View Full Version : Best Compression Methods for 'Specific' Games. Q&A
Pages :
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
[
19]
I try this :
Data1 (ucas,utoc,pak) : xtool:d1:mkraken:mmermaid:core_2.9.12:lib_2:mpng:m preflate:dd3+LOLZ_NORMAL
Data2 (bk2) : xtool:dd3+bcm
Data3 (other): xtool:mzlib:mreflate:dd3+razor
Hi all!
Guys, How to process files in Xtool that require DIFFERENT versions of oo2core***.dll?
It's about Poppy Playtime
Thanks.
What do you mean exactly? Using 2 different libraries like in elden ring game?
Game Version : 1.06
Ripped - Re-encoded Files : Nothing
Original Size : 11.6 GB
Compressed Size : 7.03 GB
Install Time : 5 Mins (Depends your system)
Method : srep:m3f+lzma2
What do you mean exactly? Using 2 different libraries like in elden ring game?
Yes.
Chapter 3 - v7, chapters 4,5 - v9
I don't know if this is even possible, but there is "--oodle=" option for arc.ini for xtool precompressor.
But I think this was invented for cases if you need two libraries for the same files.
In your case you need two libraries for different files.
I don't think this is possible.
Try it with "--oodle=" option.
Example
[External compressor:xtool7]
header = 0
packcmd = xtool.exe precomp -mkraken -t100p --oodle=oo2core_7_win64.dll - - <stdin> <stdout>
unpackcmd = xtool.exe decode -t75p -s - - <stdin> <stdout>
[External compressor:xtool9]
header = 0
packcmd = xtool.exe precomp -mkraken -t100p --oodle=oo2core_9_win64.dll - - <stdin> <stdout>
unpackcmd = xtool.exe decode -t75p -s - - <stdin> <stdout>
-mxtool7+xtool9
Edit: Try this without xtool
https://fileforums.com/showpost.php?p=505391&postcount=161
L33THAK0R
25-02-2026, 23:54
Game Version : 1.06
Ripped - Re-encoded Files : Nothing
Original Size : 11.6 GB
Compressed Size : 7.03 GB
Install Time : 5 Mins (Depends your system)
Method : srep:m3f+lzma2
Try using the red4 (https://krinkels.org/resources/cls-red4.344/) tool, back when I did my own processing of this (a hybrid offering featuring selective archives for either the original title/HD Project), I was able to get the original assets down to 2.98 GiB (no ripped assets).
There is also a tool for resampling audio files to get higher sample rates.
https://github.com/emoose/re4-research/releases/tag/1.3a
PS: I guess "re4lfs" does the same as cls-red4 does.
Try using the red4 (https://krinkels.org/resources/cls-red4.344/) tool, back when I did my own processing of this (a hybrid offering featuring selective archives for either the original title/HD Project), I was able to get the original assets down to 2.98 GiB (no ripped assets).
There is also a tool for resampling audio files to get higher sample rates.
https://github.com/emoose/re4-research/releases/tag/1.3a
PS: I guess "re4lfs" does the same as cls-red4 does.
Thanks. just felt lazy and easy :)
I don't know if this is even possible, but there is "--oodle=" option for arc.ini for xtool precompressor.
But I think this was invented for cases if you need two libraries for the same files.
In your case you need two libraries for different files.
I don't think this is possible.
Try it with "--oodle=" option.
Example
[External compressor:xtool7]
header = 0
packcmd = xtool.exe precomp -mkraken -t100p --oodle=oo2core_7_win64.dll - - <stdin> <stdout>
unpackcmd = xtool.exe decode -t75p -s - - <stdin> <stdout>
[External compressor:xtool9]
header = 0
packcmd = xtool.exe precomp -mkraken -t100p --oodle=oo2core_9_win64.dll - - <stdin> <stdout>
unpackcmd = xtool.exe decode -t75p -s - - <stdin> <stdout>
-mxtool7+xtool9
Edit: Try this without xtool
https://fileforums.com/showpost.php?p=505391&postcount=161
It doesn't work.
I've more or less decided that. But the fact that chapters 1 and 2 have different AES is something I do not know how to solve.
ch1 - 0xD4BCF215F3B33A4BAA8D52139F1F49E92DF5BF8C7262C823 E846AA6D79331FBC
ch 2 - 0xA419DEC1C6949BE5BDA54D4D6A62D735E932640B5F03EB53 A3E72B10BAEB9748
Welp.
Then you have to compress them separately.
It doesn't work.
I've more or less decided that. But the fact that chapters 1 and 2 have different AES is something I do not know how to solve.
ch1 - 0xD4BCF215F3B33A4BAA8D52139F1F49E92DF5BF8C7262C823 E846AA6D79331FBC
ch 2 - 0xA419DEC1C6949BE5BDA54D4D6A62D735E932640B5F03EB53 A3E72B10BAEB9748
have you tried doing -mxtool7:<aes_for_ch1>+xtool7:<aes_for_ch2> ? you have to change your arc.ini to take aes key as option.
have you tried doing -mxtool7:<aes_for_ch1>+xtool7:<aes_for_ch2> ? you have to change your arc.ini to take aes key as option.
No, but it work fine with ue4d by Shegorat.
ue4d:game=510:game=511
Masquerade
27-02-2026, 07:27
For poppy, I ran ue4d followed by 2 instances of xtool with the --oodle option.
Somebody found a way to process 2023 unreal ucas/utoc version of Gotham Knights?
Because I can use xtool with unreal plugin and AES key E01312D26CAD1529142D3ACA6DB25D4091C1AAFE0C91E5DC10 4C36A768DB1E50 on .pak file without any problem (.pak is only file in old 2022 version of game, and smaller file in 2023 version with ucas/utoc) but *decryption* in not working in any combination of parameters on ucas.
FModel unpack file with mentioned key correctly so in theory it is possible. Compression it mention is LZ4(strange, usually it is oodle), but I cannot get to that part...decryption is the problem. In short, maybe there is a way to decrypt ucas/utoc with xtool+unreal plugin, or plugin for it or bms script that works...or maybe I missing something obvious. Thanks, regards
Use d1 parameter
Of course d1 is used. This is not my first Unreal AES game that I archived. It did not help. Since it is Unreal 4.27 game, tried cls-ued4.dll also (I prefer it actually since it is usually faster at decompression than xtool with plugin), but this also did not help. Old version worked since it had ~32GB .pak file and nothing else. Current version is upgraded to IOStore container, there is .pak but it is ~12GB and .ucas is 32GB. Smaller .pak will decrypt fine (with -d1 of course) but .ucas is, as it seems, custom...
I would bet the PAK file contains all the audio.
Can you send a small cut sample (200mb) from the ucas file? Also send utoc file.
Included cuts from pak and ucas, utoc is complete.
https://gofile.io/d/Hozz2N
As I said, pak can be decrypted and inflated with mentioned AES key, but can' decrypt ucas, even tried with ue5 parameter for unreal plugin (even if it is ue4 game) but still no luck, looking at created arc nothing is decrypted.
It's an older utoc v3 format.
However I couldn't decrypt it either. I created a xtl file with ue5 db maker, records are shown but nope.
Maybe someone else can help you.
PS: I hate ue5 engine.
Thank you for your time KaktoR, it seems the developers have gone extra lengths to implement custom scheme to ensure that no one can mod the game easily.. :(
Regards
Masquerade
28-02-2026, 12:18
It'd probably be easier to unpack + repak the game data.
CODE VEIN 2
JP audio ripped.
Movie files are encrypted for some reason so just use something fast on them. No need to waste time.
00:06:12 - Selected ARC/DS method for Data1a-01.bin was: xtool:d1:c128mb:mue5,k0x6B17F169C7C367C7C277987FDA E44185ED4D9CFC2D94F012E5A8110A8FDDF227:mmermaid:mk raken:core_2.9.10:lib_2:dd3:l10,d128mb
00:06:12 - Selected ARC/DS method for Data1b-01.bin was: xtool:dd3:l10,d128mb
-----------------------------------------------------------------------------------------------------------------------------------------
05:25:28 - Overall input size: 62,39 GB
05:25:28 - Overall output size: 43,95 GB (Ratio 70.44%)
05:25:28 - Overall conversion time: 05:19:13
For future repacks RE: Requiem
zstdrec (or Xtool:mzstd:l11) + libzstd.dll v1.44
Desynced:
Data1(*.pak) : xtool:c64mb:mzlib:dd3+LOLZ_NORMAL
Data2(*.zip) : precomp+xtool:mflac,l8:mpng:d1:dd3+LOLZ_NORMAL
Data3(other): xtool:mreflate:dd3+razor_stdio
GreedFall: The Dying World (deluxe edition, 63.8gb)
Data1 : xtool:c64mb:d1:df20p:mzlib:mpng:d1:mbrunsli+srep_n ew:490g+LOLZ_NORMAL
Data2 : xtool:mzlib:mreflate+srep_new:490g+razor_mtx
Data1 = .spk .stc .pgz
Data2 = other
final size around 45gb
Dunnowho69
13-03-2026, 05:28
Is it safe to remove mp001-mp009 and patchpack_mp001,patchpack_mp003,patchpack_mp006 folders from RDR2 or are they needed for sp as well ?
A small note on RE 9.
PAK files with the prefix _sub_ use gdeflate instead of zstd and xtool barely works with this
Test re_dlc_stm_3990820.pak.sub_000.pak
Streams: 487 / 3017
Time: 00:00:23 (CPU 00:02:18)
Size: 789 MB >> 789 MB
100%
Errorlevel=0
Compressed 1 file, 827,159,225 => 827,538,089 bytes. Ratio 100.05%
Compression time: cpu 0.75 sec/real 25.88 sec = 3%. Speed 31.96 mB/s
All OK
with -mlibgdeflate same result.
https://drive.google.com/file/d/1j6soaeawQA1vLWJ01WQhR9-arb9BYvqA/view?usp=sharing
Toximan69
16-03-2026, 23:47
Styx: Blades of Greed
It has encryption
k0xD9BCBAC009D6881140AF8721394E0C9A40428A9A213AC5F 39FA4CBF88FE18772
but unreal.dll doesn't work; decompression doesn't occur. Maybe it's not oodle that's being used, but something else
Can anyone help? I'm attaching the example files.
https://drive.google.com/file/d/1zdgyNyWK3uVBHO3vN0dWv8DZPmPxi47I/view?usp=drive_link
The key is wrong.
The correct key is
0x40428A9A213AC5F39FA4CBF88FE18772D9BCBAC009D68811 40AF8721394E0C9A
Use mermaid+kraken
Use library 2.9.10 (2)
Need help for best method for Death Stranding 2: On the Beach
Here is a sample
https://gofile.io/d/odZGfN
L33THAK0R
18-03-2026, 03:48
If it's anything like the first entry I'm going to guess encryption + oodle, best bet would be wait for a foss tool to release that tackles the former. Will hopefully be an interesting title to tackle.
I used dstorage method on this and got 80.7 GB it compressed nicely, the OLDER methods for death stranding do not work anymore
ScOOt3r
I used dstorage method on this and got 80.7 GB it compressed nicely, the OLDER methods for death stranding do not work anymore
ScOOt3r
Details plz
Toximan69
18-03-2026, 08:32
The key is wrong.
The correct key is
0x40428A9A213AC5F39FA4CBF88FE18772D9BCBAC009D68811 40AF8721394E0C9A
Use mermaid+kraken
Use library 2.9.10 (2)
Many thanx:)
Details plz
https://www.fileforums.com/showthread.php?p=501722&highlight=insomniac+plugin#post501722
I think the good method is:
xtool:c32mb:minsomniac,spiderman+xtool:dd3+LOLZ_NO RMAL
I'm searching how to extract audio to remove unused languages.
I'm not finished compression yet
I think the good method is:
I'm searching how to extract audio to remove unused languages.
I'm not finished compression yet
https://steamdb.info/app/3280350/depots/
Example French audio: https://steamdb.info/depot/3280356/
Edit:
package.43.00.core.stream + package.43.01.core.stream contain bink2 videos you can compress, in total 326MB.
Dunnowho69
23-03-2026, 02:46
For RDR2 should i use the oo2core_5_win64.dll from the game or another one ? Also how did fitgirl get to 68 GB ?:confused:
Also, Is it safe to remove mp files ?
Masquerade
23-03-2026, 08:03
^^
Red Dead Redemption 2 is encrypted, you need to find a way to decrypt it. And no, you cannot rip multiplayer files.
Dunnowho69
23-03-2026, 09:36
^^
Red Dead Redemption 2 is encrypted, you need to find a way to decrypt it. And no, you cannot rip multiplayer files.
Got it, thanks :)
Street Fighter 6
Removed JP language.
06:29:20 - Selected ARC/DS method for Data1a-01.bin was: xtool:dd3:l10,d128mb
06:29:20 - Selected ARC/DS method for Data1b-01.bin was: xtool:mzstd,l11:zstd_120+xtool:c128mb:mzlib:dd3:l1 0,d128mb
06:29:20 - Selected ARC/DS method for Data1c-01.bin was: xtool:dd3:l10,d128mb
-----------------------------------------------------------------------------------------------------------------------------------------
10:03:24 - Overall input size: 98,93 GB
10:03:24 - Overall output size: 60,91 GB (Ratio 61.56%)
10:03:24 - Overall conversion time: 03:34:03
Edit:
00:32:37 - Overall input size: 100,25 GB
00:32:37 - Overall output size: 60,75 GB (Ratio 60.61%)
00:32:37 - Overall conversion time: 03:53:38
Game Version : 1.2
Ripped - Re-encoded Files : Nothing
Original Size : 7 GB
Compressed Size : 1.36 GB
Install Time : 5 Minutes (Depends your system)
Method : xt_zlib+srep:m3f+lzma
Carldric Clement
03-04-2026, 11:10
RV There Yet? v1.2.17120 - Steam
Original Size: 2.29 GB
Compress Size: 1.21 GB
Method:
*.bmp > msc+grzip:8388096b:m2:l2048:h15:a > 820kb = 194kb
*.ucas *.utoc *.pak > xtunreal+srep:m3f:a2+dispack070+lolz:d128m:mt4:mtt 1:lmdf1 > 1.87gb = 1.19gb
* rest of the files > xprecomp+srep:m3f:a2+dispack070+lolz:d128m:mt4:mtt 1:lmdf1 > 587mb = 116mb
Thanks to @wrathma for providing the oodle library for XTool.
P.S: the ucas and utoc file was difficult to compress even that I have the unreal plugin for XTool. If someone manage to decrypt, that would be useful to reduce the size. Thanks
you might have used the wrong oodle library. try the one i attached. here are my compression results -
*.ucas *.utoc *.pak -> xt_unreal+msc:raw+srep+lolz
1.70gb => 1.10gb
everything else -> dispack070+delta+rzs
393mb => 119mb
overall size 2.08gb
compressed size 1.21
edit: xt_unreal is xtool -mkraken+mermaid, you dont need unreal.dll and you can skip msc:raw it gives about 50mb difference.
WWE 2K19
the oodle precompressor from Razor12911 was used in this repack
https://fileforums.com/showthread.php?t=102453
method
converted all bk2 to bik with a bk2 file extension so the game recognizes it
and to avoid bpk compression errors bitrate is the same so the video is lossless due to that
oo2reck+srep+lolz:dt1:dtp1:dto1:dtm1:dtw1:dtd1:mtt 1:mt4:d100m:tt4 h14:fba4096:mc1023:bc8:blr8:bm
on main game files
bpk on bk2 files
original size 44gb
repack size 29.gb
I know this is old but... I took a look on this and was surprised that you have precompressed this game with such a method.
I used the same as you did and after 3 hours I was into 30%... still precompression stage of course.
I know this game is old and no ass will repack this ever anymore but whatever.
So I looked up the game files and came to the following conclusion:
The game is shipped with oo2core_6_win64.dll which is v2.6.0 but some of the game files were compressed with a different oodle version, namely v2.5.3. You cannot precompress some of the files with shipped library. You will get 0 streams precompressed, plus it takes a long time.
So I wrote a quick xtool plugin.
I think all the files are compressed with kraken level6 (I am not in the mood to look up over 20k files, so I assume all the files are compressed with kraken level6).
Some examples.
-mwwe2k19
Streams: 809 / 809
Time: 00:00:26 (CPU 00:02:24)
Size: 353 MB >> 0,99 GB
Done!!!
-mkraken:l6
Streams: 498 / 802
Time: 00:01:33 (CPU 00:08:07)
Size: 353 MB >> 921 MB
Done!!!
-mkraken
Compressed 109 files, 1,866,438,656 => 3,240,060,056 bytes. Ratio 173.60%
Compression time: cpu 1.50 sec/real 327.79 sec = 0%. Speed 5.69 mB/s
All OK
-mwwe2k19
Compressed 109 files, 1,866,438,656 => 3,327,328,916 bytes. Ratio 178.27%
Compression time: cpu 1.69 sec/real 166.69 sec = 1%. Speed 11.20 mB/s
All OK
I said that some of the files are packed with a different oodle version, namely v2.5.3.
So you have to use two libraries at once to get probably all the streams.
Example:
xtool:mwwe2k19:oodleoo2core_5_win64.dll:core_2.5.3 +xtool:mwwe2k19:oodleoo2core_6_win64.dll:core_2.6. 0
Compressed 1 file, 746,374,144 => 4,560,712,728 bytes. Ratio 611.05%
Compression time: cpu 0.88 sec/real 96.40 sec = 1%. Speed 7.74 mB/s
All OK
xtool:mkraken:oodleoo2core_5_win64.dll:core_2.5.3+ xtool:mkraken:oodleoo2core_6_win64.dll:core_2.6.0
Compressed 1 file, 746,374,144 => 3,790,919,089 bytes. Ratio 507.91%
Compression time: cpu 1.05 sec/real 296.24 sec = 0%. Speed 2.52 mB/s
All OK
I did not tested this with the full game. If anyone wants to dig deeper then there you go.
Edit: I guess it's better to first use the higher library, then the lower (2.6.0 -> 2.5.3).
[Stream1]
Name=wwe2k19
Codec=kraken:l6
BigEndian=0
Signature=0x4E4B524B
Structure=Signature(4),DSize(4),CSize(4),OodleHdr( 2),Stream
StreamOffset=-2
CompressedSize=CSize
DecompressedSize=DSize
Condition1=OodleHdr = 0x068C
Condition2=CSize > 64
Edit:
23:28:40 - Selected ARC/DS method for Data1a-01.bin was: xtool:c32mb:mkak,wwe2k19:oodleoo2core_6_win64.dll: core_2.6.0+xtool:mkak,wwe2k19:oodleoo2core_5_win64 .dll:core_2.5.3:dd3:l10,d128mb
23:28:40 - Selected ARC/DS method for Data1b-01.bin was: xtool:lm:c1792mb:mbik:mbk2:df20p
23:28:40 - Selected ARC/DS method for Data1c-01.bin was: xtool:dd3:l10,d128mb
-----------------------------------------------------------------------------------------------------------------------------------------
02:46:23 - Overall input size: 57,32 GB
02:46:23 - Overall output size: 32,91 GB (Ratio 57.41%)
02:46:23 - Overall conversion time: 03:17:40
Processed wwise too.
Install time was 1h40min
i am trying to compress this ue4 game released on 2024 called The Black Within (https://steamdb.info/app/2372870), but using xtool with oodle 2.9.11-12 cant decompress all streams. also i dont think the pak is encrypted. here (https://dl.desymm.uk/TBW-Sample.7z) is a 200mb sample+game exe if anyone would like to help me with it.
XTool is created by Razor12911
Version 0.9.4
Streams: 535 / 1991
Time: 00:01:53 (CPU 00:14:18)
Size: 200 MB >> 211 MB
Done!!!
edit: even tho it was released in 2024 it uses a old oodle version from 2021. using oodle 2.9.5 decompresses all streams.
It worked with oo2core_8_win64.dll
Version 0.9.5
Streams: 1987 / 1991
Time: 00:00:28 (CPU 00:02:44)
Size: 200 MB >> 363 MB
100%
Errorlevel=0
Compressed 1 file, 209,715,200 => 380,252,220 bytes. Ratio 181.32%
Compression time: cpu 0.25 sec/real 31.96 sec = 1%. Speed 6.56 mB/s
All OK
It worked with oo2core_8_win64.dll
yeah i tried every oodle dll from 2.9.5 to 2.9.12, only 2.9.5 can decompress all 1991 detected streams.
XTool is created by Razor12911
Version 0.9.4
Streams: 1991 / 1991
Time: 00:00:25 (CPU 00:02:54)
Size: 200 MB >> 363 MB
Done!!!
UE4 games mostly use 2.9.5 if they are compressed with oodle, while UE5 use a variety of different libraries, mostly 2.9.10.
Starfield - Terrain01.ba2
3.9 GB >> 95 GB..Hm
Bug?
GRID Legends
16:33:28 - Selected ARC/DS method for Data1a-01.bin was: xtool:mzstd,l22:zstd_145:dd3:l10,d128mb
16:33:28 - Selected ARC/DS method for Data1b-01.bin was: xtool:lm:c1792mb:mbik:mbk2:df20p
16:33:28 - Selected ARC/DS method for Data1c-01.bin was: xtool:dd3:l10,d128mb
-----------------------------------------------------------------------------------------------------------------------------------------
19:27:25 - Overall input size: 35,41 GB
19:27:25 - Overall output size: 26,67 GB (Ratio 75.32%)
19:27:25 - Overall conversion time: 02:53:55
There is still room for improvement.
Installation time will take a long time (over 1 hour) due to high zstd level.
Dunnowho69
09-04-2026, 21:11
https://gofile.io/d/PM6spx
This is from RE9. Can anyone share the best compression method for this ? Thanks in advance :)
https://gofile.io/d/PM6spx
This is from RE9. Can anyone share the best compression method for this ? Thanks in advance :)
-mxtool:zstd:l11+gdeflate (libzstd.dll v1.44).
Needed Xtool 0.9.5
got this !
"ERROR: general (de)compression error in srep:m3f" how do i fix it ? thx for help!
Avatar Frontiers of Pandora
Nothing ripped.
Extracted and processed wwise audio aswell as bink videos.
21:47:06 - Selected ARC/DS method for Data1a-01.bin was: xtool:mmermaid:core_2.9.10:lib_2:dd3:l10,d128mb
21:47:06 - Selected ARC/DS method for Data1b-01.bin was: xtool:lm:c1792mb:mbik:mbk2:df20p
21:47:06 - Selected ARC/DS method for Data1c-01.bin was: xtool:dd3:l10,d128mb
-----------------------------------------------------------------------------------------------------------------------------------------
04:58:41 - Overall input size: 149,17 GB
04:58:41 - Overall output size: 93,02 GB (Ratio 62.36%)
04:58:41 - Overall conversion time: 07:11:31
Install time was about 1 hour
Toximan69
18-04-2026, 01:20
Pragmata
Compression same like RE9, like in dixen's post
-mxtool:zstd:l11+gdeflate (libzstd.dll v1.44).
Needed Xtool 0.9.5
Game size: 34.65 GB
Compression size: 26.5 GB
Crimson Desert
Looks like there is no worth mentioning compression.
Extracted and processed Wwise audio
09:53:27 - Selected ARC/DS method for Data1a-01.bin was: xtool:dd3:l10,d128mb
-----------------------------------------------------------------------------------------------------------------------------------------
12:39:04 - Overall input size: 126,09 GB
12:39:04 - Overall output size: 73,57 GB (Ratio 58.35%)
12:39:04 - Overall conversion time: 02:45:36
work in progress ...
Data1.bin (*.pak excepted pakchunk10-Windows.pak pakchunk16-Windows.pak)
xtool:mkraken:core_2.9.5:dd3+LOLZ_NORMAL
and maybe better with aes :
xtool:c32mb:d1:mue4,k0xA896068444F496956900542A215 367688B49B19C2537FCD2743D8585BA1EB128+xtool:mkrake n:9:dd3+LOLZ_NORMAL
For data2 and data3:
pakchunk10-Windows.pak have a lot of small wem files. not very efficient with wemtool.
better to compress with razor than lolz.
xtool:mkraken:core_2.9.5:dd3+razor_mtx
pakchunk16-Windows.pak is several bink2 videos who are not compressible with binkpack.
easy way is to again use razor
xtool:mkraken:core_2.9.5:dd3+razor_mtx
I'm working on extract bk2 form this .pak to makes a process with lolz and bk2 with other compressor.
but due to AES i cant' use xtool/ringi/mesa to extract/recover files.
I'm working with a bms script in attachment
Try quickbms reimport -w -r
Dunnowho69
19-04-2026, 07:41
What is the best compression method for .unity3d files ? Does it vary from game to game ?
Mostly same as bundle files.
The file from that MOUSE game use lz4hc,l12 I guess
yes i try but recover file have not the same size... and give crc error...
i also try -w -r -r and hdiff , but too big and to slow to recover
Use unity plugin with the correct lz4 dll.
It must br good...
Dunnowho69
20-04-2026, 00:55
Is there a easier way to find the correct version of zstd,lz4,oodle etc or do you just sit and test'em all one by one? :p
You can just anticipate the range of libraries. This comes simply with experience over the years.
Examples: UE4/5 games will most likely never use 4.x libraries of oodle (the lowest I've seen is 2.7x in UE4, 2.8x in UE5).
Unity engine will use most likely 1.9+ of lz4 libraries (if the files are compressed).
I suggest using xtoolui for this purpose.
best compression method ?
best compression method ?
For this file (maybe not realy representative for the full game)
it's: xtool:mreflate+srep+lolz_normal
No ecryption, no oodle, zlib like compression
WWE 2K24
22:11:15 - Selected ARC/DS method for Data1a-01.bin was: xtool:mhydra:core_2.9.14:lib_2:dd3:l10,d128mb
22:11:15 - Selected ARC/DS method for Data1c-01.bin was: xtool:dd3:l10,d128mb
-----------------------------------------------------------------------------------------------------------------------------------------
04:48:25 - Overall input size: 105,99 GB
04:48:25 - Overall output size: 84,96 GB (Ratio 80.16%)
04:48:25 - Overall conversion time: 06:37:08
Decompression took about 1,5-2 hours
The game use oodle hydra compression (same as 2K25 and 2K26) so without any plugin this is the best approach to use it
Extracted and processed Wwise audio
WWE 2K25
00:56:15 - Selected ARC/DS method for Data1a-01.bin was: xtool:mhydra:core_2.9.12:lib_2:dd3:l10,d128mb
00:56:15 - Selected ARC/DS method for Data1c-01.bin was: xtool:dd3:l10,d128mb
-----------------------------------------------------------------------------------------------------------------------------------------
08:56:28 - Overall input size: 114,75 GB
08:56:28 - Overall output size: 88,34 GB (Ratio 76.99%)
08:56:28 - Overall conversion time: 08:00:11
Decompression took about 1,5-2 hours
The game use oodle hydra compression so without any plugin this is the best approach to use it
Extracted and processed Wwise audio
WWE 2K26
23:23:47 - Selected ARC/DS method for Data1a-01.bin was: xtool:mhydra:core_2.9.14:lib_2:dd3:l10,d128mb
23:23:47 - Selected ARC/DS method for Data1b-01.bin was: xtool:lm:c1792mb:mbik:mbk2:df20p
23:23:47 - Selected ARC/DS method for Data1c-01.bin was: xtool:dd3:l10,d128mb
-----------------------------------------------------------------------------------------------------------------------------------------
11:18:45 - Overall input size: 160,84 GB
11:18:45 - Overall output size: 107,42 GB (Ratio 66.78%)
11:18:45 - Overall conversion time: 11:54:56
Decompression took about 1,5-2 hours
The game use oodle hydra compression so without any plugin this is the best approach to use it
Extracted and processed Wwise audio and bink2 videos
Rayman Legends
Selected ARC/DS method for Data1a-01.bin was:
mpreflate+srep_new:490g+razor_mtx
------------------------------------------------------------------------------------------
Overall input size: 5,46 GB
Overall output size: 2,64 GB (Ratio 48.31%)
Dunnowho69
27-04-2026, 19:57
work in progress ...
Data1.bin (*.pak excepted pakchunk10-Windows.pak pakchunk16-Windows.pak)
and maybe better with aes :
For data2 and data3:
pakchunk10-Windows.pak have a lot of small wem files. not very efficient with wemtool.
better to compress with razor than lolz.
pakchunk16-Windows.pak is several bink2 videos who are not compressible with binkpack.
easy way is to again use razor
I'm working on extract bk2 form this .pak to makes a process with lolz and bk2 with other compressor.
but due to AES i cant' use xtool/ringi/mesa to extract/recover files.
I'm working with a bms script in attachment
Can you share the final size and installation time ?
Can you share the final size and installation time ?
Hello
I haven't finish yet.
I'm working on it, it's take time, it's around 17 hours to do a full compress.
My last test is around 98gb compressed with all stuff (bonus + full game) and take 2 hour to uncompress
For now i'm not satisfy about results
whats the error here ? my machine has 6c12t + 16gb ram. tried on another similar machine, same results.
FreeArc 0.67 (March 15 2014) creating archive: data1.bin
Compressing 202 files, 20,707,514,776 bytes. Processed 10.0%
Compressing 20,707,514,776 bytes with "SREP\srep.exe" -hash- -m3f -c256 -l256 -a0/0 InFile OutFile
10.0%SREP 3.93a beta (October 11, 2014): input size 19748 mb, memory used 2380 mb, -m3f -l256 -c256 -a0/0 -hash- -b8mb
100%: 20,707,514,776 -> 9,475,155,108: 45.76%. Cpu 99 mb/s (200.203 sec), real 90 mb/s (219.252 sec) = 91%. Remains 00:00
Sorting matc 10.0% Second pass: 18.0% Remains 00 10.0%
Errorlevel=-1073741819
10.0%
ERROR: general (de)compression error in srep
Hello
there is something wrong during the pass2 (recheck)
it's more or less like a CRC error in memory during rebuild dedup
You can try another version of srep (3.2 o the 4)
Or you can try to change config:
packcmd = "srep.exe" -hash- {options} InFile OutFile
to
packcmd = "srep.exe" -hash=vmac {options} InFile OutFile
it will add some crc check in the srep file.
In some case it work with a slighty lower ratio.
thanks for the help wareck, using 3.92b fixed it.
-hash- just means there will be no crc check for srep. I added it because freearc already do this, so there is no need to make two crc checks, which will slow down things a bit.
For pathologic3 :
data1: xtool:c32mb:munity,lz4hc,l12:dd3+LOLZ_NORMAL
data2: xtool:dd3+bcm or xtool:dd3+bzip3
data3: xtool:mzlib:mpreflate+srep_new:490g+razor
there is some .bank files, can be processed outdside diskspan.
My results with the last game update 26.5gb
Dunnowho69
29-04-2026, 19:50
-hash- just means there will be no crc check for srep. I added it because freearc already do this, so there is no need to make two crc checks, which will slow down things a bit.
Is there no way to disable 2nd pass ? :p
Seond pass writes data...
Dunnowho69
30-04-2026, 20:04
Seond pass writes data...
Oh, I thought it as something else :)
Dunnowho69
01-05-2026, 07:30
I know splitting file into multiple archives causes increase in size but how much exactly ? I splitted Black Myth Wukong into 4 and the final size is almost 102 whereas it should be around 96-97, or did i mess up some other thing? Used -d96m/128m -mtt1 -mt10 -mc1023 for lolz. Precompression as per wareck. Another thing I noticed that DODI used oo2reck+oo2recm and got to 94.95GiB with a single archive
I know splitting file into multiple archives causes increase in size but how much exactly ? I splitted Black Myth Wukong into 4 and the final size is almost 102 whereas it should be around 96-97, or did i mess up some other thing? Used -d96m/128m -mtt1 -mt10 -mc1023 for lolz. Precompression as per wareck. Another thing I noticed that DODI used oo2reck+oo2recm and got to 94.95GiB with a single archive
what do you mean splitting ? cls-diskspan split archive ? or splitting the game files into different archives to use different compression on them? like this (https://fileforums.com/showpost.php?p=509992&postcount=4583)one
Pre-processing:
inside Paladin\Content\FMOD\Desktop you will find many .bank files.
extract all of them using bnkextr (https://github.com/eXpl0it3r/bnkextr/releases). you will find a lot of .ogg and some
other files. merge all *.ogg files into a single solid file solid.ogg using
bincat or anything else. delete the rest of the extracted files. make a
hdiff patch from solid.ogg to Paladin\Content\FMOD\Desktop without
any compression.
Archives:
Archive 1 - Paladin\Content\Paks\Paladin-WindowsNoEditor.pak
use oodle dll v2.9.5
xtool:mermaid+kraken+srep+lolz
Archive 2 - *.mp4 *.mov
zstd, or you can use bz3 (better ratio but slower unpack)
Archive 3 - solid.ogg
oggre
Archive 4 - diff file
msc:raw:wav
Archive 5 - everything else
dispack070+delta+razor
Final Size
input -> 11,429 MB
compressed -> 7,620 MB
Dunnowho69
01-05-2026, 12:41
what do you mean splitting ? cls-diskspan split archive ? or splitting the game files into different archives to use different compression on them? like this (https://fileforums.com/showpost.php?p=509992&postcount=4583)one
splitting the game files into different archives.....though i used same method for all of them just had to do because of storage
splitting the game files into different archives.....though i used same method for all of them just had to do because of storage
thats valid. size increased because you split the games on 5 different 20 gb (i guess) archives. and compressed them separately. if you had compressed 100gb at once in a single archive you would atleast get "a little" better results. this goes for almost any data.
Dunnowho69
01-05-2026, 12:59
thats valid. size increased because you split the games on 5 different 20 gb (i guess) archives. and compressed them separately. if you had compressed 100gb at once in a single archive you would atleast get "a little" better results. this goes for almost any data.
Yeah I have known that too, but for Black Myth Wukong I splitted 138GB into 4, 44.6,43.6,31.8 and 18, but the size is almost 6GB bigger than expected, that's why I was if this were because of the split or something else
-mue5:k0xA896068444F496956900542A215367688B49B19C25 37FCD2743D8585BA1EB128+kraken+mermaid -c128mb -t90p -d1 --dbase
used this for precomp with oodle 2.9.5
Masquerade
01-05-2026, 13:12
that's why I was if this were because of the split or something else
Splitting the data up like this will result in duplicated data not being sufficiently removed, thus greater final archive size.
Dunnowho69
01-05-2026, 13:22
Splitting the data up like this will result in duplicated data not being sufficiently removed, thus greater final archive size.
Got it, will try redoing it then : ((
for now for Black Myth Wukong the best i've done is 96.9Gb
(full game, with optional bonus)
xtool:c32mb:d1:mkraken:mmermaid:core_2.9.5+srep_ne w:490g+LOLZ_NORMAL
Data1 is all .pak
Data2 all other
I do not use mue4 because it makes installation very slow and some time crc error
(yes it's mue4 n mue5 do not work for this game )
I'm working on a new test, with bk2 extracted form pak16. just to check if give better ratio
Dunnowho69
08-05-2026, 13:22
Can anyone share best compression method for Stellar Blade ?
unreal engine crap.
do the usual I guess.
Dunnowho69
08-05-2026, 13:51
unreal engine crap.
do the usual I guess.
https://gofile.io/d/cG8kGN
Here is the sample, still can't really find out what to use properly :(
Use -mkraken and use the attached library
Streams: 1506 / 1506
Patched: 0 (0,00 MB)
Time: 00:01:13 (CPU 00:06:51)
Size: 255 MB >> 1,02 GB
Done!!!
Indiana Jones and the Great Circle
Version 12th May 2026
Library loaded: v2.9.12\oo2core_9_win64_2.dll (CRC FCBE6F2C)
Streams: 83 / 85
Patched: 0 (0,00 MB)
Time: 00:00:11 (CPU 00:00:37)
Size: 67,8 MB >> 133 MB
Library loaded: v2.9.12\oo2core_9_win64_3.dll (CRC 31AFBAEB)
Streams: 83 / 85
Patched: 0 (0,00 MB)
Time: 00:00:12 (CPU 00:00:38)
Size: 67,8 MB >> 133 MB
Library loaded: v2.9.13\oo2core_9_win64_6.dll (CRC 41AAB7C9) (from game folder)
Streams: 67 / 85
Patched: 0 (0,00 MB)
Time: 00:00:23 (CPU 00:01:33)
Size: 67,8 MB >> 108 MB
It looks like v2.9.12 library is the correct one here, at least for the sample I have.
You have to specifiy oodle kraken level, otherwise precompression will took forever.
Sample: gameresources_0_hq_patch1.streamdb
xtool:mkraken,l6
Compressed 1 file, 71,132,775 => 139,054,190 bytes. Ratio 195.49%
Compression time: cpu 0.05 sec/real 6.76 sec = 1%. Speed 10.52 mB/s
All OK
xtool:mkraken
Compressed 1 file, 71,132,775 => 139,054,190 bytes. Ratio 195.49%
Compression time: cpu 0.06 sec/real 12.88 sec = 0%. Speed 5.52 mB/s
All OK
However not all streams can be processed. Either all of the libraries I have are not the correct ones or this is one of the games which requires at least two different libraries to get all streams. I guess the latter is the case here, same as in games like WWE2K19 or Elden Ring.
Because it's idtech engine it is a bit tricky here. I looked through and I don't think plugin is possible, at least not configuration based.
Edit: Looks like resources files are kraken level 4 and you need another library for these files. Like I assumed, I guess it's the same as in other games. Two different libraries for the game files. For resources files it looks like library v2.9.0 is the way to go. The library does not work for streamdb files of course.
Edit 2: Here is the deal.
streamdb - kraken l6 - oo2core_9_win64.dll (2.9.12_2) CRC FCBE6F2C
streamdb (hq) - kraken l6 - oo2core_9_win64.dll (2.9.12_2) CRC FCBE6F2C
resources - kraken l3/l4/l6 - oo2core_9_win64.dll (2.9.13_6) CRC 41AAB7C9 (from game folder)
gameresources_10.streamdb - (2.9.12_2) CRC FCBE6F2C
Streams: 14316 / 14339
Patched: 0 (0,00 MB)
Time: 00:03:43 (CPU 00:18:16)
Size: 2,67 GB >> 4,13 GB
gameresources_10_hq.streamdb - (2.9.12_2) CRC FCBE6F2C
Streams: 631 / 638
Patched: 0 (0,00 MB)
Time: 00:04:08 (CPU 00:20:17)
Size: 2,42 GB >> 3,72 GB
gameresources_10.streamdb - (2.9.13_6) CRC 41AAB7C9
Streams: 13254 / 14339
Patched: 0 (0,00 MB)
Time: 00:03:43 (CPU 00:18:16)
Size: 2,67 GB >> 3,65 GB
gameresources_10_hq.streamdb - (2.9.13_6) CRC 41AAB7C9
Streams: 430 / 638
Patched: 0 (0,00 MB)
Time: 00:04:07 (CPU 00:20:12)
Size: 2,42 GB >> 3,19 GB
Dunnowho69
15-05-2026, 09:48
Can anyone share the OGGRE_dec couldn't fine anywhere...tried CLS-OGGRE.dll but doesn't work
Can anyone share the OGGRE_dec couldn't fine anywhere...tried CLS-OGGRE.dll but doesn't work
here.
it doesnt work in stdio btw.
Dunnowho69
15-05-2026, 15:56
here.
it doesnt work in stdio btw.
How to use it then with inno ? I was trying to use it on .bank files from forza horizon 6, is there another option?
bank is most likely fmod audio. there you need other tools like vgmbox and such.
How to use it then with inno ? I was trying to use it on .bank files from forza horizon 6, is there another option?
.bank file (atleast in unity games) mostly contains wav or ogg. either way
you have to extract the actual audio data (ogg/wav) from the banks and
then compress them using msc or oggre. and make a diff for the banks
from extracted audio data.
check this thread (https://fileforums.com/showthread.php?t=104962&highlight=fmod) that explains it.
Masquerade
16-05-2026, 11:16
The audio from Forza is adpcm afair so you cannot do much with it.
Redmist2013
16-05-2026, 19:06
I watched the Forza Horizon 6 FitGirl unpacker temp files and there are quite a few Oggs in FH6. I'm also not sure what plugin is needed for the minizip files. It might be some sort of encryption like Forza 2023
Indiana Jones and the Great Circle
Version 12th May 2026
If I remember (i do not keep this game) :
file with HQ (high quality textures) have an specific oodle library and the other files of game have the other one.
I used a specific data file for HQ and install them as an optional feature.
I also use a bms script to extract wem files and keep only my language.
With only english and french , without HQ textures and bonus I'm at 56.9gb
Masquerade
17-05-2026, 02:30
I watched the Forza Horizon 6 FitGirl unpacker temp files and there are quite a few Oggs in FH6. I'm also not sure what plugin is needed for the minizip files. It might be some sort of encryption like Forza 2023
There's some ogg yes, but its not all ogg.
The minizip files are compressed with deflate but there's something else funky going on...
There's also some encryped Deflate Steams that have TransformIT encryption layered above. It's been a while since I've been on the scene so I don't know if I can actually be interested to look into this further or not, but I'll link some useful tools here:
https://github.com/Nenkai/ForzaTools/blob/master/ForzaTools.PlaygroundMiniZip/MiniZip.cs
https://github.com/Doliman100/ForzaTech-crypto-tool
EDIT 1 / ???: Maybe you could hack together the minizip extractor to just write the raw deflate streams, concatenate them (which should allow xtool to process them correctly). Then, just xdelta your hacked together file back to the original minizip.
If I remember (i do not keep this game) :
file with HQ (high quality textures) have an specific oodle library and the other files of game have the other one.
I used a specific data file for HQ and install them as an optional feature.
I also use a bms script to extract wem files and keep only my language.
With only english and french , without HQ textures and bonus I'm at 56.9gb
What I've found out so far:
streamdb - kraken l6 - oo2core_9_win64.dll (2.9.12_2) CRC FCBE6F2C
streamdb (hq) - kraken l6 - oo2core_9_win64.dll (2.9.12_2) CRC FCBE6F2C
resources - kraken l3/l4/l6 - oo2core_9_win64.dll (2.9.13_6) CRC 41AAB7C9 (from game folder)
gameresources_10.streamdb - (2.9.12_2) CRC FCBE6F2C
Streams: 14316 / 14339
Patched: 0 (0,00 MB)
Time: 00:03:43 (CPU 00:18:16)
Size: 2,67 GB >> 4,13 GB
gameresources_10_hq.streamdb - (2.9.12_2) CRC FCBE6F2C
Streams: 631 / 638
Patched: 0 (0,00 MB)
Time: 00:04:08 (CPU 00:20:17)
Size: 2,42 GB >> 3,72 GB
gameresources_10.streamdb - (2.9.13_6) CRC 41AAB7C9
Streams: 13254 / 14339
Patched: 0 (0,00 MB)
Time: 00:03:43 (CPU 00:18:16)
Size: 2,67 GB >> 3,65 GB
gameresources_10_hq.streamdb - (2.9.13_6) CRC 41AAB7C9
Streams: 430 / 638
Patched: 0 (0,00 MB)
Time: 00:04:07 (CPU 00:20:12)
Size: 2,42 GB >> 3,19 GB
However some of the smaller hq patch files works better with the oodle library from game folder.
Average idtech engine experience.
Edit:
resources files
Streams: 1216169 / 1222773
Patched: 0 (0,00 MB)
Time: 01:21:35 (CPU 05:26:22)
Size: 13,8 GB >> 31,7 GB
To make srep dedup takes effect for all the files, you have to use xtool as a standalone compressor without freearc and place freearc as a second step after xtool. Otherwise you will miss a load of duplicates if you precompress the files separately.
Dunnowho69
17-05-2026, 20:26
I was trying to test Forza Horizon 6 but after getting to around 10% getting Unarc.dll returned an error code: -11. Is there something wrong with my cls.ini ?
[lolz]
Bufsize=512k
transfer_ReadBufSize=512k
transfer_WriteBufSize=512k
MaxThreadsUsage=75%
MaxMemoryUsage=75%
[srep]
Bufsize=24m
Memory=70%-2048m
TempPath=.\
SREP memory, reduced to 25% settings, solve it the problem? (and dont use SREP 3.93, replace this v3.92.)
Dunnowho69
18-05-2026, 03:42
SREP memory, reduced to 25% settings, solve it the problem? (and dont use SREP 3.93, replace this v3.92.)
tried with 25% but didn't work, and i already used 3.93 to make the whole repack, guess i am doomed :(
What final compressor did you used?
Dunnowho69
18-05-2026, 04:00
What final compressor did you used?
lolz
Indiana Jones and the Great Circle
Without HD files
2 languages
~80GB input
20:12:50 - Selected ARC/DS method for Data1a-01.bin was: xtool:dd3+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:m c1000000
-----------------------------------------------------------------------------------------------------------------------------------------
00:52:33 - Overall input size: 122,99 GB
00:52:33 - Overall output size: 63,65 GB (Ratio 51.75%)
00:52:33 - Overall conversion time: 04:39:41
With HD files
2 languages
~120GB input
20:10:47 - Selected ARC/DS method for Data1a-01.bin was: xtool:dd3+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:m c1000000
-----------------------------------------------------------------------------------------------------------------------------------------
03:36:44 - Overall input size: 186,55 GB
03:36:44 - Overall output size: 109,06 GB (Ratio 58.46%)
03:36:44 - Overall conversion time: 07:25:56
Don't mind the input sizes. It's because DSG is taking input size before last call action.
More info
https://fileforums.com/showpost.php?p=510066&postcount=4594
https://fileforums.com/showpost.php?p=510095&postcount=4604
tried with 25% but didn't work, and i already used 3.93 to make the whole repack, guess i am doomed :(
hello
Forza Horizon 6 it's *.minizip files who make the mess.
there is a crc error if you try to pak it too much.
use xtool with zlib for theses files
(xtool:mzlib:dd3+LOLZ_NORMAL) will do the job.
.zip files can be compressed with xtool and reflate to have a better ratio.
But you lost the benefit of srep all the files.
I've juste start a test with .zip and .minizip files in the same data block
xtool:c64mb:mzlib:dd3+LOLZ_NORMAL.
I'll see how many % i'll gain...
Why not use zlib+reflate on both files?
If zlib fails xtool will use reflate.
i don't know why, reflate makes decompress fail 99% of time with the big .minizip
Do you have a sample?
Edit: Nvm
they are big 36 and 46 gb
With the 4 other files no problem (I made some test)
I try to make a sample tomorow
edit: my night test zlib+reflate=> uncompress error at 30.9%
I'm doing an another test with .zip crypted in an another data
Dunnowho69
22-05-2026, 10:20
i don't know why, reflate makes decompress fail 99% of time with the big .minizip
I used zlib+reflate so that might be the reason behind the error
use zlib+preflate then. for preflate you don't have to specifiy level, although it is a bit slower then reflate.
Dunnowho69
22-05-2026, 20:44
Best compression method for LEGO Batman: Legacy of the Dark Knight ?
Sample: https://gofile.io/d/zDuyIS
The same procedure as in every other ue5 game.
they are big 36 and 46 gb
With the 4 other files no problem (I made some test)
I try to make a sample tomorow
edit: my night test zlib+reflate=> uncompress error at 30.9%
I'm doing an another test with .zip crypted in an another data
xtool:mzlib:mpreflate:dd3 works fine.
I don't know why you guys having so much trouble here.
Precompressed zip and minizip together
https://i.imgur.com/UjJKv38.png
Dunnowho69
23-05-2026, 21:03
Is there any way to compress audio files for sekiro ?
Hexagon123
24-05-2026, 00:57
Is there any way to compress audio files for sekiro ?
Try using FSBext to decrypt?
Is there any way to compress audio files for sekiro ?
send sample
Dunnowho69
24-05-2026, 02:04
send sample
https://gofile.io/d/FdjZ45
Mushiiii
24-05-2026, 02:10
Is there any way to compress audio files for sekiro ?
Try compressing the full game at once, xtool+xbk2+srep+lolz
https://gofile.io/d/FdjZ45
you can use oggre, atleast on the file you gave me.
you have to extract the ogg files first with fsbext.
fsbext.exe -e G0KTrWjS9syqF7vVD6RaVXlFD91gMgkC 1 -d out .\sm10.fsb
this will give you a unencrypted fsb file. you have to extract it to get ogg.
after extraction merge all the ogg files at into a big blob. and
compress it using freearc oggre. but the problem is on building
the original file, as they are encrypted. maybe take a look into the source
code of fsbext.
edit:
making building the original data is fairly easy i just misunderstood it.
after extracting the ogg files, pack them using bincat and make a diffpatch
from ogg blob to the decrypted fsb file. and during installation build the
decrypted ogg file and use the same command above to encrypt it again.
it will produce same file.
I'm trying to compress Lego Batman Legacy of the Dark Knight, but I'm getting an "out of memory" error in Diskspan GUI.
Tried these methods (*.utoc, *.cas):
xtool:t100p:c32mb:d1:mue5,k0x70390692DBC072E5C6D97 DB6D54F6977BFC8B0B273C6C1E004CEEB30BD47822C:mkrake n:core_2.9.11+srep_new:393+lolz:mtt1:mt12
xtool:t100p:c32mb:d1:mue5,k0x70390692DBC072E5C6D97 DB6D54F6977BFC8B0B273C6C1E004CEEB30BD47822C:mkrake n:core_2.9.11+srep_new:392+lolz:mtt1:mt12
xtool:t100p:c16mb:d1:mue5,k0x70390692DBC072E5C6D97 DB6D54F6977BFC8B0B273C6C1E004CEEB30BD47822C:mkrake n:core_2.9.11+srep_new:393+lolz:mtt1:mt12
try use -lm option for xtool
try use -lm option for xtool
Should I set it to 0? I have 32 GB of ram and 12 threads.
If the error happens on precompression use it like this
xtool:lm:t100p:c32mb:d1:mue5,k0x70390692DBC072E5C6 D97 DB6D54F6977BFC8B0B273C6C1E004CEEB30BD47822C
If the error happens on srep/lolz use other options for those, like lower cpu thread usage and/or chunk size.
Windrose
For *.utoc, *.ucas and *.pak:
xtool:c32mb:mue5:mmermaid:core_2.9.0+srep_new:393a +lolz
For rest of the files:
srep_new:393a+lolz
It has no encryption so no key is needed.
Total War Warhammer 3
This is using sort of zstd (maybe zstdsharp).
You can use zstd with level 22 but you won't be able to get all streams. Use the latest zstd library.
Streams: 96220 / 207465 (61,23%)
Patched: 96220 (126 MB)
Time: 01:23:09 (CPU 07:24:30)
Size: 84,4 GB >> 90,5 GB
-s option
Streams: 207465 / 207465 (61,23%)
Patched: 0 (0,00 MB)
Time: 00:08:41 (CPU 00:04:38)
Size: 84,4 GB >> 131 GB
007 First Light
Is using lz4hc so plugin required.
Idk if encryption is used like in Hitman WoA.
007 First Light
Is using lz4hc so plugin required.
Idk if encryption is used like in Hitman WoA.
Do you know how I can decrypt the key? I think it's encrypted.
Spinneret94
28-05-2026, 04:29
Hi friends,
Does anyone know how to compress dead cells?
It uses .pak files though the game is not made on unreal engine.
I tried using these two methods but no luck:
xtool:mzstd+srep_new:392+LOLZ_ULTRA
xtool:mzlib+srep+LOLZ_ULTRA
xtool:mlz4f,l10+srep_new:392+LOLZ_HIGH
Use reflate/preflate
The pak file also contains 3mb of wave files and 875mb of ogg files.
* wav : 8, (3'117'860, 2.97 MB, 0.15%)
* ogg : 2463, (918'137'045, 875.60 MB, 44.32%)
Edit: Use png preprocessor+reflate/preflate as the file contains many png images.
* png : 1894, (1'052'939'729, 1004.16 MB, 50.83%)
* wav : 8, (3'117'860, 2.97 MB, 0.15%)
* ogg : 2463, (918'137'045, 875.60 MB, 44.32%)
* Total : 4365, (1'974'194'634, 1882.74 MB, 95.29%)
Streams: 3917 / 3917 (50,83%)
Patched: 2023 (41,8 MB)
Time: 00:06:53 (CPU 00:39:09)
Size: 1,93 GB >> 14,2 GB
You can extract ogg with mesa (https://www.patreon.com/posts/mesa-v-23-12-30-95531353).
Then use xtool erase function to remove the files from the pak file.
After installation use xtool decode function + created xtl file to move the files back into the pak file.
Spinneret94
28-05-2026, 09:06
^^ Thanks
Also is it possible to use xtool decode and xtl you mentioned on diskspan gui?
Or shall I only use png preprocessor with reflate/preflate to get some desent ratio? (Expecting 1.4-1.5GB)
In this case you have to work with CallBefore.bat and make a batch for installer aswell.
There are plenty examples in Database folder in DSG.
Spinneret94
30-05-2026, 10:06
For .ogg files:
oggre+4x4:b32mb:lzma:ultra:bt4:fb273:lc8:mc1000000 :32mb
For the rest of the files:
xtool:mzlib+srep_new:392+LOLZ_ULTRA
Input: 3.4 GB
Output: 920 MB
Path of Exile 2
In case someone ever wants to repack this..
Tiny*.bin, shadercache*.bin = oodle selkie
All others oodle hydra
bk2 files are mostly kb2j, just the big ones are kb2n.
Audio files are fmod (RIFF FEV FMT) so I don't checked them.
Use oodle library v2.9.10
Name: oo2core_9_win64.dll
Size: 637952 Bytes : 623 KiB
CRC32: D90CD562
CRC64: 87A25C803B8DC2EC
SHA256: 6f5d41a7892ea6b2db420f2458dad2f84a63901c9a93ce9497 337b16c195f457
SHA1: b5120a64e2756eb99978a9ddc4fb36939a3d4cfe
BLAKE2sp: bdbc19f38c4d993bed1b81d6c7ba006e3ac72d1b4195e19647 8669c8b17e9249
MD5: cc81123b3396b838037113d230d31efe
XXH64: 8A16854D18FD4A04
SHA384: 433a988d1d86e810c90fb8484d22d4acb8700196e154b09810 19fd67654d54e1e80c8054bec552f8efe4e1abf32106e8
SHA512: 8aad08bed85e0837a5593ccf1ae3bb2d9f25364c7cdf8c290e 2ac3c33c019e7585f497f63c02ced97ea9aaaee850d7d3e454 271ab5211f4a7506aa0c7f87437c
SHA3-256: cfe6fe3b4638909efd475da4c3df6a41dcf38ff8470881bb96 3e5989fd72b510
I was to lazy to pack them all together with srep+fa so there is a loss in deduplication, but I cannot tell how much.
Since I have no plugin using -mhydra is the best approach to precompress this.
21:31:27 - Selected ARC/DS method for Data1a-01.bin was: xtool:mhydra:core_2.9.10:lib_2:dd3:l10,d128mb
21:31:27 - Selected ARC/DS method for Data1b-01.bin was: xtool:mselkie:core_2.9.10:lib_2:dd3:l10,d128mb
21:31:27 - Selected ARC/DS method for Data1c-01.bin was: xtool:lm:c1792mb:mbk2:df20p
21:31:27 - Selected ARC/DS method for Data1d-01.bin was: xtool:dd3:l10,d128mb
-----------------------------------------------------------------------------------------------------------------------------------------
06:08:07 - Overall input size: 141,61 GB
06:08:07 - Overall output size: 102,47 GB (Ratio 72.36%)
06:08:07 - Overall conversion time: 08:36:32
Extraction time ~45min
Dunnowho69
17-06-2026, 04:27
Is it not possible to change the location of srep-virtual-memory.tmp ? Or will it always be in the temp folder as TempPath doesnt seem to work ? Also is it possible to limit the virtual memory size ?
cls.ini
[Srep]
Bufsize=24m
transfer_ReadBufSize=512k
transfer_WriteBufSize=512k
Memory=60%-2048m
TempPath={app}
This is for ProFrager's implementation of cls-srep
vBulletin® v3.8.11, Copyright ©2000-2026, vBulletin Solutions Inc.