#Unreal Essentials

4672 messages · Page 5 of 5 (latest)

modest shale
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configure mod's lit up but nothing's in there lol

wild abyss
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Umm yeah

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Just pretend it isn't there lol

modest shale
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can do

wild abyss
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There will probably be things to configure at some point

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Yeah

modest shale
patent belfry
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I love R2 failing to update on steam deck

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Let me try asking it to update within the P5R Prefix

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Maybe that’ll be more stable since it’s not brand new

wicked raptor
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(sunshine... it's me, the ghost of your 6:30am wakeup tomorrow... i'm telling you to go to bed...)

patent belfry
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If this don’t work I’ll figure it out tomorrow

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Yeah ok nope

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Would just redownloading R2 from the GitHub page and copying over all the mods be a good idea at this point

wicked raptor
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possibly

patent belfry
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Idk why it does this but it’ll have the bar fully load, presumably getting most of it, then nothing, then it closes itself

wicked raptor
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the reason R2 is failing to update might be you missing .NET 8.0.1

patent belfry
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Nah

wicked raptor
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oh ok

patent belfry
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….I mean actually does the P5R prefix have it?

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The P3R one does

wicked raptor
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maybe not yet

patent belfry
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I just installed it

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But then why would it crash on the P3R prefix too

wicked raptor
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insert shrug here

patent belfry
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I know its in there cause R2 wouldn’t even launch without it

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Well. I tried just not updating it, deploying ASI loader and putting in the usual launch command

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The game didn’t even try to launch mods it just literally launched vanilla dark

visual bramble
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try adding r2 as its own steam game

patent belfry
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What the hell man

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I know the mod works cause the person who helped me and had UEssen got it working perfectly

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So uhhhhh idk what gives here

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Any suggestions as to what the issue might be?

dusky steppe
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it should work

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the reason it says "Unsupported file type" is because I wrote the asset collector code back when PAK and UTOC assets were separate folders

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so the collectors looking at all the file extensions it doesn't recognise and says that it's skipped and unsupported

patent belfry
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Ok I just tested the Is It Working mod and got the same error

wild abyss
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I figured it'd be fine

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If it bothers people we could remove the warning

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Since it doesn't really mean anything

patent belfry
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For the record when this happens the game when launched directly inside R2

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It just doesn’t fucking load

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The R2 just collapses

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When I launched it through steam R2 didn’t appear at all

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And the game booted vanilla

wicked raptor
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did you deploy asi loader

patent belfry
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Wait a second

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My music mod didn’t have P3R Essentials as a dependency

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Hold on

wicked raptor
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oh yeah shit

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my b

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i was using the earlier unrealessentials

patent belfry
wicked raptor
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hm

nocturne verge
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I confirm that it works with the GP version with UWP Dumper

wicked raptor
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no get to supporting 2?

lapis apex
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Got it, thank you

wild abyss
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Awesome

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I'm glad it works on Gamepass as well

frosty terrace
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umaps crash here

wild abyss
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Oh, I guess it's not as simple as adding it to the list of supported extensions, mb

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This is kinda up to Rirurin, not really my area of expertise 😅

dusky steppe
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umaps should just be ExportBundleData i imagine...

frosty terrace
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yeah that works

wild abyss
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I'll merge the pr now

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The update should be out soon

dusky steppe
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oh wait I forgot one of them

wild abyss
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oops

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You can just tell me where it is if you want so we don't need another pr

dusky steppe
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actually nvm that should be good

wild abyss
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Oh, ok

dusky steppe
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I think i was just looking at an earlier pr by accident

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yeah github search was being weird and showing me an earlier revision of the file

wild abyss
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The update's out

ebon shard
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Reloaded-ii should be attmepting to auto-update it now since that update's out, right? doesn't seem to happening for me if that's what's supposed to happen

boreal fiber
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Might need to wait a bit, GitHub limits access to 60 requests/hour by IP

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Sometimes you might just be rate limited

ebon shard
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ahhh

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didn't know that, ty naothumbsup

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id say i'd check again in an hour or smth but realistically i'll probably be going to bed soon here and by the time i wake up i'd DEFINITELY not be rate limited by that point so wouldn't even matter lol

wild abyss
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I got the update, I'm sure you'd get it soon enough

ebon shard
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Def working in that case, just a temporary issue on my end then haha

boreal fiber
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Dope

modest shale
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let me try updating

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r2's not even finding an update lol

rough rose
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delete it and let r2 autodownload it

modest shale
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autodownloaded and still says 1.0.2

rough rose
wide seal
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1.0.2 is just the version in the mod config, 1.0.3 is the tag on github

rough rose
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that will keep confusing a lot of people

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lol

boreal fiber
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@hidden oxide

hidden oxide
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Hi i'm ichunka a content creator, a student in game dev and i make mods on games sometimes, i'm used to modding UE4 games have been trying to mod the game "jujutsu kaisen cursed clash" but i can't cuz the game is on UE5.1 and it uses utoc/ucas so i can import the assets properly with fmodel but idk how to edit them after since uasset gui is not working cuz of that. i saw that there is a modding framework for personna 3 reload so i was wondering if someone could help me out since it is a UE5 game with utoc/ucas?

wild abyss
wild abyss
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Unreal Essentials would need to be updated to support ue5.1 but I think it could be mostly done.
Utoc emulator might not work though, I think the format changed since ue4. That means you'd probably have to use full utoc files

dusky steppe
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yeah the utoc + ucas format changes a fair bit

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i'm def gonna get around to adding ue5 support to the emu soon bc it's wasting so much space lol

wild abyss
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That doesn't really solve your problem of editing uassets though. For now you kinda need to just hex edit them, the current tools don't support the format used in utocs.
I might look into making that work at some point though. It'd be much easier if uasset gui worked

dusky steppe
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zentools supports ue5 so ichunk should just be able to convert jjk's assets into cooked ones to be able to edit them more easily

boreal fiber
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I'm still surprised the emu hit 130kB DLL size

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I blame mostly core::fmt

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String formatting is expensive af

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(it was like 35% the code size)

azure gorgeBOT
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Ryn did post this recently though. I've no idea if it's specific to p3r or generic but maybe it could help naotoshrug

Ryn

progress

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boreal fiber
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Not too bothered rn, I just think it's funny :v

dusky steppe
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since i saw her mention that a few days ago

orchid harness
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What does it mean if reloaded crashes when I try to update the mod?

wild abyss
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It means something is going wrong. Is there an error message or anything like that?

orchid harness
wild abyss
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I'm not sure what that's going wrong there. Hopefully @boreal fiber has an idea

boreal fiber
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I've seen it before but I forgot the exact cause.

orchid harness
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☠️

boreal fiber
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One way to trigger it though is to have a ReleaseMetadata.json that points to a file that doesn't exist.

orchid harness
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I destroyed it all, hope that helps

orchid harness
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I rebuilt it all and it still is doing it

wild abyss
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So what is this actually updating?

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I'll see if I can recreate the issue

orchid harness
wild abyss
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Oh, that's because I incorrectly had it set to use the release tag in version 1.0.0

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Just delete that version and then let it auto install the latest (restart reloaded or try to launch the game from it and that should do it)

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Hopefully not many people have 1.0.0 because I think that'll happen to anyone with it 😅

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I think that was before P3R Essentials was out so it shouldn't affect many people

orchid harness
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The releases are buried at this point so I just used the old one in my files

wild abyss
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They're buried?

orchid harness
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yeah idk where to find them

wild abyss
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If you have any mod that uses it (P3R Essentials) it should auto install the mod

orchid harness
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Can you pin that?

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or is it already?

wild abyss
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The repo is but the releases aren't. I guess it doesn't hurt to pin

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While I'm at it I should update the main post given everything is released. I suppose it still makes sense to keep this open as a place to discuss updating Unreal Essentials to support other ue version and stuff like that

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Unreal Essentials

rough rose
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I think you should put a big disclaimer that UE5 is currently unsupported lol

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while it should be obvious given the explicit version mention, it never hurts to be cautious

orchid harness
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Is p3ess 1.0.0 okay?

wild abyss
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Surely that should be enough. If you can't tell that ue5 isn't supported by the fact that it's a planned feature and it isn't listed in the supported versions I don't think I want to talk to you lol
(Unless you're talking about this post, I'm completely rewriting the op rn and will list the supported versions there as well)

wild abyss
orchid harness
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It seems I am behind on things lol

wild abyss
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Don't worry about it, stuff moved very fast with this in the last few days 😄

rough rose
orchid harness
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Maybe it took more than two seconds for them to read so they got fed up

wild abyss
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True... 😔

hidden oxide
wild abyss
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Do you mean you want to work on updating UAssetGUI to support the files?

hidden oxide
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If a tool need to be made making a tool instead

wild abyss
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Well like I said before you can edit the uasset files, you just need to use a hex editor. It should be just as possible, just not as convenient

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Actually I want to clarify something, it's .uasset files specifically that you're having a problem with right?

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Also, to be clear all Unreal Essentials actually does is let you replace the game's files loosely (so you don't have to build the whole utoc or pak yourself). Actually making the files you put in there is not really related to it and I don't really understand the process myself. Your problem is seemingly the creating files part

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And when I'm thinking about uassets I'm thinkning about stuff like tables, or generic data, if you're talking about models I've got absolutely no idea how those work. I imagine there's some different workflow for them (although maybe I'm wrong and it's all the same naotoshrug)

hidden oxide
hidden oxide
wild abyss
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Oh, ok

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Well then yeah, other than hex editing, updating uasset gui would be the way to go

frosty terrace
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there's a 4.26 branch that i compiled for 4.27

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the good stuff is all 5.1+ though

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this is usable for data tables and assets on 4 which is useful

hidden oxide
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Thx

hidden oxide
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anyone have the link for unreal essentials?

hoary basin
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check pinned

patent belfry
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P3R Essentials also automatically downloads Unreal Essentials

hidden oxide
hoary basin
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no, it's on 4

hidden oxide
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oh ok

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i though it was on 5

patent belfry
hidden oxide
modest shale
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lol nah

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p3re is on the last ue4 version before ue5 came out

hidden oxide
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damn alr. i need to find a way to convert my mod into a .utoc file on 5.1 now

modest shale
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best of luck

hidden oxide
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this game is on 5.1 just like jujutsu kaisen

frosty terrace
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oh yeah, zentools is mostly working on 4.27 now

dusky steppe
wild abyss
dusky steppe
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it did die pretty early in the serialization process from an assertion so there aren't many files but damn that's cool

wild abyss
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So you're making something that'll be able to convert between the two versions I assume?

dusky steppe
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what I had started working on back in january is effectively the opposite of zentools

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so using those two tools, that should be possible

wild abyss
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So zentools converts from the pak format to io store?

dusky steppe
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zentools goes from io store to pak formatted assets

wild abyss
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Oh, ok

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So you're going the other way around, right

dusky steppe
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yea, that was the plan

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since that would remove the step of packaging into a utoc and then unpacking that

wild abyss
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Yeah, nice

frosty terrace
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made a stopgap release that nulls out properties that can't be resolved

frosty terrace
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if you for example only want to extract packages from P3R/Content/Xrd777, the package filter would be /Game/Xrd777

frosty terrace
frosty terrace
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can't be used directly yet, best use case is disassembling blueprints

frosty terrace
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actually can be used directly (note: some assets will break)

modest shale
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oh akihiko

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i thought i told you to stop holding all the couches above your head with your mind

mint karma
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any chance you could add UE4 4.16 support?

frosty terrace
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4.16 doesn't have io store

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unless you mean 4.26

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or you're just talking about unreal essentials in general

marble orchid
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thats the power of protein

wild abyss
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@dusky steppe Is the mod id you pass into utoc emulator actually necessary? I'm adding an api to unreal essentials for adding folders and if mod id isn't actually needed I'd prefer to not have it

dusky steppe
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not particularly, it's just used to report the mod's name for the asset collector's print out

wild abyss
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Alright

wild abyss
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Yeah, if you could send me the exe of a game that uses 4.16 I could try. Assuming none of the functions we hook substantially changed it shouldn't be hard to do

wild abyss
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That definitely isn't. I'm fairly sure it was...

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Well that's wrong

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I'll have a look

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It's there if I manually download it from github or gb. I'll try doing it from Reloaded

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I don't know why it'd be any different

rough rose
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this happened to me randomly a few days ago

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updated bonus tweaks and the dependencies just vanished lmao

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had to update again to readd them

wild abyss
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It's fine downloading from Reloaded as well

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Idk why it's broken for you

rough rose
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because im me

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🤠

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lemme download it too and see if i get the same as pixel

wild abyss
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It must be some bug in Reloaded because the dependency is definitely set in all of the files

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I'll try a fresh copy and see if it makes a difference

patent belfry
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Yeah I just got a fresh reloaded II cause the auto updater blows itself up on steam deck

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The game just did not launch. Even though I deployed the ASI loader.

rough rose
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well, downloading from gamebanana without 1-click has it

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its under the github dependencies

wide seal
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is it the same bug as before?

azure gorgeBOT
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Btw I fixed it

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wild abyss
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Alright it's bugged with a fresh copy

rough rose
wild abyss
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It might be related to that but it isn't the same, I'm on the latest version

patent belfry
wild abyss
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@boreal fiber Downloading P3R Essentials from Reloaded on a fresh copy of it causes the Unreal Essentials dependency to be gone. Using one click install or manually downloading the mod seems to work fine (it is 100% set as a dependency)

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Doing it on a copy that previously had unreal essentials installed makes it work just fine

wide seal
patent belfry
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Pain

wild abyss
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I'd guess it working on old installs is related to there being a User folder for the mod since it stays even after deleting the mod from Manage Mods

boreal fiber
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Only thing I know that can strip update info for dependencies is DependencyMetadataWriterFactory

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But that's only ran when launcher starts up

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And I run missing dependency check before running that code.

patent belfry
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Does this issue manifest as R2 hanging after loading file Emu framework?

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Cause I got a fresh 1.25.7 and put my mods in, trying to launch and it’s hanging on that

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Which hasn’t happened before

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I’m using ASI loader but again it was perfect before

boreal fiber
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Nah, it would tell you dependency is missing

patent belfry
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Uhhhhhh

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Well this is with the latest version

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I have no clue what this means

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But it feels like it may be best asked here lol

boreal fiber
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Me neither, I know not

patent belfry
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I don’t think rewatch TV is my last mod so let me see what happens if I disable it

boreal fiber
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Because maybe if the user hits Edit Mod, it would be possible to remove a dependency this way.

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But it is strange.

boreal fiber
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(in fact, I got out of bed at 3am for this 😅)

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In any case, something you should consider is making sure you have an up to date release for each mod in more than just GitHub. (I didn't get around to checking)

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Since with GitHub you risk the end user running out of 60/hour per IP rate limit.

[Reloaded eats through this very quickly, with each mod, and people in shared buildings like hotels etc. might just be unlucky]

wild abyss
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Thanks, I'll test it in a bit. Sorry for getting you out of bed, I didn't realise it was that late for you

boreal fiber
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don't worry, end users are #1 for me

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If there's an easy fix/workaround I can make, I just do it right there and then.

wild abyss
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Yep, that seems to have fixed it

dusky steppe
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i've been working on finding a fix for blueprints crashing over the past few days and I've found that it's possible to fix the issue
the reason it always crashes is because the generated container header doesn't report the correct number of export bundles for blueprints (most assets only have 1, while blueprints has 2). changing that gets the game to boot, but the saveload menu, which I've been using as testing, shows several items in the wrong language (the time of day's in french and the load bg text is german lol), and will crash if it's opened again

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I've determined that the issue is that too many import ids are being assigned to the asset (due to the way that I get those), so using only the import ids that were used in the original container header stops the crashing and brings everything to the right language

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this will likely take me a while to figure out how to get this to work for all assets though since getting correct import ids seems to be far from an easy fix (the only reason I got the second screenshot was because I hardcoded the import ids for that specific asset lol)

dusky steppe
steel fractal
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so close
Yet so far hehegiggle

dusky steppe
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@wild abyss blueprints asset crash fix is done corrinflames

wild abyss
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Nice

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Since I made you a collaborator you can merge stuff yourself btw, particularly if it's utoc emulator stuff since you're the expert on that.

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Regardless, I'll merge it now and push the update

wild abyss
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The update is out

raw veldt
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so how do I load blueprints converted with zentools with the mod loader?

raw veldt
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nvm it seems it isn't supported yet, guess i'll have to wait with testing edits ingame for now

wild abyss
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You'd need to convert it back to the io store format (the opposite of what Zen tools does). I think Rirurin was working on it be presumably it's not done

hallow badge
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When I run zentools it becomes like this and never go any further

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I tried using double \ in paths
I tried using dumped game
I moved zentools into my engine folder
But nothing seems to work

raw veldt
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It just takes forever

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You should wait an hour or 2

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Probably less, but seriously a long time

hallow badge
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I've waited for 5 hoursadachirage

steel fractal
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I'm unsure if this is expected behaviour ChiakiHmm
But I've noticed that lose files will always take priority over assets in a .ucas/utoc
No matter the load order in reloaded

rough rose
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afaik thats normal behavior for ue4

steel fractal
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I see I see AquaThumbsUp

dusky steppe
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@wild abyss pushed a new update for io store emulator
i haven't made a new release yet in case there's anything specific you do that isn't just making a new tag in git and pushing

wild abyss
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After it's made I manually push the nuget packet but apart from that I don't do anything special. I should really work out why the action doesn't do it, I'm sure I set up the secret right...

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I'll do that myself once you've made the tag and release

dusky steppe
wild abyss
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It worked for me on some of my older mods but I haven't been able to do it recently

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Maybe something changed with github actions naotoshrug

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What does the update actually do btw? I saw your description but that doesn't really mean anything to me 😅

azure gorgeBOT
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the issue that I was having up here was only working for a few specific assets, specifically ones with more than one export bundle (the vast majority, including blueprints, only have one export bundle)

i've been working on finding a fix for blueprints crashing over the past few days and I've found that it's possible to fix the issue
the reason it always crashes is because the generated container header doesn't report the correct number of export bundles for blueprints (most assets only have 1, while blueprints has 2). changing that gets the game to boot, but the saveload menu, which I've been using as testing, shows several items in the wrong language (the time of day's in french and the load bg text is german lol), and will crash if it's opened again

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dusky steppe
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I then tried making the new behavior the default, which checks the string portion of the io store package to validate that a particular import should be written to that asset's entry in the ucas, but it was leading to weird cases where some imports wouldn't work because Unreal for whatever reason decides to remove the last underscore + number if it interprets it as a number

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(e.g ../texture/hair_1 and ../texture/hair_2 would both become ../texture/hair)

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so at the root of the UnrealEssentials folder, a .utocmeta can be included to adjust the behavior of how imports are determined for a particular asset

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it also includes a section for asset compression, which I'm planning to implement in 1.1

wild abyss
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oh ok

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that makes sense, thanks

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(well at least I think it does :D)

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did you document the how to make a utocmeta file anywhere?

dusky steppe
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the only documentation I have atm is in the source code

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// version: u32 @ 0x0
// alt_auto_import_count: u32 @ 0x4
// manual_import_count: u32 @ 0x8
// compressed_package_count: u32 @ 0xc
// alt_import_assets: [u64; length] @ alt_auto_imports_offset
// manual_import_assets @ manual_imports_offset
//      asset_hash: u64,
//      count: u64,
//      imports: [u64; count]
// compressed_assets: [u64; length] @ compressed_package_offset
// compressed_asset_flags: [u8; length] @ compressed_package_offset + compressed_assets
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I would've liked to have made a proper external program to make it easier to make but I'm still thinking of the best way to go about that

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I see why uecastoc requires you to provide a manifest file when packing a utoc, since it's not possible to determine what the correct imports are 100% of the time from just whatever data's in the uasset

wild abyss
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You mentioned you plan on adding asset compression. Would that mean there'd be some way for mod makers to compress their loose files and use them with utoc emulator or do you mean something different?

dusky steppe
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yes

wild abyss
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Ooh, that'll be nice

wild abyss
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Are games other than p3r actually using Unreal Essentials that we know of? I'm going to make it not be a universal mod because of all of the people trying to enable it on p3p, p4g, or p5r

rough rose
wild abyss
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Some people just can't be helped

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It is becoming far too common

modest shale
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it's happened so many times 😭

rough rose
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if we had some sort of "blacklist" feature it'd be better to blacklist games

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oh well

modest shale
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:3c

wild abyss
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I'm not sure how much better that would really be. It's the same problem but in reverse

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Now we have to find every non ue game and add it

rough rose
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I don't think a lot of people use it but I think it's more of a "hasn't been advertised enough" combined with "they already do pak mods and most people dislike moving from what they know works"

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alternatively have UE Essentials scan exe name and deactivate itself if it detects p5r/p4g/p3p

modest shale
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yeah but then there'd be people outside of pmodding that could have the same issue dark

rough rose
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we can't possibly help every idiot in existence

wild abyss
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I could just not have it throw an error if it's not a ue game. Fail silently as rena suggested

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Idk, I hate that I have to solve this problem lol

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It shouldn't exist

rough rose
modest shale
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it is very annoying

wild abyss
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I was kinda hoping people who do would just pick it up naotoshrug

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Plus your second point is probably very true

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I imagine the only real chance would be on some new ue game

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or one with a very small community that somehow suddenly expands

rough rose
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I can definitely see this being good for IO Store games but then IO Store has its own whole issue with "io store uasset is different from dumped uasset" etc

wild abyss
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Yeah well hopefully that'll get fixed eventually

rough rose
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I hate IO Store!!!!!!!

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at the very least though, SMT VV would be a good chance to advertise it outside of persona

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(id imagine)

wild abyss
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Yeah

rough rose
modest shale
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moddaman is getting devious

patent belfry
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I mean that one guy kinda beat us to it dark

modest shale
patent belfry
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I forget, what’s the oldest version of UE4 that this game works with? Not for P3R modding but just so I could see what other games can take advantage of it

wild abyss
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I've said 4.25 to 4.27 are the supported versions currently

patent belfry
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Right sorry, just forgot heh

wild abyss
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Although versions lower than that might not be hard to add if a community wants to adopt it

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ue5 is the only one where I'd say it's probably not happening anytime soon

patent belfry
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Yeah I know

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UE5 still hasn’t been cracked and determined how it works, yea?

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Just was asking cause I’m like “hm what games do I own that I can use Unreal Essentials for”

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I know Hi-Fi Rush is a game that can work, it was used to test

wild abyss
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It's not something I've really looked at but I think it's substantially different from ue4. I'm pretty sure it's generally a much less mature modding scene than ue4

#

(This is pretty much just coming from what I've heard from others)

patent belfry
#

Dragon Ball Sparking Zero is UE5, so maybe when that comes out modders might try cracking it open

steel fractal
steel fractal
wild abyss
steel fractal
#

I can think of a FF7CC mod I wanted to make with unreal essentials
But I didn't get it working with Reloaded yet hehegiggle

#

Also
When the new FF7 comes to Pc
Will definitly use unreal essentisl

steel fractal
wild abyss
#

😦

steel fractal
#

Game is 4.27 AquaSob

wide seal
#

:AquaSob:

azure gorgeBOT
#

:AquaSob:

wide seal
#

aqua too powerful for nqn

steel fractal
whole canopy
#

Sorry if I'm dumb

wild abyss
#

Ideally it would be used by other games

#

It's a framework for unreal engine game modding, currently p3r is the only unreal engine persona game

#

If it was a part of persona essentials then say you only modded p4g, you'd still have to have all of the unreal stuff even though it isn't used at all

rough rose
#

well, we'll use it on SMT VV for sure

#

re;fantazio might be ue4 too?

wild abyss
#

I don't think it's known yet. Anyway I'll definitely try and push people to use it for new games

rough rose
#

yeah, like i said, i consider it a lost cause for established communities (unless its IO Store stuff I imagine)

dusky steppe
dusky steppe
rough rose
#

rirurin insider arc?

dusky steppe
#

This is correct information

astral kindle
# rough rose re;fantazio might be ue4 too?

https://vxtwitter.com/random_guy231/status/1765334332150075701?s=20

i saw this tweet a while ago - that is probably the only hint at what Engine is being used

I could possibly be very late to this but... Metaphor runs on GFD?!
Pretty sure that's the GFD debug bars at the top of the screen, like we saw with the P5 beta!

Source: https://youtube.com/clip/Ugkxy8mPcWSGXBGfenZxyy1F8gGyiGFWa-f3?si=AN1VW2DCeiU9-paV

💖 25 🔁 2

dusky steppe
#

my game theory is that they ported gfd's performance monitor to ue4

#

(i wanted to see if I can trigger it in p3r but the code to draw probably only compiles on debug builds)

visual bramble
#

its gfd

#

weve known its gfd since before trailer ADAHCI

rough rose
#

how do you know

#

it looks like it is but we havent really seen enough dev shots to know what it is

visual bramble
#

delritos and midori ADAHCI

rough rose
#

ah

#

nevermind then

dusky steppe
#

oh shit

rough rose
#

although I have no idea who that first name is

dusky steppe
#

ok.....

raw veldt
#

Can't believe metaphor runs in excel smh

rough rose
#

@dusky steppe or @wild abyss , have any of you guys ever seen anything like this when decompiling an exe?

#

max tried this on Wuthering Waves (4.26) but it died (lol) so I tried opening it in ghidra to see if i could make new signatures but the entire exe is just undecipherable somehow

#

seemingly nothing is decompiling properly

dusky steppe
#

yes!

#

I had that happen to me when I tried analyzing Stray

#

the exe decrypts itself on runtime, so the only way I could analyze it was to dump the exe while it was running

rough rose
#

HUH

#

man

#

do you have any idea how to do tht then?

boreal fiber
#
rough rose
#

or is there a guide out there for example

boreal fiber
#

Please go Refund the Game

rough rose
#

its a free game!

boreal fiber
#

Then don't play it :P

rough rose
#

im not!

#

im trying to get UE Essentials to work on it lmao

boreal fiber
#

Game has an Anti Tamper solution built into it, there's no point

#

They'll deliberately break it down the road, and you'd be playing a cat and mouse game

rough rose
boreal fiber
#

These anti cheats are designed to deliberately crash the game if you try to run any custom code inside them

boreal fiber
#

They make themselves easy to find

#

That thing talks with a kernel driver that gives a Chinese company Ring 0 access to your PC thumbsup2 thumbsup2 thumbsup2

#

If you have some self respect, you shouldn't bend over to them and just take it.

boreal fiber
#

I assume you mean the cat game

dusky steppe
#

ye

boreal fiber
#

@dusky steppe That's standard Steam Stub

dusky steppe
#

ah ok

boreal fiber
#

And there's many more on the web.

#

Anyway, you can use Steamless to completely remove it

#

And just use the stub-less EXE

#

(PS. R2 also tells you in the log near the start if your game uses this DRM)

#

(since I need to specifically work around it as it's modder unfriendly)

#

You'll also want to strip it to debug mods. It's designed to deliberately crash the game if you attach a debugger.

rough rose
#

oh that, you can also use Steamless

#

it'll give you a stripped exe

#

pretty easy to use

#

I always throw steam games into that by default before checking anything

rough rose
#

btw, SMTVV is 4.27 and seems to be modified

#

i'll work on it and PR it to the repo

#

unrelated but @dusky steppe i tried your object dumper and it makes the game crash lol

dusky steppe
#

give me a moment

rough rose
#

ouch

#

see you next year

#

i installed it in my nvme so it was done in about 10mins

dusky steppe
#

tbf it was a hard drive and I was installing 4.23 on it in case they hadn't updated the version

rough rose
#

why did everyone assume they wouldnt lmao

#

I was fully expecting 27

dusky steppe
#

yeah idk

#

considering how much they've changed I should've thought it was 4.27

rough rose
#

its a wholeass new game!

#

anyway exe doesnt need to be stripped

#

since, y'know, deeznuvo

#

anyway ill throw it on ghidta 11.0

rough rose
#

oh nice

#

what was wrong with it?

dusky steppe
#

it just worked for me

rough rose
dusky steppe
#

yeah I never updated that tool either

rough rose
#

gmalloc is being a pain in the ass to find so im just chilling here

#

until the xref gets analyzed

#

i did try tracing this through FindFileInPakFiles

#

but this game also fucked with it somehow

#

might've inlined it or something? idk

#

but none of the xrefs to it seemed to be PakOpenAsyncRead

rough rose
#

ok i found openasyncread

#

ghidra hadnt analyzed it yet so the xref to string wasnt showing

#

anyway yeah no xref to findfileinpakfiles

#

this looks very fucked up

rough rose
#

alright got them both

#

my gmalloc signature is shorter, but openreadasync is longer

#

perfectly balanced...

#

well, everything seems in working order

#

@wild abyss hi i opened a PR for signatures for SMTVV

#

i didn't do version bump, i'll leave that to you since idk if youd want 1.1.0 or 1.0.1

#

lol this game is like P5R and it preloads a billion player assets on boot

rough rose
dusky steppe
#

yeah ik

#

i tried it a little bit ago

rough rose
#

how will i find the audio key now!!!!!

wild abyss
dusky steppe
wild abyss
#

I'd go 1.0.1, no new functionality has actually been added

rough rose
#

lol sure, I know where the reloaded config is, does the project itself have a version number?

wild abyss
#

It should just be the mod config you need to change

rough rose
#

wait its already 1.1.0 lol

#

1.1.1 it is then

wild abyss
#

Oh, yeah

rough rose
#

alright, no other place then?

wild abyss
#

Yeah I think that's fine

rough rose
#

alright, should be good now

wild abyss
#

Cool

rough rose
#

oh lmao rirurin merged the pr!!!!!

wild abyss
#

Oh thanks

dusky steppe
wild abyss
#

Yeah he can just deal with it

rough rose
#

then now he needs to version bump!

#
# 1.1.1
- Added support for Shin Megami Tensei V Vengeance

# 1.1.0
- Added an API to allow mods to add files from code. Checkout [the documentation](https://github.com/AnimatedSwine37/UnrealEssentials/tree/master/UnrealEssentials.Interfaces/README.md) for more information.

# 1.0.2
- Files are now accepted from any mod, not just those that directly depend on Unreal Essentials (done so stuff works with P3R Essentials)```
rough rose
#

well, anyway, I'm going to sleep, lemme know when the release is up and reloaded has the auto update so i can push people to use this

wild abyss
#

It was up on Github since Rirurin merged the pr and made the release but I've got it up on nuget now so you should be good to tell people to use it

#

(I should work out why the nuget release refuses to get pushed by github but I can't be bothered)

azure gorgeBOT
#

On this, the game doesn't use io store so if it's broken that's probably my fault...

oh yeah Rirurin you know the uessentials bug where textures with _ in name dont load

Jump

[Go to message!](#mod-sharing message)

wild abyss
#

That is kinda weird that whatever is broken would be happening accross both utocs and paks though

rough rose
#

anyway, if something breaks I can't fix it because I genuinely cannot boot the game anymore if this is enabled so good luck to y'all

sacred kettle
#

when i tried using smtvv essentials 1.0.1 via r2 it gave me error stated unrreal essentials failed to load

rough rose
# wild abyss Could you send a crash dump

the crash dumps didnt have anything useful, they all stopped right before the fatal errors, I managed to fix it anyway, it was indeed a reloaded cache issue, I deleted all of my reloaded. mods (like reloaded.sharedhooks) and let reloaded redownload them all and that fixed it

wild abyss
#

Oh ok

rough rose
#

seems like its the sigscanner's fault this time?

boreal fiber
#

Check if the hook addr matches up

rough rose
dusky steppe
#

you can change the base address in ghidra in the memory map

rough rose
#

well, I dont know what im supposed to be looking for lol

#

(nor what base address to use)

dusky steppe
#

the base address would be whatever gbvsr reports in cheat engine

#

I should look into that game again sometimes bc I remember trying to hook it months ago and it crashed every time

rough rose
#

oops

#

I hooked it just fine

#

made the extra costumes patch and all

#

its just this that kills it for some reason?

#

there's a free edition you can download (which is just the same exact game but with an extra "lock" on it)

boreal fiber
#

They called the flag 'dynamic base', or something like that

rough rose
#

that sounds like something above my pay grade

boreal fiber
#

Unfortunately sitting and doing nothing does not solve problems magically.

#

Especially when you're one of the few people around that can actually try doing something

rough rose
#

@dusky steppe someone asked, does adding files via utoc emulator "add" them so the game can detect them?

#

new files that dont exist already in the game

dusky steppe
#

yes

rough rose
#

nice

astral kindle
#

Hey, i wanted to try to port over the Translation of Master Detective Archives RAIN CODE to the new RAIN CODE PLUS port on PC, just because i was curious.

Is there any way i can specific the UE4 Version + the Mapping the Engine uses (a .usmap file i dumped so i can look at the files in FModel)?

#

if i understood it correctly RAIN CODE PLUS uses UE4.27 but not the default mappings

dusky steppe
#

that log's saying that it can't find the UE version, which usually only happens if the wrong exe is selected in Reloaded

#

(also I've been hearing of other issues with that game specifically so it sounds like there's something special going on there?)

astral kindle
#

but RAIN CODE PLUS doesn't have it in any .exe

#

not in the RainCodePlus.exe and not in the shipping .exe else

#

i found it out through another tool

dusky steppe
#

unreal essentials checks for a string ++UE4+ or ++ue4+ within the executable and gets it's version number from there so it might be missing that?

astral kindle
#

oh okay

#

idk why it doesn't work

dusky steppe
#

also have you updated uessentials recently? that seems like a pretty old version

astral kindle
#

but it would be nice for cases like these, if we could specify it in a extra file, like we can specify which Encoding to use for the BFEmulator

astral kindle
#

updated UnrealEssentials and other Universal mods to their newest version, will try again

#

now it gives me this

dusky steppe
#

always use the shipping exe

astral kindle
#

will try that

#

now it works, thanks :D

Updating + using the shipping .exe fixed it

dusky steppe
nova cipher
#

Is anyone active here? I have a question

bronze shadow
#

Shoot

nova cipher
#

So, I'm trying to mod P3R. and it seems that Unreal essentials is having issues

#

Is there a simple fix to this? Or is it something new that's been happening

#

It worked completely fine on the first launch, but when I had to reinstall P3R, the mods started messing up in various ways

boreal fiber
#

(Their game probably got updated to latest Xbox Store build in the process)

#

(I was curious if something could be majorly different there, so I asked them to see in here)

#

(If I need to buy someone a copy to look into it, just for the cause of covering more signatures, I could do it)

azure gorgeBOT
#

[Reply to:](#1195558171377422346 message) So, I'm trying to mod P3R. and it seems that Unreal essentials is having issues

gov

Having this error in the loader right before it closes itself for some reason, i tried reinstalling some mods and creating a new application but it doesnt seem to work

Jump

[Go to message!](#1269813197293092904 message)

nova cipher
#

I have the "is it working?" mod installed to see if any mods are loaded

boreal fiber
#

Log says C:\XboxGames\Persona 3 Reload\Content\P3R\Binaries\WinGDK\P3R.exe so I don't think they're injecting into the cloud save wrapper thingy at least.

wide seal
#

it shouldn't even be there, at the very least the guide recommends it to be in a custom folder

nova cipher
#

Tried launching the game from a different directory, too (copied and pasted towards desktop)

nova cipher
wide seal
#

and you're launching it from the xbox app?

bronze shadow
#

Was gonna say this isn't a help thread but if you guys are cool with it, ok

nova cipher
boreal fiber
#

Last time I touched Xbox stuff, the default folder actually worked for me, haha.

wide seal
#

reloaded also use to launch it fine via launch app*. it stopped at some point 😔

nova cipher
#

The thing is, GGST's gamepass modding works completely fine. I just needed to add the paks manually

#

It has to be file mumbo jumbo

wide seal
rough rose
wide seal
#

that one guy on ue modding disc was right, we should've just stuck to paks 😔

rough rose
#

have fun with io store

#

lol

nova cipher
#

Could this entire problem stem from the fact that I have the "Digital deluxe edition" installed instead of the base game + addons? The whole reason I had to re-install the game is because my game's save forced me to have the Digital deluxe edition because the P4G music pack isn't in the microsoft store

#

just shooting in random directions

marble orchid
#

isnt digital deluxe just base game + soundtrack

modest shale
#

indeed

#

i own digital deluxe

nova cipher
#

It has the "p4g BGM pack" installed automatically

wide seal
#

rindeed*

modest shale
boreal fiber
#

Personally when I saw the exe matching p3r.exe, knowing it's not the cloud wrapper thing, I was a bit curious.

#

So I sent them here, in case it's a case of new unseen before binary.

nova cipher
#

I'm going to reinstall both Reload II and p3r after a PC restart to see if that fixes it

wide seal
#

in the xbox app

boreal fiber
#

Unless Microsoft is doing something really weird again.
It's a hassle to buy gamepass every other month to try fix something related to it.

rough rose
#

gamepass and steam exes are already different

boreal fiber
#

and set up Windows VMs to test on multiple Windows builds

rough rose
#

and as far as I know the hashes are based on Steam

boreal fiber
#

Well, yes.
But such a large amount of mismatching hashes is a flag

wide seal
#

not really

rough rose
#

not really

#

new update but ms store

wide seal
#

not even that

#

it's something that happens when reloaded isn't working at all (idk the technical details)

#

usually by not following the guide correctly...

nova cipher
#

That's me!

wide seal
#

And me!

boreal fiber
#

😅

rough rose
#

oh yeah I do know that the exe is encrypted or some such if left in original folder

boreal fiber
#

It was a pain in the ass to implement but Reloaded does decrypt it

rough rose
#

oh?

boreal fiber
#

Since I think around March

wide seal
#

sewer is so real for that risepray

boreal fiber
#

hehe

boreal fiber
#

mew!!

nova cipher
#

I restarted my PC and got reload on it again. All that's left is for me to wait for P3R to reinstall

#

It may just be Microsoft servers being stupid once again

#

oh my god

#

I found a discrepency

#

when I reinstalled everything immediately, this text box didn't show up.

#

testing now

#

I'm so awesome

#

Thank you all for the effort! You guys are awesome and are the backbone of a great community

modest shale
#

certified microshit moment

boreal fiber
#

yup

modest shale
#

we need an edited version of this that has atlus scratched out and microsoft there instead

steel fractal
#

FF7 rebirth comes on for pc tomorrow
Seems to be Unreal 4.26 with IO Store

#

A chance for support?

rough rose
#

should be supported out of the box already then

#

assuming they dont do game specific trolling

steel fractal
#

It's Square after all. so extreamly likely
But I will test it out tomorrow ^^

rough rose
steel fractal
rough rose
#

square enix PLEASE

steel fractal
#

I am not suprised in the least

steel fractal
#
Starting UTOC.Stream.Emulator
[Reloaded] - LoadTime: 156ms
[UtocEmulator] Unable to find Open Container, stuff won't work :(
[Unreal Essentials] Found GMallocPtr at 0x7FF62238C126
[Unreal Essentials] Found GMalloc at 0x7FF628F3F5F0
[Unreal Essentials] Unable to find GetSigningKeysPtr, stuff won't work :(
[Unreal Essentials] Unable to find GetPakFolders, stuff won't work :(
[Unreal Essentials] Unable to find GetPakOrder, stuff won't work :(
[Unreal Essentials] Unable to find PakOpenRead, stuff won't work :(
[Unreal Essentials] Unable to find PakOpenAsyncRead, stuff won't work :(
WARNING: No mod files were loaded for UnrealEssentials.utoc
[Unreal Essentials] Unable to find IsNonPakFilenameAllowed, stuff won't work :(
[Unreal Essentials] Unable to find FileExists, stuff won't work :(
[UtocEmulator] An error occurred while making IO Store data
[Reloaded] Loading Mods (Total) | Time: 508ms``` Yaaaaaayyyyyy
#

As expected I guess

wide seal
#

:(

rough rose
#

I analyzed the exe and there's a lot of stuff that should have XRefs but they dont

#

squeenix trolled too hard

#

for example, the utoc header magic

#

has no xref