Guess if it's just the files inside JackGame\Content\Sounds\BGM\ this is probably just a custom thing to "encrypt" the BGM in the game, hopefully no other files use it.Īnyway I've attached a simple app I made to NOT the file for you, just drag the file into Notter.exe and the result will be written to. I can't see any indication in the pak file to say whether or not a file is NOT'ed like this though.
Hm, looks like the data for those ones you mentioned are all NOT'ed, NOTing them again seems to give a normal looking file with an Ogg inside like all the other ones. Last edited by infogram on Fri 2:20 pm, edited 3 times in total. I dumped a list of console commands too, but there's not really any way to use them atm: You'll have to edit the Engine.ini file and add them under a section to change them, since it looks like the ingame console is disabled. (edit: d'oh, figured out I could just use the "string" command to remove the last char from the filename, would have been nice to find the real reason this extra char is being added but meh)Įdit: also for anyone interested in tweaking the games cvars, I've dumped a list of all the ones DQXI recognizes here:
#Unreal tournament 2018 console commands how to
Not really sure how to get rid of that, does anyone have any idea how to fix it? "Engine/Content/EditorResources/S_Actor.uasset ï"
#Unreal tournament 2018 console commands update
Managed to update aluigi's unreal_tournament_4.bms script to work with it, but there's just a small problem with filenames having extra characters on the end, like: file data is zlibbed, then XOR'd with above key, then data gets NOT'd (so to unpack: NOT data -> XOR with key -> decompress) unicode filenames inside the index are XOR'd with key DEADFADE BEEFCAFE (lel) So with Dragon Quest XI it turns out they don't actually use AES at all, it's just XOR all the way: