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Posted byu/[deleted]2 years ago
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level 1
It Will Take a While and it will automatically go to 100
level 2
Hey bro i have waited for 10 hours but it is still stuck in that Game is dragon ball z kakarot
level 2
Did you ever figure it out? thanks in advance
level 1
im getting pakchunk o…and 1 file not found with a shinobi pc game file..how do i fix that?
level 1
use the 2gb limiter. my installer started doing this shit outta nowhere, never had to use the 2gb limiter before but that’s what fixed it for me
level 2
bro how do you do the 2gb limiter
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#1

Posted 26 October 2019 — 02:46 pm
CuisinePK
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I am having trouble unpacking these.
1. Do you need the exact same engine version as the game (4.21 i think), or does any UE4.XX works ?
2. How do you use the UnrealPak.exe (do you need to use -list ? Do you have to put a special folder structure to use it ?)
Using this command in a terminal :
UnrealPak.exe "./pfile.pak" -extract "./"
Where pfile.pak is a copy of pakchunk0 and UnrealPak.exe is associated to the UE4.23 (I copied the exe and its associated libraries into a new folder, the result is the same if I call it from the install folder).
It fails as UnrealPak is unable to open the .pak
LogWindows: Error: Unable to open pak file "../../../UE_Project/UnrealPak/pfile.pak".
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#2

UhuruNUru
Posted 26 October 2019 — 05:12 pm
UhuruNUru
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Unfortunately, UE has changed the way the UnrealPak, exe works since Codee Vein came out Code Vein used UE v4.18.3, and a simple batch file was all it required
Getting Started · KarbonAKitt/CVWiki Wiki
Trying to use that in TOW gives this error
G:\Extracted\TheOuterWorlds\Vanilla>G:\Extracted\TheOuterWorlds\Vanilla\\UnrealPak.exe pakchunk0-WindowsNoEditor.pak -extract "pakchunk0-WindowsNoEditor" LogWindows: Error: === Critical error: === LogWindows: Error: LogWindows: Error: Fatal error: [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 3797] LogWindows: Error: Trailing magic number (0d) in '../../../Extracted/TheOuterWorlds/Vanilla\pakchunk0-WindowsNoEditor.pak' is different than the expected one. Verify your installation.
I tried downloading UE v4.21.2, which Is the version used by TOW (See IndianaEpicGameStore-Win64-Shipping.exe > Properties > Detials > File Version), and copying that version over, but it called for missing files.
I got it running, but saw a different error, that I can’t nowreproduce, and now I get same Magic number error as above.
What it did say was it expected to find a Manifest, of the pak contents, and did not find it. Not sure if that’s inside the PAk but it’s certainly not outside them.
All is not lost though the second option,
The umodel Individual-Extract Method
Does work, and with that tool you can view the assetd using the tool by double clicking on any file. It’s more geared up for textures, and meshes from what I can see.
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#3

CuisinePK
Posted 26 October 2019 — 08:01 pm
CuisinePK
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I just spent a good part of the evening waiting on UE421 to download
The first exe I found to look up these .pak files was that ueviewer too.
This exe can even extract graphic assets (I tried on a texture file), so the pak files aren’t encrypted. what could be the issue with the builtin pak manager ?
I dont know enough to make an educated guess so I’m a bit confused about it.
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#4

UhuruNUru
Posted 26 October 2019 — 08:33 pm
UhuruNUru
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Like I said, it seemingly now needs a Manifest file, and can’t5 find it, there are also some «Bundle» files in <Path-To-Game>\Indiana\Content\Exported\BaseGame\Design that need extracting.
I also wouldn’t be to sure there’s no encryption, from UE end, UE Viewer is regularly updated, and apparently needs the correct UE version number to extract the Pak files correctly.
I’ve only recently got the tool, and there’s been 4 versions in a month.
UE Viewer v19.9.19
UE Viewer v19.10.9
UE Viewer v19.10.15
UE Viewer v19.10.22
Site does have a forum where more info is likely found.
UE Viewer (English) — Gildor’s Forums
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#5

rubyruby0
Posted 26 October 2019 — 08:54 pm
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All the bundle files in the aforementioned directory are written in JSON and can be edited as plain text.
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#6

CuisinePK
Posted 26 October 2019 — 09:16 pm
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My bad UhuruNUru, I should take the time to read :>
The source code of uviewer is in github, so we might have something there (https://github.com/gildor2/UEViewer).
— Edit
In the UEViewer source code (https://github.com/gildor2/UEViewer), there are projects that would be of interest to us : UEViewer-master\Tools\PackageUnpack and PackageExtract.
(UEViewer’s creator wants his project to be under a 3-Clause BSD License).
UEViewer is not under license for now, but the creator states he wants it to be under the 3 clauses BSD.
I have a poor knowledge of cpp, and coding in general, so I’m not sure how to go from there…
Edited by CuisinePK, 27 October 2019 — 10:18 am.
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#7

CuisinePK
Posted 27 October 2019 — 12:08 pm
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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.
Edited by CuisinePK, 27 October 2019 — 07:08 pm.
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#8

UhuruNUru
Posted 27 October 2019 — 03:32 pm
UhuruNUru
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Got it, you need a couple of things
QuickBMS by Luigi Auriemma
Download First Link
QuickBMS v0.10.1
UE4 Script by SSH — Updated the script for pak version 8 — Extra 0x80 bytes at the end of the file
Download
unreal_tournament_4_0.4.23.1.bms
Extract Files where you want them, I created a folder structure
QuickBMS\Scripts
The Pak Files are over 4GB, so you need to run
quickbms_4gb_files.exe
Quick BMS first Asks for a Script, so select
unreal_tournament_4_0.4.23.1.bms
Then it asks for the files to extract, I selected both, but as they are a linked set, you may only need the first one.
<Path-To-Game>\Indiana\Content\Paks\pakchunk0-WindowsNoEditor.pak
<Path-To-Game>\Indiana\Content\Paks\pakchunk1-WindowsNoEditor.pak
Then select where you want the extracted files, I put data on a HDD, save my SSDs for running games.
Any HDD:\Extracted\TheOuterWorlds\QBMS
Now it gets to work, I can see Default Ini’s, and that alone makes this worth the effort and it’s still extracting as I type.
\Engine\Config
\Indiana\Config
Main roadblock seems to be the UAsset file format, as no tools apparently exist to uncook these files, and UE doesn’t uncook them anymore from what I’ve read on ZenHax Forum.
I’ve got those Base Ini settings now, so thats a big help, as user ini’s only show changes user makes in Game’s Options Menu.
Extraction still not finished, after typing all this out, currently at 12GB extracted, and Pak files are 36 GB, so takes a while, seeing many file types I didn’t get with UEViewer so seems to extract everything.
Finally finished extracting
62.1 GB (62.7 GB On Disk). 348,532 Files, 6,858 Folders.
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#9

rubyruby0
Posted 27 October 2019 — 03:48 pm
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You can also use the UnrealPak that comes with UE 4.22.3 (4.21.2 uses pak v7, not v8)
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#10

UhuruNUru
Posted 27 October 2019 — 04:35 pm
UhuruNUru
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You can also use the UnrealPak that comes with UE 4.22.3 (4.21.2 uses pak v7, not v8)
However, The Outer Worlds uses Pak v8, with UE v4.21.2
It’s only after going though the above process, that It was figured out, and installing QuickBMS is much quicker than installing another UE version just to get pak extraction.
Plus QuickBMS works with far more than UE4, it’s a generic extraction tool, and has scripts made for most game engines.
I realised I’d used it years ago for 1st State Of Decay (QuickBMS v0.9.2), while installing this newer version.
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Игра: Atomic Heart (dev-версия); UE: 4.27; Возникла такая проблема: UModel не может «прочесть» модель персонажа из-за того, что много костей (assertion failed: MaxBonelnfluences <= MAX_TOTAL_INFLUENCES_UE4). Это понятно, что их много, но можно ли как-то просмотреть модель и извлечь её? Читал на англоязычном форуме, что типо надо использовать steam версию, но у меня пока-что нету такой возможности. Буду благодарен за помощь.
(Лог из ошибки:
assertion failed: MaxBoneInfluences <= MAX_TOTAL_INFLUENCES_UE4
FSkinWeightVertexBuffer<< <- FStaticLODModel4::SerializeStreamedData <- FStaticLODModel4::SerializeRenderItem <- TArray::Serialize: 0/4 <- USkeletalMesh4::Serialize <- LoadObject: SkeletalMesh4’SK_Balerina.SK_Balerina’, pos=8F7B2, ver=522/0 (unversioned), game=ue4.27 <- UObject::EndLoad <- LoadWholePackage: /Game/Development/Characters/LeftRight/SK_Balerina.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1589)
(Консоль:
Pak D:\Games\Atomic Heart\AtomicHeart\Content\Paks/pakchunk0-WindowsNoEditor.pak: 142793 files, version 11
Pak D:\Games\Atomic Heart\AtomicHeart\Content\Paks/pakchunk0optional-WindowsNoEditor.pak: 3 files, version 11
Pak D:\Games\Atomic Heart\AtomicHeart\Content\Paks/pakchunk1-WindowsNoEditor.pak: 8660 files, version 11
Pak D:\Games\Atomic Heart\AtomicHeart\Content\Paks/pakchunk2-WindowsNoEditor.pak: 2263 files, version 11
Pak D:\Games\Atomic Heart\AtomicHeart\Content\Paks/pakchunk3-WindowsNoEditor.pak: 64917 files, version 11
Pak D:\Games\Atomic Heart\AtomicHeart\Content\Paks/pakchunk4-WindowsNoEditor.pak: 316 files, mount point: «/AtomicHeart/Content/Development/UI/Textures/Lore/LoreRenders/», version 11
Found 218160 game files (0 skipped) in 5915 folders at path «D:\Games\Atomic Heart\AtomicHeart\Content\Paks»
Scanned game directory in 0.1 sec, 7594 allocs, 10.98 MBytes serialized in 29 calls.
Loading package: /Game/Development/Characters/LeftRight/SK_Balerina.uasset Ver: 522/0 Engine: 0 [Unversioned] Names: 261 Exports: 1 Imports: 21 Game: 10001B0
Loading SkeletalMesh4 SK_Balerina from package /Game/Development/Characters/LeftRight/SK_Balerina.uasset
Loading package: /Game/Development/Characters/LeftRight/SKEL_Balerina.uasset Ver: 522/0 Engine: 0 [Unversioned] Names: 551 Exports: 11 Imports: 5 Game: 10001B0
Loading package: /Game/Development/Characters/LeftRight/Mats/MI_LeftRight_Clothes_BOSS.uasset Ver: 522/0 Engine: 0 [Unversioned] Names: 138 Exports: 1 Imports: 79 Game: 10001B0
Loading package: /Game/Development/Characters/LeftRight/Mats/MI_LeftRight_Body_BOSS.uasset Ver: 522/0 Engine: 0 [Unversioned] Names: 136 Exports: 1 Imports: 79 Game: 10001B0
Loading package: /Game/Development/Characters/LeftRight/Old/MI_LeftRight_Mask_SK.uasset Ver: 522/0 Engine: 0 [Unversioned] Names: 107 Exports: 1 Imports: 61 Game: 10001B0
Loading package: /Game/Development/Characters/LeftRight/Mats/MI_LeftRight_Neck_BOSS.uasset Ver: 522/0 Engine: 0 [Unversioned] Names: 137 Exports: 1 Imports: 79 Game: 10001B0
Loading package: /Game/Development/Characters/LeftRight/Mats/MI_LeftRight_ArmsLegs_BOSS.uasset Ver: 522/0 Engine: 0 [Unversioned] Names: 136 Exports: 1 Imports: 79 Game: 10001B0
Loading package: /Game/Development/Characters/LeftRight/Old/MI_Balerina_Hair.uasset Ver: 522/0 Engine: 0 [Unversioned] Names: 127 Exports: 1 Imports: 79 Game: 10001B0
Loading package: /Game/Development/Characters/LeftRight/Mats/MI_LeftRight_Shoes_BOSS.uasset Ver: 522/0 Engine: 0 [Unversioned] Names: 136 Exports: 1 Imports: 79 Game: 10001B0
******** Loading object SkeletalMesh4’SK_Balerina.SK_Balerina’ ********
*** ERROR: assertion failed: MaxBoneInfluences <= MAX_TOTAL_INFLUENCES_UE4
FSkinWeightVertexBuffer<< <- FStaticLODModel4::SerializeStreamedData <- FStaticLODModel4::SerializeRenderItem <- TArray::Serialize: 0/4 <- USkeletalMesh4::Serialize <- LoadObject: SkeletalMesh4’SK_Balerina.SK_Balerina’, pos=8F7B2, ver=522/0 (unversioned), game=ue4.27 <- UObject::EndLoad <- LoadWholePackage: /Game/Development/Characters/LeftRight/SK_Balerina.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1589)
I’m trying to mount the pak file for Tower Unite. Although I can access folders and see filenames, I’m unable to actually read any files (it just says Input/output error).
$ ls ~/pak_mnt/Tower/Content/Maps | wc -l
708
$ cat ~/pak_mnt/Tower/Content/Maps/C_Condo.uexp
cat: /home/user/pak_mnt/Tower/Content/Maps/C_Condo.uexp: Input/output error
I’ve been able to use the Python script to mount the same pak no issues (I had to force version 7 because 5 wasn’t supported and it seemed to work to some extent)
I looked deeper and found that the error is being triggered here. The value of error was Custom { kind: InvalidInput, error: "corrupt deflate stream" }
if let Err(error) = zlib.read_exact(&mut out_buffer[index..]) { | |
return reply.error(error.raw_os_error().unwrap_or(EIO)); | |
} |
I also tried running the check command and it seemed to throw a lot of errors
$ u4pak info ./pakchunk0-WindowsNoEditor.pak
Pak Version: 5
Mount Point: ../../../
Count Size Uncompr.
-----------------------------------------------------
Files: 105045 16096317902 32238452739
Uncompr.: 2235 631536248
ZLIB Compr.: 102810 15464781654 31606916491
Bias Speed Compr.: 0 0 0
Bias Memory Compr.: 0 0 0
Unknown Compr.: 0 0 0
Encrypted: 0 0 0
$ u4pak check pakchunk0-WindowsNoEditor.pak 2> check.txt
Found 669319 error(s)
The final output is 115 megabytes, I’ve compressed it to a 15MB zip: check.zip
The game seems to run fine, umodel can read it, and the Python script can read it as well, so I don’t think the pak file itself is corrupted.
fortnite pakchunk0-windowsclient.pak
На данный момент Fortnite — одна из самых популярных онлайн-игр, в которую играют миллионы игроков. Главная изюминка игры — масштабный игровой режим Battle Royale. В этом режиме 100 игроков сражаются друг с другом на огромной карте, которая со временем сокращается.
У игрока есть выбор: играть в одиночку или в составе отряда. Выигрывает тот, кто останется последним. Как вы уже догадались, вам придется участвовать в нескольких перестрелках, пробиваясь, чтобы выжить и остаться последним выжившим. Как и в любой другой игре Battle Royale, добыча в основном случайная.
Что такое Fortnite Pakchunk0-Windowsclient.Pak?
При просмотре файлов Fortnite вы могли встретить файл с именем Fortnite Pakchunk0-Windowsclient.Pak. , или, в частности, любой другой файл пакета. Каждый из этих файлов пакета имеет совершенно другое использование. Они предназначены для хранения различной информации об игре.
Так что, если вам интересно, можете ли вы их удалить или нет, не стоит этого делать. Если говорить более конкретно о файле Pakchunk0, он предназначен для хранения информации о скинах вашей игры. Он содержит всю необходимую информацию для хранения всех скинов.
Можете ли вы что-нибудь сделать с этими файлами?
Недавно некоторые игроки придумали способ использовать эти файлы для получения скинов, которых нет в их инвентаре. К настоящему времени это могло быть исправлено, поэтому на самом деле нет гарантии, что это по-прежнему работает или нет.
По сути, вам нужно открыть HEX-редактор из вашего интернет-браузера. Затем запустите установку и установите программу на свой компьютер. Как только это будет сделано, запустите программу. Теперь, используя программу, вам нужно будет найти и открыть файл Pakchunk0, расположенный в папке пакетов Fortnite.
Вы сможете увидеть множество скинов, на которых также есть декодированный текст. Теперь нажмите CTRL + F, чтобы открыть найденный каталог. Используя это, просто найдите скин, который вы хотите заменить другим. Имейте в виду, что вам нужно будет скопировать декодированный текст, начиная с CID и заканчивая словом после двоеточия. Например, скин Rust Lord имеет слово Scavenger в конце, и вы замените его скином, который также имеет слово из 9 символов в декодированном тексте. Кроме того, копируемый раздел должен начинаться с CID и заканчиваться самим словом в декодированном тексте.
Кроме того, слово, которое заканчивается после двоеточия, должно иметь такое же количество символов, что и декодированный текст другой оболочки. слово имеет. Вам придется заменить этот раздел декодированного текста. Это заменит скин на любой другой скин в игре.
Итог
В этой статье мы объяснили все, что вам нужно знать о Fortnite Pakchunk0-Windowsclient.Pak. Если вы возитесь с этими файлами, вас, вероятно, забанят. Также скины будут заменены только в лобби. Фактически вы не можете использовать скин в игре.
YouTube видео: Что такое Fortnite Pakchunk0-Windowsclient.Pak
09, 2023