Mod repository containing a joint operation of Ace Combat users at developing templates
An improvement from FluffyQuack's standalone UnrealPak, tool used for packaging UE4 mods, now allowing batch packaging
UnrealPak "Enhanced Version"
-Based on the Unreal Engine 4.18 binary
Change Log :
Pre-1.0
-Initial Release by FlufflyQuack
-Initial Mirror Release by Rythus using the files from UE 4.18 and Fluffy's batch scripts
-Restructed into a way that to avoid Engine folder begin created through the user other HDD's
1.0
-Initial Release of Enhanced Edition by Rythus
-Added a reworked version of the batch scripts which can package multiple files
-Same for unpacking, which will also be unpacking on a organized folder
*-exotic .pak files which won't unpack with the intact folder structure was still not fixed yet
1.1(NEW)
-Added a batch script for Windows users(hope Linux and Mac users can find a way to run it by adapting to sudo) that allows you to make the folder creation for aircraft skins more easier, it follows the nameclature of my skin releases, along the batch is freely tweakable to your desire
"For 4 years on the Ace Combat 7 and Project Wingman modding scenario, the UnrealPak standalone build made by FlufflyQuack was the most used tool at modding after u4pak, the tool got some mirrors as Moddersbase(one of Fluffly's main spot for mod releases) but always went flagged with false positive on both the site and downloads, one of the mirrors made by me, as Fluffly version was based on the 4.17 for SCVI modding, when mine is based on the 4.18 for AC7 modding, but it works for all engines as PW modders uses the 4.18 version, and with a slight fix on the root folder structure, which avoid some weird issues of the Engine folder begin created into computers with multiple HDDs"
*The outdated mirror on Nexus can't be deleted following their new EULA policies of always retaining uploaded content as part of Nexus at all costs, along i couldn't comfirm the ownership of my old deleted account...
Content :
-Batch-AircraftSkins-FolderStructure-Tweakable.bat - Automizes the creation of Aircraft Skin folders, it doesn't use UnrealPak so the way at working with it is pasting into the folder you use for modding projects, can be tweakable at your preference
Example :
--j39e_FAB4100[[_1-Osean_P/Nimbus/Content/Vehicles/Aircraft/j39e/00]]
--j39e_FAB4100_2-Erusean_P
--j39e_FAB4100_3-Special_P
--j39e_FAB4100_4-Mage_P
--j39e_FAB4100_5-Spare_P
--j39e_FAB4100_6-Strider_P
--j39e_FAB4100_[X]-DLCPatch_P
**For editing the names, make sure to use Regex/Regular expression like this :
Find : "_
Replace : "j39e_FAB4100_
-UnrealPak-Batch-No-Compression.bat - The default batch file for packaging single/multiple mod files, it works by dragging and drop the mod project folder(i.e. : "MyModdedFile_P(Mod Project Folder)/Nimbus(UE4 Engine Folder)/Content")
-UnrealPak-Batch-With-Compression.bat - Alternative version of the packaging batch, it reduces the file size with compression, despite not recomended if you prefer to use the LZMA2 encryption method of 7zip
-UnrealPak-Batch-With-Unpack.bat - Same QoLs, however for the unpacking function instead, can use for single/multiple files, extracted files will be located at the "Unpack" folder, extracted files to be used with tools like UAssetGUI/Umodel(PSA : don't use that as a excuse for stealing content from other mods without permission)
**filelist.txt - file used by the batch scripts functionality
**UnrealPak.exe - the executable itself
**UnrealPak.target - UE4's source code file leftover
***LZMA2 "Solid Compression"(for 7zip users) :
-7z
-Ultra compression level
-LZMA2
-1024 MB dictionary size
-64 word size
-Solid block size
-2 or fewer CPU threads
-"qs" parameter
***On rare cases, UnrealPak can misfunction on not creating the .pak files unless you got files included on the folders, i got bug reports of this occuring including one that i tried to troubleshoot as best as i could. until then, if you got unlucky of suffering those issues, take note to use dummy files to avoid of the folders begin ignored
***UnrealPak requires the "Engine\Binaries\Win64" and the other folders begin intact, as trying to drag the Win64 folder and threat it as the root folder of the program will result in side effects of the Engine and the auxillary folders begin created into one of your HDDs if you got multiple installed
***If any other issue occurs, i'll be looking to fix it depending of the number of bug reports made on the communities/mod sites
Credits :
FluffyQuack(Original batch script)
Epic Games(Which made the original binaries)
hi.i dont have any knowledge about codes and these things.i just want to unpack dbz kakarot and i daonloaded the unpacker but it didnt work .i just saw a cmd page and disappeared.can you help me?
Hi, also first time seeing my UnrealPak begin used at other games(sorry for very very late reply, Moddb doesn't notify me about new comments)
First, despite UnrealPak could work at unpackaging DBZ Kakarot by using some commands of the tool that i could check, it wouldn't be the ideal seeing there's other tools that can make the work
If your focus is 3D models, textures. Umodel is your perfect choice
Gildor.org
Mostly you'd choose the UE4 version(which on DBZ it's 4.21), set platform to PC, input the AES key of the game(if you're part of a modding server, you probably have in hands, otherwise, i would suggest looking into it), and extract the desired content, use the "Save" right click at the files names for saving RAW uasset/uexp, and Export for saving models and textures, which can be setup at your desire on the options menu
Now if your focus is stuff outside of uasset/uexp, QuickBMS then it's helpful for this
Aluigi.altervista.org
Aluigi.altervista.org (it'll open a wall of text, save the page, remove the .txt if it saves as bms.txt)
Not sure which OS you're using, if is Windows 11, take note you'll need to run QuickBMS with a batch script or running this on CMD :
quickbms_4gb_files -G
As due Windows Terminal replaced the legacy Command Prompt, QuickBMS couldn't understand this change
Mostly you select first the BMS script, then you select all the DBZ Kakarot .pak files, then you select saving in a different output directory(as saving on the same will result in conflicts on the extraction), the script will ask for the AES key, you paste it then press enter, and wait until everything is extracted
But if you still interesed at still using Unrealpak for extracting the game files, i can look into the exact commands to send to you, despite it wasn't something i did with it at first sight, QuickBMS or Umodel are my reference points on unpackaging, UnrealPak is more for when i want to check stuff like a released community mod for reference, and the uasset internals could be my first reference using UAssetGUI, which is a program that edits values of uassets
Pre-1.0
-Initial Release by FlufflyQuack
-Initial Mirror Release by Rythus using the files from UE 4.18 and Fluffy's batch scripts
-Restructed into a way that to avoid Engine folder begin created through the user other HDD's
1.0
-Initial Release of Enhanced Edition by Rythus
-Added a reworked version of the batch scripts which can package multiple files
-Same for unpacking, which will also be unpacking on a organized folder
*-exotic .pak files which won't unpack with the intact folder structure was still not fixed yet
1.1(NEW)
-Added a batch script for Windows users(hope Linux and Mac users can find a way to run it by adapting to sudo) that allows you to make the folder creation for aircraft skins more easier, it follows the nameclature of my skin releases, along the batch is freely tweakable to your desire