should work for v4 with one file. v7 for v5 - crash.
    v4 may not work for v5 and vice versa with more than one file.
     
    Last edited by masagrator, Feb 21, 2019
  10. IHOP

    IHOP GBAtemp Regular

    Member
    3
    Jul 11, 2018
    United States
    I can't be the only one wanting to see the OOT Unreal Engine remakes on switch. I don't even know if that's possible with this but lmao it'd be freaking awesome
     
  11. masagrator
    OP

    masagrator Polish digger

    Member
    3
    Oct 14, 2018
    Poland
    Not possible.
     
  12. orangpelupa

    orangpelupa GBAtemp Regular

    Member
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    Aug 7, 2009
    Indonesia
    maybe octopath traveler crash because it expect the extra PAK to be named as something special? when i looked at the files, i think i found a text something like "Kingship-Switch-01.pak"
     
  13. masagrator
    OP

    masagrator Polish digger

    Member
    3
    Oct 14, 2018
    Poland
    I don't think so. I have tried to pack gametext from main pack to second pack with other files that were already there and I've put it as second pak. Result: crash. I think they implented a plugin that checks files inside *.pak archive with assets list inside them.
     
    Last edited by masagrator, Mar 6, 2019
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