@masagrator: This is so-called "frozen index" format, which is quite complicated and I doubt it will be supported in the bms script. Though mobus_c352 successfully created scripts for iOS version of Pathless, which comes with the same format (available here
, without chunks and compression support) and Outriders (which is modified version of that format). I failed to understand how it works though, not that I really need it, since vanilla unrealpak supported this format just fine... until they've added native support for oodle compression.
So I just grabbed source for oodle stuff, compiled compatible unrealpak and added it to my package with unrealpaks (link
) - I hope it will be enough. The only downside of it is that this version comes in form of plugin, therefore you can't put all files in a single folder, while changing dependencies and paths in UE source is painful (at least for me).
P.S. Thanks for your instruction about keys in UE4 switch games, it was helpful.
@Kein: Then modifying exe is the only option, but I doubt you'll be able to do it, since some descriptors handlers are also making calls to the signature and the archive even prior to loading assets and main signature/hash checks (as far as I know).
You can request AES keys on rin forums
(the list with keys is also there)
AES keys finder and latest UE4 bms scripts: in this post