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/
 

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  • UnrealPakSwitchv10.zip
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MrVtR

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This tool is working correctly because it only happens on BD2.
If you want to extract it correctly, you have to make it specially. Or ask someone who can write code for quickbms.
I was able to extract it with my tool, but I can't publish it.:(
Here is a note for the archives.
Code:
#baseinfo
magic_offset "e1126f5a" from end to up
version long
start_offset longlong
start_size longlong (not use)
dir_root_length long (not use)
dir_root_name string (not use)
file_length long

#fileinfo file_length loop
name_length long (32bit utf16le, 16bit utf8)
file_offset longlong
zsize longlong
zip long
hash 20
chunks long

#chunks loop (zip = 1)
chunk_offset longlong
chunk_end longlong

ENCRYPTED char (bool)
chunk_size long
Is it possible to you send me your tool if I PM you?(I guess it won't break rules here) I was hoping to Translate BD2 to Portuguese when the full game launches,but I never code to quickBMS(only used some other scripts here)
I'm now translating BD1 from 3ds to Pt-BR with some tools that I made last year
And yeah, it happens only with BD2 cuz of the compression it uses, I used the tool here to extract the first demo and Octopath Traveler too with no problems
 
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Luke94

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So my files were extracted, however, it seems like textures are pretty badly corrupted as shown here in UE Viewer
Capture.PNG


I used the 4.24 unrealpak.exe file (8.23).
It's not corrupted. This is combination of not using unswizzling and setting wrong texture format.
UE Viewer never fixed their shit for Switch, even if I tried to help. "It's not working, but this is from official code, so sorry".
I have the same thing with Jazz Jackrabbit ios kismet demo tutorial that was made by Unreal Engine 3 shining glowing Jazz body textures on Gildor's Unreal Engine Model Viewer. It was 11 years old tech demo game. Circa Anno Domini of year 2010 before Fortnite Battle Royale was finished. Anyway why skeletal meshes in top down shooters are inversed like lake reflection? How animations in Unreal Engine 1 games without exagerating character models?
https://www.youtube.com/watch?app=desktop&v=izxXGuVL21o
I guess Jazz Jackrabbit 3D model animations were running smooth without any skeletal meshes,right?
When I tried changing gameplay mode in jjios by experimenting with udk files some source code rebuild had error and I still have no idea I don't know how to fix it. Anyway is modding Fortnite Battle Royale possible without any lawsuits and server bans? How to downgrade this game from current update to Season 1 Chapter 1.
 

masagrator

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I have the same thing with Jazz Jackrabbit ios kismet demo tutorial that was made by Unreal Engine 3 shining glowing Jazz body textures on Gildor's Unreal Engine Model Viewer. It was 11 years old tech demo game. Circa Anno Domini of year 2010 before Fortnite Battle Royale was finished. Anyway why skeletal meshes in top down shooters are inversed like lake reflection? How animations in Unreal Engine 1 games without exagerating character models?
https://www.youtube.com/watch?app=desktop&v=izxXGuVL21o
I guess Jazz Jackrabbit 3D model animations were running smooth without any skeletal meshes,right?
When I tried changing gameplay mode in jjios by experimenting with udk files some source code rebuild had error and I still have no idea I don't know how to fix it. Anyway is modding Fortnite Battle Royale possible without any lawsuits and server bans? How to downgrade this game from current update to Season 1 Chapter 1.
1. This is Nintendo Switch topic.
2. This is Unreal Engine 4 topic.

Your question is completely off topic.
 

Luke94

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I know. That's why it should be on PC section not Nintendo Switch related only. Fortnite Battle Royale was made in Unreal Engine 4 so what's the problem. English forum dedicated to Fortnite Battle Royale moved to Reddit.
 
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masagrator

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I know. That's why it should be on PC section not Nintendo Switch related only. Fortnite Battle Royale was made in Unreal Engine 4 so what's the problem. English forum dedicated to Fortnite Battle Royale moved to Reddit.
I don't care about UE4 PC games. I did tutorial for Switch games. PC needs to cover more stuff and be treated different in some aspects.

If you still want to stick to PC UE4 games, go away and make your own tutorial.
 
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Luke94

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I think it's also interesting tutorial to know. Can you tell me how to port jazz Jackrabbit ios kismet demo Unreal Engine 3 tutorial to Unreal Engine 4 for Nintendo Switch, please?
 

masagrator

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It looks like to get zstd support you need to compile zstd plugin for UE4 by yourself.

Here is QuickBMS script that can unpack Bravely Default 2 pak file. It is just slightly modified unreal_tournament_4.bms file from aluigi webpage.
 

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Luke94

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Well thanks dude.
It looks like to get zstd support you need to compile zstd plugin for UE4 by yourself.

Here is QuickBMS script that can unpack Bravely Default 2 pak file. It is just slightly modified unreal_tournament_4.bms file from aluigi webpage.
Is this file gonna show me how to decompile it for Unreal Engine 4 or 5?
 

ZeroFX

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It looks like to get zstd support you need to compile zstd plugin for UE4 by yourself.

Here is QuickBMS script that can unpack Bravely Default 2 pak file. It is just slightly modified unreal_tournament_4.bms file from aluigi webpage.
I'm getting this error when extracting using the script:


Code:
Error: incomplete input file 0: G:\_SwitchPlayground\Extracted_NCA\romfs\Sunrise-E\Content\Paks\Sunrise-E-Switch.pak
       Can't read 59133 bytes from offset 000000007c190bf9.
       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    18%   2088234369 11504667137 . offset 000000007c190bf9

Last script line before the error or that produced the error:
  216 clog NAME CHUNK_OFFSET CHUNK_ZSIZE CHUNK_SIZE 0 CHUNK_XSIZE

Press ENTER or close the window to quit

It manages to extract 4GB but lots of 1KB files.
 

masagrator

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I'm getting this error when extracting using the script:


Code:
Error: incomplete input file 0: G:\_SwitchPlayground\Extracted_NCA\romfs\Sunrise-E\Content\Paks\Sunrise-E-Switch.pak
       Can't read 59133 bytes from offset 000000007c190bf9.
       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    18%   2088234369 11504667137 . offset 000000007c190bf9

Last script line before the error or that produced the error:
  216 clog NAME CHUNK_OFFSET CHUNK_ZSIZE CHUNK_SIZE 0 CHUNK_XSIZE

Press ENTER or close the window to quit

It manages to extract 4GB but lots of 1KB files.
1) Check if you have newest quickbms
2) Check if you unpacked pak correctly
3) Use quickbms_4gb_files.exe, not quickbms.exe

It looks like tool reached max limit 2GB (max of signed 32-bit integer). Probably you are not using *4gb_files.exe

Script didn't show any error. Program showed that it can't read data from pak. So it's not script's fault.
 
Last edited by masagrator,
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aria1996

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Updated package with support for version 8 of Unreal Engine 4.22.
Modified by me u4pak.py will show
Code:
Version: 8 or higher

As there is no version header from this iteration of Unreal Engine, for now we can recognize it only because there is no other version of UnrealPak that it's hiding it.
And for today newest version is "8", "higher" is only for future use when will be newer iterations of UnrealPak.
 

aria1996

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Why quote outdated post and write nothing?

Hi how are you?
I do not know why he did not show my message.

But anyway.
I want you to help me.
I had a problem using UnrealPakSwitchv7 software.
I can not extract or pack any .pak files.

And it always gives me an error, and that error is permanent.
I am uploading the error photo and I hope you can help me.
 

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masagrator

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Hi how are you?
I do not know why he did not show my message.

But anyway.
I want you to help me.
I had a problem using UnrealPakSwitchv7 software.
I can not extract or pack any .pak files.

And it always gives me an error, and that error is permanent.
I am uploading the error photo and I hope you can help me.
Did you download unrealpak?

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

Interesting.
Can you stop spamming? Thank you very much.
 

ZeroFX

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1) Check if you have newest quickbms
2) Check if you unpacked pak correctly
3) Use quickbms_4gb_files.exe, not quickbms.exe

It looks like tool reached max limit 2GB (max of signed 32-bit integer). Probably you are not using *4gb_files.exe

Script didn't show any error. Program showed that it can't read data from pak. So it's not script's fault.
1) Yes i checked: 0.10.1, even tried 0.11.0 beta after reading your comment.
2) You mean unpacked out of the NCA?
3) Yup, used the 4GB, which make the 2GB error odd.

Turns out it was option 2. I thank you for helping me sort out the problem.
 

Luke94

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So can you tell me how can I port Jazz Jackrabbit ios kismet tech demo Unreal Engine 3 development kit tutorial to Nintendo Switch?
 

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