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PostPosted: Tue Nov 24, 2020 12:55 am 

Joined: Fri Oct 09, 2015 1:41 am
Posts: 72
spiritovod wrote:
@Ogoshi: Game files are not encrypted, just use latest UE4 script from my signature.


Thanks man!


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PostPosted: Tue Nov 24, 2020 11:27 am 

Joined: Sat Aug 09, 2014 2:34 pm
Posts: 1132
Posible to get key for Mir 4 (OBT) ?

Android
http://dl.opv5.com/dl//mobile/mir4/com.wemade.mir4.apk

iOS
http://dl.opv5.com/dl//mobile/mir4/MirM ... ckerXI.ipa

PC
http://dl.opv5.com/dl//mobile/mir4/MIR4_install.exe

Edited: The key is old, the script turned out to be buggy :)


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PostPosted: Tue Nov 24, 2020 12:08 pm 

Joined: Sat Sep 28, 2019 7:00 pm
Posts: 292
@Ekey: Answered on rin forums.

--------------------------------------------------

Script for Pathless added to specific scripts bundle from base post.

_________________
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


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PostPosted: Sat Nov 28, 2020 5:43 pm 

Joined: Fri Nov 08, 2019 7:12 am
Posts: 8
Hey guys i need help with SOS: The Ultimate Escape
I have a game from a company(Outpost Games) that went bankrupt a couple of years ago.
The head of the company allowed me to do whatever i want with it(Gonna send proof if needed)
Now here is the problem: local/LAN Multiplayer does not work anymore. I know the official servers are down but that should not affect local games,right?

(The bundle also includes a .uproject of the game but i gave up trying to access it because a pythonplugin and some .dlls are missing)

Maybe someone can get LAN Multiplayer working or even access the .uproject

Link: https://mega.nz/#!3ElBQAzB!p1QYcWlIqKBO ... tSe3WoKGHM


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PostPosted: Sat Nov 28, 2020 11:02 pm 

Joined: Sat Sep 28, 2019 7:00 pm
Posts: 292
@blasterxox: Not sure why you're asking such things here, because quickbms is more about resources repacking than anything else. You better take a look at the game subreddit and posts like that one.
Aside from that, I can only tell that uproject, included in the game, can't be used "as is" with unreal editor. Unreal editor can only understand source assets, but not compiled ones, included in the game. Despite the same extensions, there are different things.

_________________
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


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PostPosted: Sun Nov 29, 2020 1:08 am 

Joined: Fri Nov 08, 2019 7:12 am
Posts: 8
@spiritovod aluigi led me here

aluigi wrote:
I don't think any users is going to download over 4Gb of RAR.

On https://sos.gamepedia.com/FAQ it's written that the game uses UE4 so you must check and, maybe, post here:
viewtopic.php?f=9&t=1005


That reddit post is from one of my friends, but he also is at the end with his knowledge. The game is also too unknown to attract someone with enough skill


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PostPosted: Sat Dec 05, 2020 6:18 pm 

Joined: Sat Sep 28, 2019 7:00 pm
Posts: 292
Dragon Quest XI scripts updated to v4 in the specific scripts and custom scripts bundles. Now it should properly extract all assets from both original DQXI and DQXI S. In the same time, dq11 fix removed from specific scripts bundle, because it's not required anymore.
If you're interested in details, initial infogram's script applied NOT only to chunked assets, while there are also non-chunked assets in the paks. Applying NOT globally solved the issue when some extracted files could be still NOTed.

_________________
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


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PostPosted: Sun Dec 06, 2020 3:53 pm 

Joined: Mon Oct 26, 2020 3:54 pm
Posts: 5
What About PUBG MOBILE ?
V1.1 PLEASE HELP


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PostPosted: Sun Dec 06, 2020 4:22 pm 

Joined: Mon Aug 27, 2018 3:55 am
Posts: 8
Hello, I use the file unreal_tournament_4_0.4.25.bms to extract the .pak file of Sword Art Online: Fatal Bullet - Dissonance Of The Nexus game. However, when I repackaged panzi's u4pak, I noticed that the file when compressed was smaller than the original file and the game couldn't load. So I think, some files are lost during the decompression process. How do I do this ?
P/S: In the Paks folder of the game, including the SAOFB-WindowsNoEditor_0_P.pak and file .sig .

Sorry for my poor english.


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PostPosted: Sun Dec 06, 2020 7:03 pm 

Joined: Sat Sep 28, 2019 7:00 pm
Posts: 292
@baoenzo: There is "how to repack assets back" part in my base post with links to some useful posts about it. Please read them first. Note that it's better to use uncompressed packages to avoid possible compatibility issues. And it's also possible that the game has integrity checks.

_________________
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


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PostPosted: Mon Dec 07, 2020 4:16 am 

Joined: Mon Aug 27, 2018 3:55 am
Posts: 8
Thank you sir, it works. It seems that I gave the wrong name which resulted in the game not loading.


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PostPosted: Wed Dec 09, 2020 10:38 am 

Joined: Sat Feb 15, 2020 1:47 am
Posts: 8
spiritovod wrote:
Dragon Quest XI scripts updated to v4 in the specific scripts and custom scripts bundles. Now it should properly extract all assets from both original DQXI and DQXI S. In the same time, dq11 fix removed from specific scripts bundle, because it's not required anymore.
If you're interested in details, initial infogram's script applied NOT only to chunked assets, while there are also non-chunked assets in the paks. Applying NOT globally solved the issue when some extracted files could be still NOTed.


Hey spirit, thanks for this! :) -- Komodo's already added this to the Modding Discord before I ever even had a chance to see it.

As it is, we're desperately trying to get a working solution for repacking assets so that they can be used in-game with Definitive Edition. As you're probably far more familiar with u4pak / unrealpak than any of us are, do you think you could help us out with that? I know that DQXI paks use an XOR with the key DEADFADE BEEFCAFE but I have no clue on how to apply that in a custom unrealpak build. I know I could compile it from UE4 4.18 source, but that's about the extent of it, :lol: .

To be fair, I can tell you keep quite busy, but if you can contact us on the Discord (linked above), we'd be very appreciative (even if it's just a few pointers) -- a few of us occasionally check Zenhax, but not too frequently.

Thanks for all that you do -- keep on trucking :D


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PostPosted: Wed Dec 09, 2020 11:25 am 

Joined: Sat Sep 28, 2019 7:00 pm
Posts: 292
@mike9k1: You better contact creators of orchestral over-haul mod for original DQXI, they have packing tool for the game.

_________________
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


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PostPosted: Wed Dec 09, 2020 3:17 pm 

Joined: Sat Feb 15, 2020 1:47 am
Posts: 8
spiritovod wrote:
@mike9k1: You better contact creators of orchestral over-haul mod for original DQXI, they have packing tool for the game.
We've tried contacting everyone -- nobody is reachable :(


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PostPosted: Thu Dec 10, 2020 2:46 am 

Joined: Sat Sep 28, 2019 7:00 pm
Posts: 292
@mike9k1: Well, it's time to reinvent the wheel then. Here is u4pak, modified for creating DQXI compatible paks. Tested only against orchestral mod and it produces exactly the same result. Though it appeared that orchestral mod is using non-original format - for example, you can't simply extract it with dq11 bms script - but it seems the game doesn't like original format in mods for some reason.
Python3 is required. Also, it's one big workaround, so can't promise anything about compatibility with S edition, but essentially it should work.

Update: Checked some maths and fixed the python script. v2 now produces the same format as in original games (DQXI and S). I think it will be better this way for compatibility reasons. Please use v2 to avoid possible issues.


Attachments:
u4pak_dq11_v2.zip [12.37 KiB]
Downloaded 64 times

_________________
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
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PostPosted: Thu Dec 10, 2020 11:33 pm 

Joined: Sat Feb 15, 2020 1:47 am
Posts: 8
spiritovod wrote:
@mike9k1: Well, it's time to reinvent the wheel then. Here is u4pak, modified for creating DQXI compatible paks. Tested only against orchestral mod and it produces exactly the same result. Though it appeared that orchestral mod is using non-original format - for example, you can't simply extract it with dq11 bms script - but it seems the game doesn't like original format in mods for some reason.
Python3 is required. Also, it's one big workaround, so can't promise anything about compatibility with S edition, but essentially it should work.

Update: Checked some maths and fixed the python script. v2 now produces the same format as in original games (DQXI and S). I think it will be better this way for compatibility reasons. Please use v2 to avoid possible issues.


Sorry for the late response: but from what I can tell it seems to be working.

I am still in shock at this bombshell of a development. Here we are working on trying to update our Hook for the better part of a month and in less than 12 hours you reverse-engineer the pak format successfully -- something we tried (to no avail) back in March.

We can now move forward thanks to this, and the timing couldn't have been more crucial -- being able to get mods out closer to the release rather than later (if at all) is huge and you may have just saved our modding community as a result.

This is nothing short of legendary, and (at least for my part) any mod that requires the use of u4pak_dq11(_v2) will feature your name prominently.

Not sure any of the others come around on Zenhax (i'm sure you've had contact with Komodo on Gildor's forums), but we are all immensely grateful for your contribution(s).


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PostPosted: Fri Dec 11, 2020 12:59 pm 

Joined: Sat Sep 28, 2019 7:00 pm
Posts: 292
@mike9k1: All RE was done by infogram back then, I've just implemented info from the bms script into u4pak. But thanks anyway. I doubt I could do that half a year ago though.

---------------------------------------------------------------------------

Generic raw_extract script added to custom scripts bundle. It allows you to extract raw assets from paks, if index is not available or obfuscated. That means you can extract all files, but without proper filenames. Due to its nature, this script is not very useful, except for specific situations (like "frozen index") or small archives. It was created more for research purposes.
Tested on all kind of archives (chunked, non-chunked, with compressed+encrypted chunks, etc), so theoretically it should work with any UE4 game built with non-modified 4.25 and below (apparently it works with 4.26 paks as well). Obviously, if script will encounter an encrypted asset, it will ask for a key.

_________________
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


Last edited by spiritovod on Fri Jan 15, 2021 1:07 am, edited 1 time in total.

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PostPosted: Thu Dec 17, 2020 11:59 am 

Joined: Thu Dec 17, 2020 11:46 am
Posts: 5
I need some help ? I used AES Finder to find a game's AES key made with UnrealEngine 4.23 and it found a key... but when I used the code on the umodel it says code is not working ... I used GHFear's AES Finder too and it gave the same code but when I enter it says its not working ... it used to work but since the game had an update its not working at all ... any advice or help ?


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PostPosted: Thu Dec 17, 2020 12:53 pm 

Joined: Sat Sep 28, 2019 7:00 pm
Posts: 292
@Diam000nd: More info about the game would be nice.

_________________
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


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PostPosted: Thu Dec 17, 2020 2:24 pm 

Joined: Thu Dec 17, 2020 11:46 am
Posts: 5
spiritovod wrote:
@Diam000nd: More info about the game would be nice.


its an Iranian game currently being developed and I used to get the AES for changing textures for guns and stuff for new skins and stuff but now after the last update its just not working with the code found by the AES Finder

the AES I found :
0xA9B62A2C185B5F9A7B9B3A24EB600395D90DFBC8DE31637B849B2696C9B9717F
and its not working with the paks

*LINK EXPIRED*
this is the Shipping.exe file if you can help me that would be appreciated


Last edited by Diam000nd on Fri Dec 18, 2020 9:59 am, edited 1 time in total.

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