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How to pack it back to utoc format? #12

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204065248 opened this issue Sep 20, 2024 · 6 comments
Open

How to pack it back to utoc format? #12

204065248 opened this issue Sep 20, 2024 · 6 comments

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@204065248
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I tried many packaging tools, but none of them worked.

@Egaliterrier
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You can use unreal engines native in-editor packing, or try UnrealReZen, which recently released with this functionality.

@204065248
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UnrealReZen is unable to package asset files that contain both uasset and uexp components; it can only package files in the uasset format

@Nova77x
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Nova77x commented Sep 26, 2024

You can use unreal engines native in-editor packing, or try UnrealReZen, which recently released with this functionality.

Using unreal engines' native in-editor packing makes zero sense. You can't add cooked assets to a project. I'm not sure why you even mentioned it.

And UnrealReZen/UnrealUnZen cannot re-zenify the old style uasset/uexp files output from ZenTools. So they're basically useless.

All of the tools that make modifying assets convenient don't suppose zen.

So basically modifying zen assets (such as datatables) is limited to hex editing, and possibly recreating datatables in UE (no idea how to do that, but apparently it can be done with a lot of work).

@Egaliterrier
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Egaliterrier commented Sep 27, 2024

You can use unreal engines native in-editor packing, or try UnrealReZen, which recently released with this functionality.

Using unreal engines' native in-editor packing makes zero sense. You can't add cooked assets to a project. I'm not sure why you even mentioned it.

Why the weird tone? Who benefits from that?

There are settings that enable the use and packaging of cooked assets in the editor.

I haven’t had to modify datatables yet, so I assume you’re right about them still being a pain to work with, but this issue wasn't about zen. I’m not sure why you even mentioned it.

Currently, my process is to use ZenTools to extract cooked assets from the IOStore packaged UE 5.3 game I'm modding, use UAssetGUI to make my changes, and finally package them into an IOStore container using UnrealPak. All of that works fine. I'm sorry you can't make the same process work for datatables, but that doesn't make the tools useless.

@Nova77x
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Nova77x commented Oct 1, 2024

Why the weird tone? Who benefits from that?

There are settings that enable the use and packaging of cooked assets in the editor.

I haven’t had to modify datatables yet, so I assume you’re right about them still being a pain to work with, but this issue wasn't about zen. I’m not sure why you even mentioned it.

Currently, my process is to use ZenTools to extract cooked assets from the IOStore packaged UE 5.3 game I'm modding, use UAssetGUI to make my changes, and finally package them into an IOStore container using UnrealPak. All of that works fine. I'm sorry you can't make the same process work for datatables, but that doesn't make the tools useless.

My apologies, I did not intend to sound like that.

Regardless of whether it's a datatable or a different kind of asset. the process should be similar. I don't suppose you'd be so kind as to detail how you used UnrealPak to repackage into IOStore. I'm sure there's a lot of people who could benefit from your knowledge if you're up to sharing it. Hex editing assets, or reconstructing datatables w/UE C++ is a massive pain. If you've got a working method, even if it's not datatables, I'm sure many people would like to hear it.

It's not that I can't make it work for datatables, it's that I don't even know the process you used to repack into IOStore. Thanks for any help you can provide.

@Egaliterrier
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Why the weird tone? Who benefits from that?
There are settings that enable the use and packaging of cooked assets in the editor.
I haven’t had to modify datatables yet, so I assume you’re right about them still being a pain to work with, but this issue wasn't about zen. I’m not sure why you even mentioned it.
Currently, my process is to use ZenTools to extract cooked assets from the IOStore packaged UE 5.3 game I'm modding, use UAssetGUI to make my changes, and finally package them into an IOStore container using UnrealPak. All of that works fine. I'm sorry you can't make the same process work for datatables, but that doesn't make the tools useless.

My apologies, I did not intend to sound like that.

Regardless of whether it's a datatable or a different kind of asset. the process should be similar. I don't suppose you'd be so kind as to detail how you used UnrealPak to repackage into IOStore. I'm sure there's a lot of people who could benefit from your knowledge if you're up to sharing it. Hex editing assets, or reconstructing datatables w/UE C++ is a massive pain. If you've got a working method, even if it's not datatables, I'm sure many people would like to hear it.

It's not that I can't make it work for datatables, it's that I don't even know the process you used to repack into IOStore. Thanks for any help you can provide.

No worries!:)
Narknon made a tool that makes it a bit easier. You need to extract ScriptObjects.bin from the game you’re modding, aswell as packagestore.manifest from the specific package the files you’re modding came from. I had issues when packaging files originally from two different packages into a single patch archive, something about using the packagestore.manifest from extracting the whole game confused it, so I just made seperate patches for each package instead. Here is a link to the tool on the ue modding Discord: https://discord.com/channels/876613187204685934/876625825716392049/1286025668898979860

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