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  #16  
Old 15-11-2019, 16:49
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hmmm caplitlized or not it had no effect
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  #17  
Old 15-11-2019, 17:37
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hmmm caplitlized or not it had no effect
Razor's tool needs update for PAK files that are only encrypted but not compressed.
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Old 15-11-2019, 18:05
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Quote:
Originally Posted by ShivShubh View Post
Razor's tool needs update for PAK files that are only encrypted but not compressed.
actually that isn't the issue, the headers slightly differ in some of these games compared to what borderlands 3 had and I lack samples so...
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  #19  
Old 15-11-2019, 18:17
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actually that isn't the issue, the headers slightly differ in some of these games compared to what borderlands 3 had and I lack samples so...
i'll give you a sample but your inbox is always full
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  #20  
Old 15-11-2019, 18:18
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post it here
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  #21  
Old 15-11-2019, 18:22
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post it here
i shall it will be a zippy share link none of the files are small enough to put here
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  #22  
Old 15-11-2019, 18:25
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street fighter 5 tournament editon sample sample

https://www64.zippyshare.com/v/yssI0YkF/file.html
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  #23  
Old 15-11-2019, 18:33
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Quote:
Originally Posted by ShivShubh View Post
Razor's tool needs update for PAK files that are only encrypted but not compressed.
street fighter 5 is compressed
tekken 7 isn't but that game is non issue for me i have no problems with it
but when i extract SF5 and pack it back up it.. i end up having only 1 stage and ryu and ken are the only selectable fighters...
it is the only ue4 game i have problems with..
recently i decrypted soul calibur 6 no problems on it either..
i have decrypted many games but this one for some reason does not act right packed back up...
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Old 15-11-2019, 18:52
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Quote:
Originally Posted by darkwolves View Post
street fighter 5 is compressed
tekken 7 isn't but that game is non issue for me i have no problems with it
but when i extract SF5 and pack it back up it.. i end up having only 1 stage and ryu and ken are the only selectable fighters...
it is the only ue4 game i have problems with..
recently i decrypted soul calibur 6 no problems on it either..
i have decrypted many games but this one for some reason does not act right packed back up...
It does not act right after packing because of incorrect file paths or improper files similar to Borderlands 3. If the game can read a modified PAK file then it should have no problem at all unless you have wrong file paths or missing/corrupt files (often caused by BMS script).
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  #25  
Old 15-11-2019, 18:55
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Quote:
Originally Posted by ShivShubh View Post
It does not act right after packing because of incorrect file paths or improper files similar to Borderlands 3. If the game can read a modified PAK file then it should have no problem at all unless you have wrong file paths or missing/corrupt files (often caused by BMS script).
indeed it was extracted by a bms script and packed pack up using unrealpack
i have done this with many games SF5 seemes temperamental with it though
i think some kind oc coding ties all the files together.. and when i extract them it messes them up
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Old 15-11-2019, 19:19
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Quote:
Originally Posted by darkwolves View Post
indeed it was extracted by a bms script and packed pack up using unrealpack
i have done this with many games SF5 seemes temperamental with it though
i think some kind oc coding ties all the files together.. and when i extract them it messes them up
This is exactly why I use UnrealPak to extract PAK files because thats what its designed to do. BMS is a user-defined script and may go wrong anywhere possible. In one of the PAK files of Borderlands 3, QBMS and UnrealPak extract exactly same amount of files and they were almost exactly same in size (differing only in few bytes). Those few bytes were crashing the entire game.

This is just one reason, another reason is PAK files once extracted are sometimes not in their so called "Cooked" path folders so if you just pack them for use, game will not be able to read the files inside that new PAK file.
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  #27  
Old 15-11-2019, 19:50
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Quote:
Originally Posted by ShivShubh View Post
This is exactly why I use UnrealPak to extract PAK files because thats what its designed to do. BMS is a user-defined script and may go wrong anywhere possible. In one of the PAK files of Borderlands 3, QBMS and UnrealPak extract exactly same amount of files and they were almost exactly same in size (differing only in few bytes). Those few bytes were crashing the entire game.

This is just one reason, another reason is PAK files once extracted are sometimes not in their so called "Cooked" path folders so if you just pack them for use, game will not be able to read the files inside that new PAK file.
i have the unpacker too used it on tekken 7 when i first did it and my fighters were showing up invisible so i used a bms and unreal to pack it and its fine..
i also tried it on street fighter 5.. and it had alot of problems as well although other games it worked perfect on
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  #28  
Old 15-11-2019, 20:22
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Update available

Changes

- Fixed minor issues
- Added support for Street Fighter V type of headers

Notes

- The person who asked for Rune II support, well this has a similar format as the other games just minor differences in the header structure therefore a sample from another game which has something similar is required, better if that game also has compressed streams, not just encrypted
- Keys are in hexadecimal, they are not case-sensitive meaning letters can be upper case or lower case, it doesn't make a difference.
- I changed a few things in the source, but then this thing of changing keys for each sample has left not being sure whether the support for borderlands 3 was left unaffected, you may want to check that and compare it to last release

Useful links

Here's a link where you can get keys for some games:
https://www.zenhax.com/viewtopic.php...rt=1160#p51604

Last edited by Razor12911; 15-11-2019 at 20:33.
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  #29  
Old 15-11-2019, 20:23
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Quote:
Originally Posted by darkwolves View Post
anyone have the decryption key for street fighter 5?
i have the aes_binary one but when i go to pack it back up it doesn't work right
Quote:
Originally Posted by darkwolves View Post
using ue4dt+pzlib:

Code:
Compressed 1 file, 56,672,272 => 161,948,344 bytes. Ratio 285.76%
Compression time: cpu 0.03 sec/real 10.25 sec = 0%. Speed 5.53 mB/s
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  #30  
Old 15-11-2019, 20:38
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Quote:
Originally Posted by Razor12911 View Post
using ue4dt+pzlib:

Code:
Compressed 1 file, 56,672,272 => 161,948,344 bytes. Ratio 285.76%
Compression time: cpu 0.03 sec/real 10.25 sec = 0%. Speed 5.53 mB/s
TY Razor
i'm going to test on the entire .pak pak folder content and post inflation results
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