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reorganise everything
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bananaturtlesandwich committed Aug 27, 2023
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4 changes: 2 additions & 2 deletions src/Concepts/Paks.md
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- The game's main pak will always be contained in the `Content/Paks` directory
- Pak files will sometimes be encrypted via AES keys, however these can be easilyfound with [AESKeyFinder](https://zenhax.com/viewtopic.php?t=9407&start=20)
- Pak files can also be split into chunks for a bit of extra security
- Pak files are normally able to be viewed with [UEViewer](https://www.gildor.org/en/projects/umodel) or [Fmodel](https://fmodel.app/)
- Pak files can be extracted using tools such as the ones found in [Pakers/Unpakers](../Tools/Pakers.md)
- Pak files are normally able to be viewed with [umodel](https://www.gildor.org/en/projects/umodel) or [Fmodel](https://fmodel.app/)
- Pak files can be extracted using tools such as the ones found in [Pakers/Unpakers](../tools/packers.md)
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# Summary

[Home Page](Home.md)
[Home Page](home.md)

---

# Starting out
- [The Basics](The-Basics/Basics.md)
- [Pak Decompression Options](The-Basics/Unpaking/Options.md)
- [QuickBMS](The-Basics/Unpaking/QuickBMS.md)
- [Using UnrealPak Directly](The-Basics/Unpaking/UnrealPak.md)
- [UEViewer/umodel](The-Basics/Unpaking/UEViewer.md)
- [FModel](The-Basics/Unpaking/FModel.md)
- [The Basics](basics/basics.md)
- [Extraction](basics/unpacking/options.md)
- [umodel](basics/unpacking/umodel.md)
- [FModel](basics/unpacking/fmodel.md)
- [Unreal Engine]()
- [Setting Up](The-Basics/Engine/Setting-Up.md)
- [Content Creation](The-Basics/Engine/Creation.md)
- [Setting Up](basics/engine/setup.md)
- [Content Creation](basics/engine/creation.md)
- [Packaging]()
- [Cooking](The-Basics/Paking/Cooking.md)
- [Final Packaging](The-Basics/Paking/Final-Paking.md)
- [Cooking](basics/packing/cooking.md)
- [Final Packaging](basics/packing/packaging.md)

- [Core UE4 Modding Concepts]()
- [Pak files](Concepts/Paks.md)
- [Mod Loading](Concepts/Loading.md)
- [Cooking](Concepts/Cooking.md)
- [Unreal files](Concepts/Files.md)
- [Dummying](Concepts/Dummying.md)
- [Pak files](concepts/paks.md)
- [Mod Loading](concepts/loading.md)
- [Cooking](concepts/cooking.md)
- [Unreal files](concepts/files.md)
- [Dummying](concepts/dummying.md)

---
# Specific Guides
- [Models (Whole section is WIP)]()
- [Meshes]()
- [Skeletons]()
- [Disabling objects](Specific-Guides/Disabling/Disabling.md)
- [Disabling objects](specific/disabling/disabling.md)
- [Using UAssetGUI](specific/UAssetGUI.md)
- [Materials]()
- [Via UAssetGUI](Specific-Guides/Materials/UAssetGUI.md)
- [In Engine](Specific-Guides/Materials/Engine.md)
- [Text and Dialogue](Specific-Guides/Dialogue.md)
- [Level Editing](Specific-Guides/Levels.md)
- [Using UAssetGUI](Specific-Guides/UAssetGUI.md)
- [Using UAssetAPI](Specific-Guides/UAssetAPI/UAssetAPI.md)
- [Blueprint modding](Specific-Guides/Logic-Mods/Blueprint.md)
- [UML setup](Specific-Guides/Logic-Mods/UML-Setup.md)
- [.profile creation](Specific-Guides/Logic-Mods/Profile.md)
- [Project setup](Specific-Guides/Logic-Mods/Project-Setup.md)
- [Mod creation](Specific-Guides/Logic-Mods/Creation.md)
- [Installing](Specific-Guides/Logic-Mods/Installing.md)
- [Auto-Injector setup](Specific-Guides/Logic-Mods/Injector.md)
- [Via UAssetGUI](specific/materials/UAssetGUI.md)
- [In Engine](specific/materials/engine.md)
- [Text and Dialogue](specific/dialogue.md)
- [Level Editing](specific/levels.md)
- [Using UAssetAPI](specific/UAssetAPI.md)
// - [Blueprint modding](specific/blueprint/Blueprint.md)
// - [UML setup](specific/blueprint/UML-Setup.md)
// - [.profile creation](specific/blueprint/Profile.md)
// - [Project setup](specific/blueprint/Project-Setup.md)
// - [Mod creation](specific/blueprint/Creation.md)
// - [Installing](specific/blueprint/Installing.md)
// - [Auto-Injector setup](specific/blueprint/Injector.md)

---
# Tools and Resources
- [Tools]()
- [Pakers/Unpakers](Tools/Pakers.md)
- [Pak Explorers](Tools/Pak-Explorers.md)
- [UAsset Editors](Tools/Asset-Editors.md)
- [Locres Editors](Tools/Locres-Editors.md)
- [Resources](Resources/Resources.md)
- [Discords](Resources/Discords.md)
- [Other Guides](Resources/Other-Guides.md)
- [Pakers/Unpakers](tools/packers.md)
- [Pak Explorers](tools/explorers.md)
- [UAsset Editors](tools/uasset.md)
- [Locres Editors](tools/locres.md)
- [Resources](resources/resources.md)
- [Discords](resources/discords.md)
- [Other Guides](resources/guides.md)
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- For this example I will use my Fara discord shirt mod

- In this mod I modified the texture for Fara so that it had a discord logo
![](FaraTex.png)
![](fara.png)

- Recreate the folder structure that was obtained from exporting the assets - in my case the folders went Game\BlueFire\NPC\Fara\Textures so I must create the folders like this:
![](UE4.png)
![](content.png)

- Press ctrl+shift+s to save all
- Press ctrl + shift + s to save all
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- Install the version of Unreal Engine 4 that your game uses from the [Epic Games Launcher](https://www.unrealengine.com/en-US/download)

- Open up UE4 and create a blank game project with no starter content (it's unnecessary)
![](NewProject.png)
![](NewProject2.png)
![](type.png)
![](template.png)

- Go into edit > project settings and uncheck use pak file
![](Unchecking.png)
![](settings.png)
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# Final Packaging

- Create a folder named `The name of your mod_P` (the `_P` clarifies it as a patch so that it overwrites original game content)
- Create a folder named `name_of_your_mod_here_p` (the `_p` clarifies it as a patch so that it overwrites original game content)

- Create a folder the name of your Game's project name

- Go into the folder where you packaged your mod and copy the Content folder in `WindowsNoEditor\ProjectName` into this folder

- Folder structure is very important for UE4 modding so make sure spellings of the folders are the same as they were when exported
- Folder structure is very important for UE modding so make sure spellings of the folders are the same as they were when exported

- Download [Unrealpak](https://fluffyquack.com/tools/unrealpak.rar) by FluffyQuack and drag the mod folder onto UnrealPak-with-compression.bat
![](Packaging.png)
![](packaging.png)

- This will create a pak file - Make sure the pak file still contains the _P at the end of its name
- Create a folder in your `Paks` folder called ~mods
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- Install [Fmodel](https://fmodel.app/) by the Fmodel team

- Launch the program and you should be greeted with the startup screen
![](Fmodel.png)
![](fmodel.png)

- Set the folder to your Paks folder using the `...` button and proceed

- Click on Settings and change the Unreal Version to your game's version (it will have to restart if changed)

- If there is red dot next to a pak file, go to Directory > AES and read [this](AES-Keys.md)
- If there is red dot next to a pak file, go to Directory > AES and read [this](aes.md)

- Find something you want to replace or modify - *start with something simple (I'll be using a texture)*

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- If there are multiple pak files then your game has split its paks into chunks - This shouldn't affect the process significantly

- There are more options found in [Pakers/Unpakers](../../Tools/Pakers.md) and [Pak Explorers](../../Tools/Pak-Explorers.md) that I won't go into detail about in this section
- There are more options found in [Pakers/Unpakers](../../tools/packers.md) and [Pak Explorers](../../tools/explorers.md) that I won't go into detail about in this section
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- Install [umodel](https://www.gildor.org/en/projects/umodel) by Gildor

- Launch the program and you should be greeted with the startup screen
![](umodel-Startup.png)
![](umodel-startup.png)

- If you extracted the raw assets using [QuickBMS](QuickBMS.md) or [UnrealPak](UnrealPak.md) then set the folder to the output folder you used using the `...` button and proceed

- If not then set the folder to your Paks folder and proceed
- Set the folder to your Paks folder and proceed

- You should now have access to your game's file system

- **If you got an AES key prompt click [here](AES-Keys.md)**
![](umodel-Browse.png)
- **If you got an AES key prompt click [here](aes.md)**
![](umodel-browse.png)

- Open a package by double clicking it

- The first time you should get a pop-up asking for the version of the package

- Enter the version of unreal engine your game uses
![](umodel-Popup.png)
![](umodel-popup.png)

- Find something you want to replace or modify - *start with something simple (I'll be using a texture)*

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- Open umodel and find the content you would like to disable (In my case the main menu castle)

![](Reference.png)
![](reference.png)

- Recreate the observed folder structure like you would in final paking (because we are dealing with cooked uassets)

*A useful shortcut for creating new folders is ctrl+shift+n and you can enter the name and double-press enter to go inside the folder*

- Create a blank text document with the same name as the uasset you want to disable and change the file extension to .uasset
![](Structure.png)
![](structure.png)

- Package the folder, place in mod folder and run the game
![](NoCastle.png)
![](no-castle.png)
- The content should not appear if done correctly
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- [unreal automation tools](https://docs.rs/cargo-uat)

### Python
- [PyPakParser](https://pypi.org/project/PyPAKParser/)

### C sharp
- [UassetAPI](https://github.com/atenfyr/UAssetAPI)

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- [UnSave.Extensions](https://www.nuget.org/packages/UnSave.Extensions)

- [PakReader](https://www.nuget.org/packages/PakReader/)
- [PakReader](https://www.nuget.org/packages/PakReader/)

### Python
- [PyPakParser](https://pypi.org/project/PyPAKParser/)

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