#Unreal Essentials
4672 messages · Page 5 of 5 (latest)
can do

I love R2 failing to update on steam deck
Let me try asking it to update within the P5R Prefix
Maybe that’ll be more stable since it’s not brand new
(sunshine... it's me, the ghost of your 6:30am wakeup tomorrow... i'm telling you to go to bed...)
If this don’t work I’ll figure it out tomorrow
Yeah ok nope
Would just redownloading R2 from the GitHub page and copying over all the mods be a good idea at this point
possibly
Idk why it does this but it’ll have the bar fully load, presumably getting most of it, then nothing, then it closes itself
the reason R2 is failing to update might be you missing .NET 8.0.1
Nah
oh ok
maybe not yet
insert shrug here
I know its in there cause R2 wouldn’t even launch without it
Well. I tried just not updating it, deploying ASI loader and putting in the usual launch command
The game didn’t even try to launch mods it just literally launched vanilla 
try adding r2 as its own steam game
What the hell man
I know the mod works cause the person who helped me and had UEssen got it working perfectly
So uhhhhh idk what gives here
Any suggestions as to what the issue might be?
it should work
the reason it says "Unsupported file type" is because I wrote the asset collector code back when PAK and UTOC assets were separate folders
so the collectors looking at all the file extensions it doesn't recognise and says that it's skipped and unsupported
Ok I just tested the Is It Working mod and got the same error
I figured it'd be fine
If it bothers people we could remove the warning
Since it doesn't really mean anything
For the record when this happens the game when launched directly inside R2
It just doesn’t fucking load
The R2 just collapses
When I launched it through steam R2 didn’t appear at all
And the game booted vanilla
did you deploy asi loader
Yes
hm
I confirm that it works with the GP version with UWP Dumper
no get to supporting 2?
I didn't know that was a thing, ill give it a shot
Got it, thank you
umaps crash here
Oh, I guess it's not as simple as adding it to the list of supported extensions, mb
This is kinda up to Rirurin, not really my area of expertise 😅
yeah that works
oh wait I forgot one of them
actually nvm that should be good
Oh, ok
I think i was just looking at an earlier pr by accident
yeah github search was being weird and showing me an earlier revision of the file
The update's out
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
Might need to wait a bit, GitHub limits access to 60 requests/hour by IP
Sometimes you might just be rate limited
ahhh
didn't know that, ty 
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
I got the update, I'm sure you'd get it soon enough
Def working in that case, just a temporary issue on my end then haha
Dope
delete it and let r2 autodownload it
autodownloaded and still says 1.0.2

1.0.2 is just the version in the mod config, 1.0.3 is the tag on github
@hidden oxide
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?
Yeah, I'm not really sure what to do about that. There's two different mods on the same repo so unless I push updates that change nothing (just bump version number) for one to keep them in sync it's bound to happen
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
yeah the utoc + ucas format changes a fair bit
i'm def gonna get around to adding ue5 support to the emu soon bc it's wasting so much space lol
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
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
I'm still surprised the emu hit 130kB DLL size
I blame mostly core::fmt
String formatting is expensive af
(it was like 35% the code size)
Ryn did post this recently though. I've no idea if it's specific to p3r or generic but maybe it could help 
Not too bothered rn, I just think it's funny :v
my guess is that would be her port of zentools to ue4
since i saw her mention that a few days ago
What does it mean if reloaded crashes when I try to update the mod?
It means something is going wrong. Is there an error message or anything like that?
I'm not sure what that's going wrong there. Hopefully @boreal fiber has an idea
I've seen it before but I forgot the exact cause.
☠️
One way to trigger it though is to have a ReleaseMetadata.json that points to a file that doesn't exist.
I destroyed it all, hope that helps
Oh, that's because I incorrectly had it set to use the release tag in version 1.0.0
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)
Hopefully not many people have 1.0.0 because I think that'll happen to anyone with it 😅
I think that was before P3R Essentials was out so it shouldn't affect many people
The releases are buried at this point so I just used the old one in my files
They're buried?
yeah idk where to find them
If you have any mod that uses it (P3R Essentials) it should auto install the mod
Releases for unreal essentials and utoc emulator are on the github page:
https://github.com/AnimatedSwine37/UnrealEssentials/releases/latest
The repo is but the releases aren't. I guess it doesn't hurt to pin
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
Unreal Essentials
I think you should put a big disclaimer that UE5 is currently unsupported lol
while it should be obvious given the explicit version mention, it never hurts to be cautious
Is p3ess 1.0.0 okay?
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)
Yeah, it hasn't had any updates yet
It seems I am behind on things lol
Don't worry about it, stuff moved very fast with this in the last few days 😄
you and i both know there is a severe lack of reading comprehension skills these days

Maybe it took more than two seconds for them to read so they got fed up
True... 😔
Can we do it together so jjk can be moded?
Do you mean you want to work on updating UAssetGUI to support the files?
Either that or sth else, just a way to mod the game like you all do with persona
If a tool need to be made making a tool instead
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
Actually I want to clarify something, it's .uasset files specifically that you're having a problem with right?
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
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
)
Yep i exported them but can't open them with uasset gui
I don't wanna edit models i wanna make a balance patch and edit some scripts
Oh, ok
Well then yeah, other than hex editing, updating uasset gui would be the way to go
there's a 4.26 branch that i compiled for 4.27
the good stuff is all 5.1+ though
this is usable for data tables and assets on 4 which is useful
Is uasset gui open source?
Thx
anyone have the link for unreal essentials?
check pinned
P3R Essentials also automatically downloads Unreal Essentials
no, it's on 4
It’s 4.27
that's why i initially asked for help in this server to mod a UE5.1 game lmao
damn alr. i need to find a way to convert my mod into a .utoc file on 5.1 now
gonna check palworld server
this game is on 5.1 just like jujutsu kaisen
oh yeah, zentools is mostly working on 4.27 now


it did die pretty early in the serialization process from an assertion so there aren't many files but damn that's cool
So you're making something that'll be able to convert between the two versions I assume?
what I had started working on back in january is effectively the opposite of zentools
so using those two tools, that should be possible
So zentools converts from the pak format to io store?
zentools goes from io store to pak formatted assets
yea, that was the plan
since that would remove the step of packaging into a utoc and then unpacking that
Yeah, nice
yeah workin on it
made a stopgap release that nulls out properties that can't be resolved
if you for example only want to extract packages from P3R/Content/Xrd777, the package filter would be /Game/Xrd777
uasset/uexp to io store is what unreal does natively, the real hard part is io store back to uasset/uexp
can't be used directly yet, best use case is disassembling blueprints
oh akihiko
i thought i told you to stop holding all the couches above your head with your mind
any chance you could add UE4 4.16 support?
4.16 doesn't have io store
unless you mean 4.26
or you're just talking about unreal essentials in general
thats the power of protein
@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
not particularly, it's just used to report the mod's name for the asset collector's print out
Alright
in general
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
That definitely isn't. I'm fairly sure it was...
Well that's wrong
I'll have a look
It's there if I manually download it from github or gb. I'll try doing it from Reloaded
I don't know why it'd be any different
this happened to me randomly a few days ago
updated bonus tweaks and the dependencies just vanished lmao
had to update again to readd them
It must be some bug in Reloaded because the dependency is definitely set in all of the files
I'll try a fresh copy and see if it makes a difference
Yeah I just got a fresh reloaded II cause the auto updater blows itself up on steam deck
The game just did not launch. Even though I deployed the ASI loader.
well, downloading from gamebanana without 1-click has it
its under the github dependencies
is it the same bug as before?
Alright it's bugged with a fresh copy

It might be related to that but it isn't the same, I'm on the latest version
I can’t access this lol
@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)
Doing it on a copy that previously had unreal essentials installed makes it work just fine
secret modders chat where we trash talk users discuss mod making
Pain
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
That's kinda weird.
Only thing I know that can strip update info for dependencies is DependencyMetadataWriterFactory
But that's only ran when launcher starts up
And I run missing dependency check before running that code.
Does this issue manifest as R2 hanging after loading file Emu framework?
Cause I got a fresh 1.25.7 and put my mods in, trying to launch and it’s hanging on that
Which hasn’t happened before
I’m using ASI loader but again it was perfect before
Nah, it would tell you dependency is missing
Uhhhhhh
Well this is with the latest version
I have no clue what this means
But it feels like it may be best asked here lol
Me neither, I know not
I don’t think rewatch TV is my last mod so let me see what happens if I disable it
I'll add a line of dependency check after a download just in case.
Because maybe if the user hits Edit Mod, it would be possible to remove a dependency this way.
But it is strange.
I made a quick hot-patch to download dependencies right after any mods from the launcher just in case.
(in fact, I got out of bed at 3am for this 😅)
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)
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]
BTW new update means a likely new wave of false positives. I'm back to bed, and to sleep, but if you run into them, please report them as false positives at https://www.microsoft.com/en-us/wdsi/filesubmission/
Submit suspected malware or incorrectly detected files for analysis. Submitted files will be added to or removed from antimalware definitions based on the analysis results.
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
don't worry, end users are #1 for me
If there's an easy fix/workaround I can make, I just do it right there and then.
Yep, that seems to have fixed it
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
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
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)
damn my workaround was *almost* perfect
so close
Yet so far 
@wild abyss blueprints asset crash fix is done 
Nice
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.
Regardless, I'll merge it now and push the update
The update is out
so how do I load blueprints converted with zentools with the mod loader?
nvm it seems it isn't supported yet, guess i'll have to wait with testing edits ingame for now
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
When I run zentools it becomes like this and never go any further
I tried using double \ in paths
I tried using dumped game
I moved zentools into my engine folder
But nothing seems to work
It just takes forever
You should wait an hour or 2
Probably less, but seriously a long time
I've waited for 5 hours
I'm unsure if this is expected behaviour 
But I've noticed that lose files will always take priority over assets in a .ucas/utoc
No matter the load order in reloaded
afaik thats normal behavior for ue4
I see I see 
@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
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...
I'll do that myself once you've made the tag and release
yeah same, i haven't been able to upload to the reloaded nuget server automatically
It worked for me on some of my older mods but I haven't been able to do it recently
Maybe something changed with github actions 
What does the update actually do btw? I saw your description but that doesn't really mean anything to me 😅
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
[Go to message!](#1195558171377422346 message)
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
(e.g ../texture/hair_1 and ../texture/hair_2 would both become ../texture/hair)
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
it also includes a section for asset compression, which I'm planning to implement in 1.1
oh ok
that makes sense, thanks
(well at least I think it does :D)
did you document the how to make a utocmeta file anywhere?
the only documentation I have atm is in the source code
// 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
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
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
Fair, that sounds like it'd take a fair bit of effort.
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?
yes
Ooh, that'll be nice
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

it's happened so many times 😭
that's what i'm saying!!!
:3c
I'm not sure how much better that would really be. It's the same problem but in reverse
Now we have to find every non ue game and add it
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"
alternatively have UE Essentials scan exe name and deactivate itself if it detects p5r/p4g/p3p
yeah but then there'd be people outside of pmodding that could have the same issue 
we can't possibly help every idiot in existence
I could just not have it throw an error if it's not a ue game. Fail silently as rena suggested
Idk, I hate that I have to solve this problem lol
It shouldn't exist

it is very annoying
Not sure how I would advertise it. I don't really mod any non persona games
I was kinda hoping people who do would just pick it up 
Plus your second point is probably very true
I imagine the only real chance would be on some new ue game
or one with a very small community that somehow suddenly expands
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
Yeah well hopefully that'll get fixed eventually
I hate IO Store!!!!!!!
at the very least though, SMT VV would be a good chance to advertise it outside of persona
(id imagine)
unreal essentials thicc mod
Yeah
don't speak the devils, they'll pop into existence!
moddaman is getting devious
I mean that one guy kinda beat us to it 

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
I've said 4.25 to 4.27 are the supported versions currently
Right sorry, just forgot heh
Although versions lower than that might not be hard to add if a community wants to adopt it
ue5 is the only one where I'd say it's probably not happening anytime soon
Yeah I know
UE5 still hasn’t been cracked and determined how it works, yea?
Just was asking cause I’m like “hm what games do I own that I can use Unreal Essentials for”
I know Hi-Fi Rush is a game that can work, it was used to test
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)
Dragon Ball Sparking Zero is UE5, so maybe when that comes out modders might try cracking it open
The ASI patch for HiFi-rush has been edited to say
Use Unreal essentials instead
https://github.com/ActualMandM/HibikiPatches
And agreed
For existing UE4 games, maybe not a big pull to change, to this format
More relevant for new releases
Oh, that's cool. I'm not actually going to do it today but when I do I'll be sure to add hi-fi rush to the list
I can think of a FF7CC mod I wanted to make with unreal essentials
But I didn't get it working with Reloaded yet 
Also
When the new FF7 comes to Pc
Will definitly use unreal essentisl

😦
Game is 4.27 
:AquaSob:
:AquaSob:
aqua too powerful for nqn

If unreal essentials isn't gonna be used by any other game why not merge it with persona essentials
Sorry if I'm dumb
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
I don't think it's known yet. Anyway I'll definitely try and push people to use it for new games
yeah, like i said, i consider it a lost cause for established communities (unless its IO Store stuff I imagine)
from the sounds of things a lot of upcoming sega titles will be using ue4/ue5 so I'd like for uessentials to have use there
i'm pretty confident on that being the case
rirurin insider arc?
This is correct information
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
i saw that too and that's what makes me think it's ue4
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)
how do you know
it looks like it is but we havent really seen enough dev shots to know what it is
delritos and midori 
oh shit
although I have no idea who that first name is
ok.....
Can't believe metaphor runs in excel smh
@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
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
Anti-Cheat Expert (ACE) is a professional mobile game security solution created by Tencent Cloud's mobile security team in collaboration with Tencent's game security team. With 24/7 security protection capabilities, ACE supports comprehensive multi-dimensional protection and detection and can be easily accessed by calling 2-3 APIs in a game clie...
or is there a guide out there for example
Please go Refund the Game
its a free game!
Then don't play it :P
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

These anti cheats are designed to deliberately crash the game if you try to run any custom code inside them
btw .ace segment in PE header
They make themselves easy to find
That thing talks with a kernel driver that gives a Chinese company Ring 0 access to your PC

If you have some self respect, you shouldn't bend over to them and just take it.
Can you upload the EXE for that?
I assume you mean the cat game
ye
@dusky steppe That's standard Steam Stub
ah ok
https://reloaded-project.github.io/Reloaded-III/Loader/Copy-Protection/Windows-Steam.html
Here's some notes I wrote on it.
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.
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
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
give me a moment
tbf it was a hard drive and I was installing 4.23 on it in case they hadn't updated the version
its a wholeass new game!
anyway exe doesnt need to be stripped
since, y'know, deeznuvo
anyway ill throw it on ghidta 11.0


yeah I never updated that tool either
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
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
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
this is so sad
how will i find the audio key now!!!!!
Could you do the version bump, I won't be home for about two hours so I'll have to merge it on my phone and I don't feel like trying to make a commit on mobile
this fallbacks to UObject if it can't find the type (I'll come up with a better fix for this later)
I'd go 1.0.1, no new functionality has actually been added
lol sure, I know where the reloaded config is, does the project itself have a version number?
script ran for me
It should just be the mod config you need to change
Oh, yeah
alright, no other place then?
Yeah I think that's fine
alright, should be good now
Cool
oh lmao rirurin merged the pr!!!!!
Oh thanks

Yeah he can just deal with it
then now he needs to version bump!
I also updated changelog.md
# 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)```
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
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)
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
[Go to message!](#mod-sharing message)
That is kinda weird that whatever is broken would be happening accross both utocs and paks though
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

when i tried using smtvv essentials 1.0.1 via r2 it gave me error stated unrreal essentials failed to load
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
Oh ok
i tried object dumper again on a 4.27 game (Granblue Fantasy Versus Rising) and got the same error i had gotten on SMTVV lmao
seems like its the sigscanner's fault this time?
Check if the hook addr matches up
the printed address wont match to ghidra because exe has normal base address of 0x14
you can change the base address in ghidra in the memory map
well, I dont know what im supposed to be looking for lol
(nor what base address to use)
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
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)
@rough rose You can also disable address space layout randomisation (ASLR) by toggling a bit in the EXE header
They called the flag 'dynamic base', or something like that
that sounds like something above my pay grade
🔫
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
@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
yes
nice
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)?
this is my Log File
if i understood it correctly RAIN CODE PLUS uses UE4.27 but not the default mappings
this is my mapping file
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?)
i know that the game version is usually under Properties -> File Version
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
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?
also have you updated uessentials recently? that seems like a pretty old version
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
i'll try that
updated UnrealEssentials and other Universal mods to their newest version, will try again
now it gives me this
always use the shipping exe

Is anyone active here? I have a question
Shoot
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
Here's the full .txt
It worked completely fine on the first launch, but when I had to reinstall P3R, the mods started messing up in various ways
(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)
[Reply to:](#1195558171377422346 message) So, I'm trying to mod P3R. and it seems that Unreal essentials is having issues
I have the "is it working?" mod installed to see if any mods are loaded
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.

it shouldn't even be there, at the very least the guide recommends it to be in a custom folder
Tried launching the game from a different directory, too (copied and pasted towards desktop)
the thing is, I didn't see that step as necessary due to it working completely fine on first launch.
and you're launching it from the xbox app?
Was gonna say this isn't a help thread but if you guys are cool with it, ok
launched it from both the desktop folder + the xbox app. Neither of this works
Last time I touched Xbox stuff, the default folder actually worked for me, haha.
reloaded also use to launch it fine via launch app*. it stopped at some point 😔
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
if you mean literally just copy and pasting the folder, then i don't think that counts as moving it into a custom folder
ggst also doesnt use unreal essentials so i dont see how its comparable to current situation
I know it doesn't
that one guy on ue modding disc was right, we should've just stuck to paks 😔
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
isnt digital deluxe just base game + soundtrack
It has the "p4g BGM pack" installed automatically
rindeed*

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.
I'm going to reinstall both Reload II and p3r after a PC restart to see if that fixes it
set a custom folder first
in the xbox app
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.
gamepass and steam exes are already different
and set up Windows VMs to test on multiple Windows builds
and as far as I know the hashes are based on Steam
I just abuse the $1 trial :P
Well, yes.
But such a large amount of mismatching hashes is a flag
not really
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...
That's me!
And me!
😅
oh yeah I do know that the exe is encrypted or some such if left in original folder
It was a pain in the ass to implement but Reloaded does decrypt it
oh?
Since I think around March
sewer is so real for that 
hehe
mew!!
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
certified microshit moment
yup
we need an edited version of this that has atlus scratched out and microsoft there instead
FF7 rebirth comes on for pc tomorrow
Seems to be Unreal 4.26 with IO Store
A chance for support?

should be supported out of the box already then
assuming they dont do game specific trolling
if FF7R is any indication, then it does mean not a single signature will work

square enix PLEASE
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
:(




