BANDU Posted October 29, 2019 Share Posted October 29, 2019 UEViewer -> Right click on the folder/file -> Save Folder Packages edit UEViewer doesn't unpack .bin or the config files. It might cause issues with the game when repacking it, don't waste your time with it. Do you know how to get the game to use edited files? Do they need to be reimported to the pak archive or is there some file structure where loose edited files can be called? I've tried the former but quickBMS says "0 files reimported" as a result. I'm trying to swap a couple of individual gamepad bindings (don't like any of the 4 supplied layouts) so trying to reimport the DefaultInput.ini. My edited file is the same size as Obsidian's file (78.3 KB ) Link to comment Share on other sites More sharing options...
UhuruNUru Posted October 31, 2019 Share Posted October 31, 2019 UEViewer -> Right click on the folder/file -> Save Folder Packages edit UEViewer doesn't unpack .bin or the config files. It might cause issues with the game when repacking it, don't waste your time with it. Do you know how to get the game to use edited files? Do they need to be reimported to the pak archive or is there some file structure where loose edited files can be called? I've tried the former but quickBMS says "0 files reimported" as a result. I'm trying to swap a couple of individual gamepad bindings (don't like any of the 4 supplied layouts) so trying to reimport the DefaultInput.ini. My edited file is the same size as Obsidian's file (78.3 KB ) What files, the Config ini settings, hell no, why bother with that, I just used them in game, I made a mod with all the default Ini files repacked, just put then in the gameThe Outer Worlds - Default Game Folder Ini's at The Outer Worlds Nexus - Mods and community See this forum post, where I explain how user Config keybinds, differ from default ini ones.The Outer Worlds - Default Game Folder Ini's - Forum - Post #7 You may have to do a little trial, and error to get it working via the user config Ini's, but editing default ini's directly is always an option Link to comment Share on other sites More sharing options...
BANDU Posted October 31, 2019 Share Posted October 31, 2019 UEViewer -> Right click on the folder/file -> Save Folder Packages edit UEViewer doesn't unpack .bin or the config files. It might cause issues with the game when repacking it, don't waste your time with it. Do you know how to get the game to use edited files? Do they need to be reimported to the pak archive or is there some file structure where loose edited files can be called? I've tried the former but quickBMS says "0 files reimported" as a result. I'm trying to swap a couple of individual gamepad bindings (don't like any of the 4 supplied layouts) so trying to reimport the DefaultInput.ini. My edited file is the same size as Obsidian's file (78.3 KB ) What files, the Config ini settings, hell no, why bother with that, I just used them in game, I made a mod with all the default Ini files repacked, just put then in the gameThe Outer Worlds - Default Game Folder Ini's at The Outer Worlds Nexus - Mods and community See this forum post, where I explain how user Config keybinds, differ from default ini ones.The Outer Worlds - Default Game Folder Ini's - Forum - Post #7 You may have to do a little trial, and error to get it working via the user config Ini's, but editing default ini's directly is always an option Yea, The problem is that Gamepad Bindings seem to work differently, probably because you have to choose a layout "AddedActionKeyBinds=" and "RemovedActionKeyBinds=" doesn't work like it does for Keyboard. It basically ignores user created "RemovedActionKeyBinds=" so you end up with, say, Crouch AND TTD on the same button press."Read Only" doesn't work either. The game must be calling another file from somewhere and I'm guessing it's DefaultInput from within the pack fileNo way to test it tho if I can't reimport. Link to comment Share on other sites More sharing options...
CuisinePK Posted October 31, 2019 Author Share Posted October 31, 2019 Has anyone tried to interact with the .pak through the UE4 c++ api ? I can't at the moment, but I saw that there is a module dedicated to these archives (module pakfile, see https://docs.unrealengine.com/en-US/API/Runtime/PakFile/FPakFile/index.html). Maybe by crosschecking with the content of the bms script uhunuru linked we could get a bit more out of these pak files. Link to comment Share on other sites More sharing options...
Co0LcOrE Posted November 3, 2019 Share Posted November 3, 2019 (edited) Hi, regarding mods, I guess we can't do much without being able to edit uassets.Although we could theoretically replace files. For instance I find the gore in this game is baby low and that maybe switching all different death blueprints to dismember/gib and all ammo spells to shredded, could maybe help a bit. But then comes this > Do you know how to get the game to use edited files? So far I tried naming the file to pakchunk2-WindowsNoEditor.pak & pakchunk1-WindowsNoEditor_0.pak . No luck. And also repacked & replaced a foreign localization pak to see if it would do any better.I can then read foreign text ingame with no errors, so I know the modded pak is loaded and the pak's structure is correct. To quickly debug this I also replaced the Encumbrance effect with a pig-melee effect but I don't see any result ingame Nor am I able to run / nor the game crashes. I guess every time the game loads a world it will stream from it's base pakchunk0 & 1, overriding / bypassing the mod. Maybe am I missing something else ?Any idea ? Edit : Moded language pak didn't work, it worked because I had a backup of it in a backup folder, looks like it will load any pak inside paks folder, even in subfolders. If you rename pak files they still load too. Edited November 5, 2019 by Co0LcOrE Link to comment Share on other sites More sharing options...
Delphy Posted November 5, 2019 Share Posted November 5, 2019 Hi All, I did a (very) preliminary look at the UAsset files last night. They seem fairly simple in design at first glance. Basically a list of the various assets, checksums, asset type, etc. I'll try and do a proper file format spec soon. Has anybody else looked at the raw files themselves? Link to comment Share on other sites More sharing options...
carter883 Posted November 5, 2019 Share Posted November 5, 2019 Hi All, I did a (very) preliminary look at the UAsset files last night. They seem fairly simple in design at first glance. Basically a list of the various assets, checksums, asset type, etc. I'll try and do a proper file format spec soon. Has anybody else looked at the raw files themselves? I've unpacked the 2 files using quickbms, but I can't view the .uassets, the .uexp and the .ubulk files inside Unreal Editor 4.23. Has someone already managed to edit the textures? Some audio tracks can be converted from .wem to .ogg, but I can't find the Spacers' Choice jingle file Link to comment Share on other sites More sharing options...
CuisinePK Posted November 7, 2019 Author Share Posted November 7, 2019 @carter883 : Reportedly, data packaged by UE4 can, and are here, cooked. That means data necessary for the editor to open and process these files but not for the executables to use them are stripped from the packed files. So it seems we can't use them as is with UE. Maybe the Ueviewer can extract and reinject graphic assets into the pak (idk), but I don't think you can unpack, edit and repack with the current bms script. Now,the editor has a c++ api with a library dedicated to the handling of pak files, so maybe part of the solution lies there. Link to comment Share on other sites More sharing options...
AlsoSp0ckrates Posted November 29, 2019 Share Posted November 29, 2019 (edited) ... Edited November 29, 2019 by AlsoSp0ckrates Link to comment Share on other sites More sharing options...
sp0ckrates Posted November 29, 2019 Share Posted November 29, 2019 Hi, great topic! So, this dude claims to have a mod that replaces one of TOW NPCs: https://gamebanana.com/skins/173175 Looks like assets from other games can be used? Link to comment Share on other sites More sharing options...
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