Battlefleet Gothic 2, Hex Editting cooked Blueprint assets

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
Dire_Venom
Posts: 1
Joined: Wed Oct 09, 2019 5:31 am

Battlefleet Gothic 2, Hex Editting cooked Blueprint assets

Post by Dire_Venom »

Our predicament: -Most of the BFG2 Files are relatively easy to mod. However blueprint and some other files are not easy to edit as we can't reverse engineer them back into unreal engine (like you can with the models and audio). As we can't uncook them (they reside inside the 40GB pak), the only option I know of is to Hex-Edit them (directly edit the raw code), however to change the size of the file you need to find the header which lists the size and edit it, despite the values it lists being very difficult to understand and change. This is pretty difficult for us, however I know of one person who has done this successfully.

Essentially we want to figure out how to edit/create these files. The content of these files is mainly listing assest names and what goes where, firing arcs etc. The files we are trying to edit can be downloaded here: https://drive.google.com/drive/folders/ ... sp=sharing From the extracted Pak each file has a .uasset (contains the file size line) and a .uexp (content and values)

I have had great success with importing custom models into the game though!
We have all the extracted pak files and can load assets back into the game by cooking them into a separate pak file and placing it alongside the original.
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Any advice/suggestions would be very appreciated!
We know that someone has done this before for BFG2, however we can no longer contact them.